1. I want to create a new MOBS for hurtworld. How to do it, through the Unity? Developers do not give a complete project :(
     
  2. Wulf

    Wulf Community Admin

    Mods or mobs? Also, plugin for Oxide or Workshop mod for Hurtworld?
     
  3. MOBS! ANIMALS that attack the character.
    Can you help me ?
     
  4. Wulf

    Wulf Community Admin

    I don't think it's possible to add new mobs/animals to the game, at least not without some sort of client mod.
     
  5. i think add new mobs/animals to the game this is feasible.
    check Players to damage in oxide plugin.
    Code:
    public class Monster
    {
        GameObject Monster_Obj;
        float Health=100;
        public Monster()
        {
            //spawn the Monster GameObject;
        }
        public move()
        {    }
        public attack()
        {    }
        public damage()
        {
            RaycastHit hitInfo;
            var rayLength = 1;
            Collider[] coll = Physics.OverlapSphere(randposition,1);
            for(int i=0;i<coll.Length;i++)
            {
                string name=coll[i].gameObject.name;
                hurt.SendChatMessage(session,coll[i].gameObject.name);//  <----check the  collision to damage
            }
        }
    }
    Do you think this code is feasible?
     
  6. It can be. Thanks, I'll check)
     
  7. Wulf

    Wulf Community Admin

    The client needs to be able to have the mob, you can't just create it without it existing. Existing vs. new is entirely different.
     
  8. add new mobs/animals to this game
    i have make .
    movement,attack to players,is's working now!

    check players attack the mod/animals,not working. -------> I have no solution to the problem.

    please help.
     
  9. i can create mobs in unity :) but you must give me script :)
     
  10. the script have a question.

    check players attack the mod/animals,not working. :(
    [DOUBLEPOST=1483967370][/DOUBLEPOST]
    do you good idea?
     
  11. Have been thinking about something like this myself. I can't code it, but a working concept could be to spawn a dynamic item from the workshop with something like a "walk cycle" animation. Give the prefab two colliders, one quite large and if the player is inside the large collider move the center of the prefab towards the coordinates of the player. If player is within smaller collider, deal some damage to the player.
     
  12. damage to the player. working in oxide now.
    but the player damage to animals,i have try but not working.
    Code:
    RaycastHit hitInfo;
    var rayLength = 1;
    Collider[] coll = Physics.OverlapSphere(randposition,1);
    for(int i=0;i<coll.Length;i++)
    {
    string name=coll[i].gameObject.name;
    hurt.SendChatMessage(session,coll[i].gameObject.name);//<---- animals object sensor,can't find player attack object
    }
     
  13. Wouldn't you need to, in theory, create a new asset compatible with Hurtworld SDK... complete with graphics and animations.... and then, if needed, manipulate through oxide what you can't through Unity? That's my educated guess on it anyway. I don't know if Hurtworld SDK accepts new AI assets or not. From what I've heard it is still a bit limited.... which is why right now all the workshop mods are essentially tech demos.
     
  14. can't find new AI assets in Hurtworld SDK..
    so....use oxide only now.
    ===========================
    but this car mod, http link : Steam Workshop :: Scout by Noviets
    add wheel to car in game,player can attack it..The car will explode.....
    ===========================
    so make a new animals add the car scripts in unity3d, add wheel to animals in game,and player attack it..
    I think it's a good idea.Do you think it's feasible?
     
  15. When you're done, write me a script :)
    [DOUBLEPOST=1484059515][/DOUBLEPOST]
    Steam Workshop :: Loot Cache Replacement
    how to do it?
    You know ?
     
  16. This is my take on it also. You'll need to create a dynamic object in the sdk and upload it to the workshop. This "unity item" can have an animation cycle added to it and you can attach the script to deal damage on collider contact and perhaps the script that vehicles uses that kills the object if player shoots it. But I doubt it will be possible at this time to have it follow navmesh or act as animals. This could however be faked to some degree trough oxide coding I would think, such as sniffing out the player location on collider contact - and turn + move the "animal" in that directon - or have it shoot.

    My shigi-uploader is currently broken again - so I can not test anything per now.
     
  17. Use "loadmod 790695831" in the autoexec to use mod on servers.
    Replaces the Loot crate in game with this custom loot crate. The only difference is that it does not collide with vehicles, and they are a bit larger.

    Everything else works the same. No oxide needed.

    ==========
    i think this just add to autoexec.cfg
     
    Last edited by a moderator: Jan 11, 2017
  18. I know how to set the modes. I want to learn how to replace LootCrate
     
  19. i don't know,i have not use it
     
  20. zombie its you works ?