[Release] [ZM] [Mod] zm_perks - Adding all perks to maps
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AssassinDehn Vitrolic Wither Did that intentionally, otherwise it removes the core element of Tranzit and Its survival maps (lava)
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Vitrolic Wither This was a decision made by the members of my Discord server to free up space for the new added perks. They had a choice to choose between the 4 regular spawns for Quick Revive and they choose the garage.
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Ok the reason I asked is because I was trying to use this mod with the Nuketown Perks Manager mod that lets you drop all the perks at the start of the game but quick spawning in the garage seem to break it. thx for getting back to me tho.
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I think I've discovered a bug with Deadshot Daiquiri, it appears that on the maps it has been added to, it does not remove scope idle sway from snipers (only works on MOTD and Origins where it is normally accessible)
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Addition to post above, it also seems to not function properly with most of its features, I will leave a list below:
Full list of Deadshot Daiquiri features for reference:
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Smaller crosshairs
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Aim assist locks onto head (CONTROLLER INPUT ONLY)
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Zero sway with sniper rifles
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Reduced weapon spread by 35%
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Melee lunges will be directed towards target's head
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sehteria Hey bro just want to know when its it gonna be the next release
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Hey dude just want to know if the mod is finished can you merge it with zm_weapons we really love these two mods
(The hundredth comment) -
GhostRider0125 I think maybe he'd have to add it to survival maps, but it's still unclear how. I dunno if there's a check for that checking if the player is on survival map or not
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Cawldwink i played the gun ones they work for me but hadn't done the perks in town and such yet
maybe later -
erm, why is Who's Who not in maps other than Die Rise?