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I never aimed to do something as complete and diverse as the GTA 5 Chaos mod, although it was an inspiration. I just do not have the time to do it as of now.
It is true that a lot of effects are just zombie spawns. This is due to what the game itself let me do in the very short time I had to make the mod. I'll have to dig deeper into the game code if I want to make more elaborate stuff, but it is a goal.
Some might argue that the minigun's spawn rotation making no sense is part of the fun. I do not plan to change that.
You're right about the effects being applied to bots. I feel the same way. I'll make it a priority for the next update.
You're also right about the effects duration. It's not easy to get it just right but I'll try.
My opinion: this mutation is boring and very lazily made. It does not even try to come close to the GTA 5 level of fun (or chaos to be precise).
- 60% of all things that can happen are "spawn a single zombie in 250 hu near the random survivor".
- Minigun spawn makes no sense, since you get the spawn angle randomized and you cannot really use it in the heat of combat. It might work in a tight spaces as an obstacle for survivors, but otherwise -- just a waste of a "dice roll".
- Effects should not be applied to bots. Bots do not express emotions of getting cursed / blessed by the effect -- we (players) do. I wasted a lot of time waiting for something to happen to my survivor.
- Most effects last very short time to become something noticable.
I do not recommend this mutation in state it is at the moment of writing this comment.
My guess is, somehow, the conflicting mod changes the function's name or flat-out deletes it from the library. So when my script tries to call it, it can't find it.
Thanks for finding that out !
I'll update the description to warn about the conflict.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=170377929&searchtext=Attack+of+the+boomers
Not compatible. Disabled that and this mod works great. Killed Rochelle right off the bat
I got this in console:
VSLib Timer caught exception; closing timer 8. Error was: the index 'RandomAliveSurvivor' does not exist
AN ERROR HAS OCCURED [the index 'RandomAliveSurvivor' does not exist]
CALLSTACK
*FUNCTION [unknown()] scripts/vscripts/chaosmod4.nut line [14]
*FUNCTION [unknown()] scripts/vscripts/VSLib/Timer.nut line [183]
LOCALS
[effect] 11
[player] INSTANCE
[this] TABLE
[params] INSTANCE
[deadFunc] CLOSURE
[id] "the index 'RandomAliveSurvivor' does not exist"
[timer] TABLE
[idx] 8
[curtime] 31.233335494995
[this] TABLE
Not sure if this means anything to you?
All it does is starting a timer and then choosing a random effect every X seconds.
Have you checked that you selected the right mutation ?
If you don't get the message from console "Anything could happen now. Have fun !" then something is definitely wrong
Please feel free to report any bug you may encounter while trying out this mutation, it may help other players on what to look out for and I will try to fix them whenever I can.
Enjoy the mutation and happy holidays !
I'll try and fix the bug when I can (because bugs suck), and maybe had a few effects while I'm at it.
I'm just glad it got this much attention and that people are enjoying it, thank you for playing !
Anyways I look forward to any updates in the future including if you add in new chaos effects. :)