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Also, the fix will be a little...mean might be the right now. It'll be removing all buffs that are certain types(diseases/poisons/etc) and everything that has an automatic deactivation time(ie: ravagers). This will likely end up removing some friendly buffs as well, but since you did "die"...Im fine with that :)
Feel free to make the crafting costs of the times SUPER cheap(1 berry or something) and then adjust configs for time, percent chance, etc, etc.
lot of suggestions, but just wanna know if it would be possible
I just wanted to say that me, my brother and nephew love and appreciate ALL the work you do for the modding community for Ark. I wish more people would tell all of you modders that what you are doing is great! And not complain and bitch about things you get for free.
Thank you! I hope you never feel bad about your modding.
Oh, and also: fck toxic people they can go off and die in a corner.
If the invul time expired, a dino swinging at dino 1 could also hit dino 2(wounded) and kill it. Im going to assume this is the case unless you can discover otherwise :)
Also, if you don't want that to be a thing, increase invul time to prevent all damage when wounded(whether accidental or otherwise).
It was a direwolf we had tamed a few hours prior, she wasn't being ridden but was right behind me. We were running through a griffon canyon with a bunch of new tames (so it was probably a griffon that hit her, though possibly a rock elemental or crystal griffon from the Crystal Isles Additions mod, and we do have Friendly Fire disabled) and they were all taking a lot of damage. We had a few go down into Wounded mode during the trip but picked them each up between waves and continued on slowly. Then one of the times we were being mobbed by griffons, the direwolf suddenly died! She was certainly taking damage and it was an otherwise understandable fall, but having no Wound trigger was a shock. I'll remember to keep my eyes peeled for more details if it ever happens again.
Effectively remove cooldowns: MortalWoundCooldown=0.1
Guaranteed wound chance: MortalWoundPercentChance=1.0
If you have a dino straight up die again, try and remember what you were doing/what caused it to die, if you can(which dino hurt it, was it a player, how, etc).
Also, we lost a dino the other day (dedicated server) who just died straight out and didn't get a Mortal Wound trigger, even though I have the Wound and Invuln timers set to 600 and MortalWoundPercentChance=1.0. At the time, I had MortalWoundCooldown=1, and we had recently healed a different dino out of a Wound - but by 'recently' I mean several minutes prior. I don't have any more info than that and it hasn't happened again, but I wanted to mention it just in case my config was to blame or you can tell at a glance that I need to change something else if I want Mortal Wounds to trigger 100% of the time.
Seems perfect for the harsh world of ark in a single player server. Even better that it works for dinos! I played with it last night and when I got downed I couldn't bring up the menu for myself, although i didn't have any revival packs to revive me with. Haven't had a chance to try again, although knowing the world of ark, it won't be long.
When the wound timer expires, everyone gets a roll at just standing up(even if you have healing agents). It's not a very good chance to get up, but its there(and configurable). If that fails, you die.
"If you have any of the Mortal Wounds healing agents on you, you can revive yourself when wounded in your player radial menu(R key). If not, you MAY get lucky and revive yourself. If not, you will die."
What I'm getting from it is that you can only open the menu with the R key if you have healing agents on you, otherwise you roll a chance when the succumb timer reaches 0 to get up on your own?