#mod_development

1 messages ยท Page 117 of 1

tame mulch
#

Can you send mod folder in zip archive here?

tawdry solar
#

ill try

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how can i zip it

glass basalt
#

right click, send to -> compressed (zipped) folder

tawdry solar
#

there

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@tame mulch did you get it

tame mulch
tawdry solar
#

alr

glass basalt
limber oar
#

...6000 lines of zombie outfits done.

tawdry solar
#

What mod

limber oar
#

I never want to see an xml file ever again.

glass basalt
#

. t x t ?

limber oar
#

I would happily marry a txt file at this point

limber oar
#

The worst part is that all the outfits are functionally identical except for a single item changed

#

Which should be handleable through a simple lua script

#

But worn zombie items aren't persistent once the zombie unloads

glass basalt
#

i hate fixing hardcoded crap

limber oar
#

I hate writing it

tawdry solar
tame mulch
limber oar
#

One day TIS will tweak the zombie code or something, and then I will delete the entire file and replace it with, like...a 10 line lua script

#

And I will make merry

tawdry solar
#

i did sample cod

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code

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from the beef patty

tame mulch
tawdry solar
#

gonna go to sleep

tame mulch
limber oar
#

If it works the way I hope it works then we're golden.

limber oar
#

Not sure if it will treat "Create" as "appears for first time" or "is loaded for player," though. I think the issue comes from the semi-persistent "despawn zombies but still track them" behavior that happens.

#

If it fires whenever the zombie is physically "created" -- i.e. loaded for the player to see -- we're good 'cause that's right when you'd wanna be forcing any clothing items.

tame mulch
# tawdry solar Ty man

Okay, check again module name (you have mistake in it) and change texture to square format (like 256x256)

drifting ore
#

lol slowly figuring this out.

limber oar
drifting ore
#

still have to figure out the buttons and attach the functions to the buttons lol

#

lmao right

#

this is the LAST feature!

limber oar
drifting ore
#

ahaha

glass basalt
#

when tf did that commercial even come out

limber oar
#

back in the 80s, apparently

drifting ore
drifting stump
thick karma
#

@weary matrix Noticed SalamanderAnder requesting gamepad support for Ladders. I had assumed it was not working; didn't even realize that it was key-activated-alone. If you would like, I could update your mod with gamepad support and send it back to you to save you trouble.

dark wedge
thick karma
#

Does anyone know where vanilla sets all of the player's inventory and loot info back to how it was for KBM players?

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Apparently there are 89 individual things in the inventory pane that need to be individually resized correctly in order for the pane to be correct.

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Setting x, y, width, height on getPlayerInventory/Loot(0) when the game launches is not enough

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Hmmmmm I may have just found a way

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Recreating its children may do the trick

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Dang no dice, duplicates things

#

Okay I got it. I need to be using its resize widget

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Hmm hold on

#

That's no dice either... Weird.

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Resize widget is apparently not the issue?

thick karma
#

Maybe fixed this by decorating new* (?).

vivid linden
#

I made my first mod yesterday! I put some decent effort into learning how to do it entirely by myself looking through the vanilla files not using other mods (except the example template for file structure). I have a lore-friendly description in-game and everything. Only issue is you do not have the key to the door but who cares you got a window. Feedback would be nice ๐Ÿ™‚ I have another one I made after this but I am fixing an issue with it first. https://steamcommunity.com/sharedfiles/filedetails/?id=2934259602

gilded hawk
#

Hi, sorry for necro-posting, but I need to ask how do I update the value of a field I obtained using getClassField and getClassFieldVal?

Like, I need to update the value of ClothingItem.java, the public String m_MaleModel; field

local scriptManager = getScriptManager();
local clothingItemAsset = scriptManager:FindItem("Base.Jacket_ArmyCamoGreen"):getClothingItemAsset()

-- Using Nuzzleskatev getfield
local m_MaleModel = getClassFieldValueByName(clothingItemAsset, "m_MaleModel");

print('Base.Jacket_ArmyCamoGreen.m_MaleModel: '..m_MaleModel)
tame mulch
#

You can't change value of java object. Only by set functions

gilded hawk
tame mulch
#

So, if ClothingItem don't have setter for this param, then you can't change this value

gilded hawk
#

Damn, this will be a huge roadblock for my mod development

#

Well, thank you anyway.

weary matrix
#

@thick karma sure, that would be nice. You can submit a pull request on github if you like

hot patrol
#

@dark wedge So I noticed for brutal handwork you made most of the configuration sandbox restricted. would it be possible for you to make some of the rebinds in the normal settings as well?

thick karma
#

Wanna DM me the link?

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I'll let you know when I get to it... I'll probably do it today if it's easy, which I expect it should be.

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I still need to find a ladder that reliably works, though... Tried E on my keyboard in Raven Creek and had similar results to others ๐Ÿ˜ญ

#

Maybe because I was running 10 YL, will test that further.

red tiger
#

Good morning.

ancient grail
#

how do i easily put all the plumable world obj on 1 table

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is there a certain p-roperty i should look for

red tiger
#

Does PZ ever plan on consolidating script files with modules?

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I can see this breaking mod support for overriding files but it'd be an easy fix.

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ZedScript files that are prefixed or suffixed with 'new' have been there for ages now.

faint jewel
#

hey, I have an idea for a mod if anyone is interested?

red tiger
faint jewel
#

an "inspect weapon" mod that would show the 3d model of the weapon at a large scale and maybe some stats at the bottom?

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for all the people who want to put an assload of detail into a weapon that will never be seen, at least with that mod it can be seen.

red tiger
#

Oh darn that sounds cool.

faint jewel
#

maybe it have it show the attachments it has and all that.

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or have the ability to add them in the inspect window.

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that's a bit more than i was thinking but yeah

tawdry solar
#

still cant see whats wrong

pulsar heath
#

@red tiger im in dire need of your advices ๐Ÿ˜„

pulsar heath
#

making something dynamic is a pain... and that leads to errors made by the user... so i was thinking maybe it would be better to define a standard syntax for the json string so that it follow some "logic" allowing me to check for errors on the string

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since you work with gigantic json data strings

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i think you would be the best choice to give me some tips on how to structure the json string

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unless you have a way of working with dinamicly created stuff... im already making the UI based on the json string

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and one typo "kills" the whole thing

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so i was thinking maybe... a static syntax would be best even if it limits the end use case scenario... so your thoughts on this would be apreciated

red tiger
#

I can't respond immediately so give me a bit. I am reading it.

pulsar heath
#

take your time ๐Ÿ™‚

red tiger
#

And yeah I spend time in the abstract with data.

pulsar heath
#

the whole ui is abstract as of now, taking the static menus for config login info and stuff

red tiger
#

Heh

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Those types define the entire ZedScript schema and JSON can be hundreds of thousands of lines long.

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Ok brb

pulsar heath
#

hmmm so use the type do detect what type of json the user sent or created, based on that allow for less strict json for that typ or more strict depending on the "use" of it? That make sense

#

and from that i can create the syntax for every type, and allow for a custom type that its 100% user made and handled

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uh, you've unblocked my brain ๐Ÿ˜„

red tiger
tawdry solar
#

can anyone help me

red tiger
#

That'll help if you need further help figuring it out

pulsar heath
#

cheers, i will.. now to make the types and structure for the basic stuff and then further expand it

pulsar heath
tawdry solar
#

alright thanks

#

Aiteron said this but idk whats wrong with module name

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ohh

#

wait

#

he said check again module name (you have mistake in it) and change texture to square format (like 256x256)

pulsar heath
#

so youre calling the module with a typo and the texture needs to be a square

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the width and height has to be the same

tawdry solar
#

but idk the issue is with module

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i know msth is wrong

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but idk what

pulsar heath
#

show me the code then

tawdry solar
#

for the model

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for the item

red tiger
#

or without lua lol

tawdry solar
#

eh?

pulsar heath
#

you can type in code by
``` code here ````

#

๐Ÿ™‚

tawdry solar
#

i dont get it

pulsar heath
#

nevermind

tawdry solar
#

they arnt .lua

#

they are .txt

pulsar heath
#

you have Roundmeal

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and roundmeal

tawdry solar
#

oh

ancient grail
#

``

--code here

``

#

Ow nvm its not lua

tawdry solar
pulsar heath
#

always check the case of the modules

#

a typo like that is what usually makes me lose a lot of time and hairs trying to figure out whats wrong ๐Ÿ˜„

tawdry solar
#

yeah thanks

red tiger
#

Images helps the most from my experience.

drifting stump
#

afternoon chaps and chapettes

#

will likely have tuesday off

tawdry solar
#

hm

#

it still wont show

#

i changed texture size

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and the error

tacit plover
#

i think you have to specify the folder in your mesh

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models_X/[your model]

tawdry solar
#

i dont use x

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i use .fbx

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so where do i specify

tacit plover
#

yeah, but you have to follow the folder the model is in

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zomboid uses that name for the models folder

bronze yoke
#

fbx files should be in models_X, but you don't need to include the folder in the mesh entry

tawdry solar
#

i dont have models_x

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this is my files

bronze yoke
#

you can just rename models to models_X

tacit plover
#

rename the models folder to "models_X"

tawdry solar
#

so then it should work

bronze yoke
#

probably

tawdry solar
#

but i didnt specify

bronze yoke
#

you're not supposed to, but it might not find it if it's in the wrong folder

tawdry solar
#

ah

bronze yoke
#

the normal 'models' folder is for weird old txt models

tawdry solar
#

ah

ancient grail
tawdry solar
#

Still wont work

#

idk if it even spawns in

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like to find it

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i have it set to icecream freezers

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and i cant find any

bronze yoke
#

you should cheat it in with debug item picker

tawdry solar
#

thats what i did

#

but i cant find ir]

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wait

#

that

tacit plover
fringe ridge
#

Not sure if that's supposed to be like that

tawdry solar
#

thats the texutres nae

#

name

fringe ridge
#

Nvm i'm being blind xD

ancient grail
fringe ridge
#

(this what happens when i try to be overly helpful ROFL)

tawdry solar
#

this is what happens when i build a mod from scratch at 3 am

#

i did go to sleep guys

#

its 4pm

fringe ridge
#

Now that i'm here, i actually have an issue of my Own. i figured out i can replace recipes with the use over Obsolete:true and Override:true but using just Obsolete doesn't remove a recipe, is there another way?

tawdry solar
#

trying to figure this out makes me wanna cry

fringe ridge
#

what seem to be the problem? maybe my limited knowledge can help

tawdry solar
#

the model will not spawn

fringe ridge
#

did you restart the game after making all the changes etc?

tawdry solar
#

the icon does

tawdry solar
#

been like this for the past hour

bronze yoke
#

your model is exactly models_X/model_ROUNDMEAL.fbx?

tawdry solar
#

yeah

fringe ridge
#

Not sure what the model is exactly but i got mine to work by just placing them in the correct folder, didn't even have to assign the texture it just "works"

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My models and textures have the same names so for example modelname is M13Bo1.fbx and the texture is called M13Bo1.png

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in my case the models are in \media\models_X\weapons\2handed and the textures are in \media\textures\weapons\2handed

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and all i have for the model code is this:

        {
        mesh = Weapons/2handed/M13Bo1,
        }```
tawdry solar
#

oh

#

do i have to specify folder

fringe ridge
#

I did, because i wanted them to be in a subfolder

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the model is a Japanese Bo (or a Bo-staff if you will)

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sec

tawdry solar
#

i just made subfolders

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bc im adding more to the mod later

bronze yoke
bronze yoke
#

your models are in weapons but your script specifies Weapons, this will break for non-windows users

fringe ridge
#

so people not using windows will have a non-functioning mod because the folder is in lowercase

tawdry solar
#

can somone help with this

#

with specifying location

fringe ridge
#

i didn't know this, i'll fix and reupload that real quick xD

faint jewel
#

also, ALL of your weapons could use the Bo3 texture

tawdry solar
#

can somone help me specify thus

fringe ridge
#

Yeah i kinda realized that later, but if i remove 1 and 2 they won't get removed due to how Steam works

#

so i kinda left it like that

bronze yoke
#

renaming the folder might cause problems like that, better to just correct it in the script

tawdry solar
#

can somone help

#

i made subfolders but idk how to specify

fringe ridge
tawdry solar
#

would that work

hollow current
#

This is what mind looks like

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mine*

fringe ridge
#

i personally would start with removing the prefixes

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But that's just me

tawdry solar
#

this is what i did

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i do have scale

hollow current
#

the first "slash", if I am not mistaken, points to the root directory of the mod

tawdry solar
#

eh?

hollow current
#

You should remove the first slash

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maybe

tawdry solar
#

ah

hollow current
#

hold on

tawdry solar
#

what mine looks like

bronze yoke
#

if you do it this way you are telling it to look for models_X/models/..

tawdry solar
#

i just have models_x

bronze yoke
#

the game already knows the models are in the models folder, you don't need to add that to the path

fringe ridge
#

shouldn't it be food/model_ etc then instead?

tawdry solar
#

no im stupid

fringe ridge
#

not models/food etc

tawdry solar
#

it was a misstake

hollow current
#

inside your mod's media folder, use this form:

#

inside models_X, you can place your FBX

tawdry solar
#

this is my media

tawdry solar
hollow current
#

what's the name of your FBX? model_ROUNDMEAL?

#

you should use mesh = model_ROUNDMEAL

tawdry solar
hollow current
#

mesh = food/model_ROUNDMEAL

fringe ridge
#

food/model_ROUNDMEAL

hollow current
#

Same idea for textures

bronze yoke
#

i don't think the issue is the path, it looked like you had it right earlier and it still wasn't working

tawdry solar
hollow current
#

texture = food/texture_ROUNDMEAL

tawdry solar
#

im gonna add more stuff

fringe ridge
#

Should make sure your base stuff works first XD

tawdry solar
#

i changed it

tawdry solar
hollow current
#

don't include models_X and textures

tawdry solar
#

i just cant get models to work

tawdry solar
fringe ridge
#

i edited the script to use lowercase w's @bronze yoke , will upload that tiny change to the workshop in a bit

tawdry solar
#

like this

hollow current
#
mesh = food/model_ROUNDMEAL,
texture = food/texture_ROUNDMEAL,
scale = 1.0```
fringe ridge
#

without the / in front of "food"

hollow current
#

yea

tawdry solar
#

done

fringe ridge
#

or it will go BACK 1 folder then start looking for food, which it won't find

hollow current
#

idk if its the same as HTML, but if I remember correctly when I was learning HTML, a slash in the beginning means root directory

#

idk if its the same for other languages

fringe ridge
#

if it still doesn't show up with code after you restarted the game then either your model or texture isn't working

bronze yoke
#

i don't really know what it'll do exactly, but it won't work

fringe ridge
#

i assume you did your uvmap

tawdry solar
#

sorry

#

texture

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would that break it

fringe ridge
#

No you can actually put your texture in blender to see if your uvmaps are correct XD

fringe ridge
#

But in my personal opinion you should remove the prefixes and make the filenames shorter

tawdry solar
#

alr

fringe ridge
#

anyways i gotta bolt

#

dinner won't cook itself

hollow current
#

would anyone be able to point me to the vanilla code that allows zombies to have the key of the house they died in?

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can't find it

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need to actually find the way/function to allow players to create keys for a specific doorknob and the way to create a duplicate of a key (i.e. copying the key into a new key)

tawdry solar
#

also i think i fucked up spawns

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distributions

hollow current
#

rip

tawdry solar
#

anyone help?

hollow current
#

media\lua\server\Items\Distributions_Jumpstarter.lua

tawdry solar
#

yeah

hollow current
#
require 'Items/ProceduralDistributions'

table.insert(ProceduralDistributions["list"]["CarSupplyTools"].items, "Jumpstarter");
table.insert(ProceduralDistributions["list"]["CarSupplyTools"].items, 6);

table.insert(ProceduralDistributions["list"]["GarageMechanics"].items, "Jumpstarter");
table.insert(ProceduralDistributions["list"]["GarageMechanics"].items, 0.05);

table.insert(ProceduralDistributions["list"]["MechanicShelfElectric"].items, "Jumpstarter");
table.insert(ProceduralDistributions["list"]["MechanicShelfElectric"].items, 6);

table.insert(ProceduralDistributions["list"]["MechanicSpecial"].items, "Jumpstarter");
table.insert(ProceduralDistributions["list"]["MechanicSpecial"].items, 10);

table.insert(ProceduralDistributions["list"]["GigamartTools"].items, "Jumpstarter");
table.insert(ProceduralDistributions["list"]["GigamartTools"].items, 0.05);
#

what mine looks like ^

tawdry solar
#

what mine lloks like

#

acc i should ctrl c

#

`local containerData = ProceduralDistributions.list[containerName]
if not containerData then
print("Container does not exist. Are you sure you typed it in correctly?")
return
end

table.insert(containerData.items, itemName);
table.insert(containerData.items, itemChance);
end

AddLootToType("Roundmeal", "FreezerIceCream", 2)
AddLootToType("Roundmeal", "FridgeSoda", 2)
AddLootToType("Roundmeal", "FridgeSnacks", 2)`

#

there

#

i want it to spawn in the gas station icecream freezers

hollow current
#
require 'Items/ProceduralDistributions'

table.insert(ProceduralDistributions["list"]["FreezerIceCream"].items, "Roundmeal");
table.insert(ProceduralDistributions["list"]["FreezerIceCream"].items, 2);```
#

try this

#

replace the whole file contents with this

tawdry solar
#

like so?

hollow current
#

yes

tawdry solar
#

also idk what 'Items/ProceduralDistributions' is

hollow current
#

it basically what controls what items spawn where and what is the chance

tawdry solar
#

but i dont have that

hollow current
#

this is vanilla

#

steamapps\common\ProjectZomboid\media\lua\server\Items

tawdry solar
#

ah

hollow current
#

inside the file you'll find all containers and what items spawn in them

#
FreezerIceCream = {
        rolls = 4,
        items = {
            "Icecream", 50,
            "Icecream", 20,
            "Icecream", 20,
            "Icecream", 10,
            "Icecream", 10,
        },
        junk = {
            rolls = 1,
            items = {
                
            }
        }
    },```
#

this is the container we're working with

tawdry solar
#

ah cool

#

still wont spawn

#

i got it to abundant

hollow current
#

is the item spawnable using debug?

tawdry solar
#

yes

tame mulch
#

Try check by lootzed

tawdry solar
#

lootzed?

hollow current
#

did you visit this container before?

#

it won't spawn in containers you already looted

tawdry solar
hollow current
#

aah

tawdry solar
#

new world

tame mulch
#

Open cheats - turn on zedloot cheat - then right click on container icon - open loot zed

tawdry solar
tacit plover
#

you need to enable debug mode on your steam launch settings

tawdry solar
#

ah

#

im using cheatmeny

tacit plover
#

using -debug

hollow current
#

it'd be more efficient to use debug

tacit plover
#

well, its easier using debug mode

hollow current
tawdry solar
#

ik how

hollow current
#

oh okay

tacit plover
#

with lootzed you can see the spawn % of every item on the container

drifting stump
#

I wouldnt recommend enabling debug this way

#

When you launch the game there are 2 launch options

tawdry solar
#

where is lootzed

drifting stump
#

Normal launch runs the exe

#

Alternate launch runs a bat

tacit plover
#

there's a panel on the left of your screen, click on it and open the cheats menu

#

enable lootzed, and right click on a container

drifting stump
#

If you edit the bat and add the debug parameter to it you can then choose in what mode to launch the game

hollow current
drifting stump
#

Properties control the exe which is used for the normal launch

#

Alternate launch is more suitable for debug because its easier to remember you put debug on that and it shows a cmd to see prints and errors

#

Ah you meant properties on steam

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It applies to both launches and you cant join server youre not admin of in debug mode

hollow current
#

the steam properties option is, personally, better for me because i tend to quit/re-launch a lot during modding and it'd be really annoying if I have to input -debug everytime i am launching

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so I just put it once

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and when I am done with modding for the day I remove it

drifting stump
#

Plus debug has some quirks to it

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Cba editing the steam properties everytime i need to swap mode

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You dont input anything

fringe ridge
#

Starting to hate the steam workshop, i had to change more then the uppercase letters so steam even UPDATES the damn file on the user end :S

thick karma
#

Is there an easy way to safely reset the player's UI? Something like this look approximately correct and safe?

        local playerData = getPlayerData(playerIndex)
        removeInventoryUI(playerIndex)
        playerData:createInventoryInterface()

... or is the answer just "no"?

drifting stump
#

The entire ui?

#

No

thick karma
#

I need to safely reset the entire inventory UI really

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But not the rest of it.

drifting stump
#

Ah inventory only

thick karma
#

Resizing it simplistically doesn't put stuff in the right places

#

So I am trying to recreate it, which works, except the old UI was running in the background and threw an exception during the death loop

drifting stump
#

That might do it not sure how its implemented specifically

thick karma
#

I think I need removeInventoryUI to prevent that

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But I haven't tried it yet

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No worries... was just thinkin someone in this community had maybe ran into the desire to do that already

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But I guess on KBM it would virtually never come up

#

nice... that seemed to work...

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(I tried like... so many things before I asked.)

#

lol

drifting stump
#

Im off work in a bit and struggling with ui myself too though in a much different way

#

Trying to solve some render issues caused by the fast border render

thick karma
#

Feel free to rubber ducky... can't promise I will have any useful insight but I can read and ask questions.

drifting stump
#

Decently sure if anyone can help itll be jab unless you happen to know opengl and zomboids renderer

thick karma
#

Well, I don't, lol, and that's fair enough, but nevertheless I didn't know any Lua like 4 months ago, so, you know, capacity to learn and answer questions about things I presently know nothing about on the basis of literacy and logic.

#

My brain might get lucky and ask the right question; impossible to know unless I look at ze data.

#

Also, you know, the rubber ducky doesn't necessarily need a brain at all, right?

drifting stump
#

Definitely helpful having another couple of brain cells looking at it

#

My 2 and half remaining arent looking good

tawdry solar
#

I got the model to work

#

I didnt have worldmodel file

drifting stump
#

Looking good right? Then lets overwrite the vanilla function to apply it to all uis

#

Not working properly

digital moon
#

Can anyone direct me to where I can figure out how to create a restriction on a container to only allow certain items? I've looked at the tileset properties area in TileZed and wasn't sure where to look or if I had to make a script for it

drifting stump
#

Iirc you just point it to a function giving the eligible items

tawdry solar
#

i got it all figured out

thick karma
# drifting stump

So is the first example the intended background color in the next two? Full transparency?

tawdry solar
#

thanks to another mod maker

thick karma
tawdry solar
#

model works now

woeful sluice
#

Hello all, I was wondering how I could turn a spawnpoint like { worldX = 1, worldY = 1, posX = 1, posY = 1, posZ = 1 } into something I can see on a map? I'm mainly just trying to see where that spawn point would be on a pzfans.com map. Or is there a better tool?

thick karma
# drifting stump

For what it's worth, to me, this looks like either A) some hardcoding got missed, B) an overwrite got missed, but the question is where and the answer would probably be a matter of stepping forward from the point of attempting to set that background differently (until you find the point where the color gets set again by something else, which presumably must be happening, unless the wrong object's background color has been set by your approach).

thick karma
#

This will tell you your current location and you can also mouse around the in-game map to see locations around you

woeful sluice
#

Ah okay perfect, thank you @thick karma.

#

I guess it's time for me to try and get into modding. Any resources or documentation for nubs like me?

thick karma
#

You'll also want to check the pins up top. @woeful sluice

fringe ridge
#

i should actually tell my game to store the saved stuff on a different partition

thick karma
#

@ancient grail

#

Iol I know you need what I just posted

red tiger
fringe ridge
#

I never bothered to research if i could, happy i can and did... i trust my normal HDD's over any SSD anyday xD

spare burrow
#

Anyone knows what affects the damage and target amount of the basic push (space) ? Is it considered the item Base.BareHands ? It is, i just was going crazy as the hidden item was already present due to the char having it by default, so it wasn't being modified post-char generation

ancient grail
thick karma
#

Grats!

#

you should DL the mod I just posted lol will make it easier to submit your mods since you have 400592 of them

humble oriole
#

@faint jewel are you planning on writing the item overwrites into the lua via script manager, or are you just sticking to doing it via the script file lol. You even have "Don't do this" in your code haha.

faint jewel
#

a mod to use a mod?

#

i say dont do it because the game is dilikes overwrites sometimes.

digital moon
#

I'm not sure what I may be doing wrong or if it's by design, but when I watched @viral compass videos when he's using the editor, the tiles show up as whole, but when I try to load mine in - they show up split into an upper and lower half. Am I setting something up incorrectly?

thick karma
#

@drifting ore Are you aware you can look at the code of other workshop items after subscribing to them?

viral compass
ancient grail
thick karma
#

If you want a mod to work, I imagine you need to understand some code, or at least the programming structure of the mod, i.e. where files belong, what folders should be named. Idk what to tell you.

pulsar heath
#

@drifting ore you should learn manners b4 that

thick karma
#

He is developing his own mod Glytch3r, I brought him here on purpose

#

A music pack for online use doesn't require a mod?

pulsar heath
#

youre not? so you have no manners not developing a mod so go to #mod_support

digital moon
ancient grail
# thick karma No he isn't

His not developing the tru music
He is an end user figuring out how to make the addon . He should contact iBrRus directly instead

pulsar heath
#

yeah he should... and learn how to ask for help

thick karma
#

Is the addon not a mod?

humble oriole
pulsar heath
thick karma
#

Music for the End of the World is an addon and also a mod, right?

pulsar heath
#

why should i help you when you have no manners?

humble oriole
#

I bet if you had a better attitude people would bend over backwards to help you

pulsar heath
#

youre not even willing to learn

#

you cant just expect for us to vomit out the solution for someone who behaves like a troll

thick karma
#

No more annoying than you have already been

ancient grail
#

Yes he will np goodluck

#

Look for his discord link on the desxription of his mod

#

His usually active there

thick karma
#

No, your crappy attitude is annoying

pulsar heath
#

yup

thick karma
#

We help people all day

pulsar heath
#

its not the asking for help but the way you ask for it

thick karma
#

You're just not being a decent human

#

And you're too arrogant to notice

thick karma
#

I told you twice

pulsar heath
#

find them yourself,

#

use your brain

#

if you even have one

humble oriole
# faint jewel what do you mean?
local scriptManager = ScriptManager.instance

local item = scriptManager:getItem("Base.PropaneTank")
if item then
    item:DoParam("KeepOnDeplete = TRUE")
    item:DoParam("cantBeConsolided = FALSE")
end```
thick karma
#

%userprofile%/Zomboid

thick karma
#

@drifting ore

ancient grail
#

I sorta understand how frustrated he must have felt when he was told to understand syntax and all that. We cant blame him tbf
But it wasnt the right conduct to act sure, tho if we atleast understand why then we can perhaps tolerate better ๐Ÿ™‚ so thaat enjoy a peaceful community ๐Ÿ™‚

humble oriole
thick karma
#

Its fine, good luck

pulsar heath
#

dude... this is a channel to develop mods

#

not to helpdesk

#

or contact the author

thick karma
#

My bad all

#

I thought he was doing something like Music at the End of the World

#

Which may be an add on but it's also a workshop item and thus to me constitutes modding

#

And didn't seem to belong in support where people learn to USE mods

#

Idk how True Music addons work clearly

versed viper
#

true music comes with a batch file or some such thing to turn your tracks into items

thick karma
#

Or how people classify them mentally

versed viper
#

it's automated and the instructions are in the main mod's description

thick karma
#

But don't you still need to put a workshop item in the right place and name it and such?

pulsar heath
#

no

#

its a functionality of the mod

thick karma
#

Oh, had no clue

#

My bad

drifting stump
red tiger
#

I'm all about frosted glass though.

drifting stump
red tiger
#

Let the PZ UI become frosted-glass.

#

MacOS

#

aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

pulsar heath
drifting stump
#

i thought it was something to do with stencil layers which i implemented in lua the best i could

versed viper
#

okay now put anime girls in the background chad

drifting stump
#

theres like 1 vanilla operation in java i cant track but since it clears right after shouldnt matter

fast galleon
#

winamp themes when

drifting stump
#

i suspect it might have something to do with

true vault
true vault
rocky yarrow
#

Can we simulate players ? (As in : spawn a fake player)

sour island
#

As for simulating them, it's a huge undertaking.

drifting stump
#

ugh

rocky yarrow
drifting stump
#

seems fixed in the menu

#

what did i do?

#

raise the default stencil layer

#

working ingame

#

well

#

ok

thick karma
#

Interesting!

drifting stump
#
do
    local StencilLevel = 1

    function ISUIElement:setStencilRect(x, y, w, h)
        StencilLevel = StencilLevel + 1
        return self.javaObject:setStencilRect(x, y, w, h)
    end

    function ISUIElement:clearStencilRect()
        StencilLevel = StencilLevel > 0 and StencilLevel - 1 or 0
        return self.javaObject:clearStencilRect()
    end

    function ISUIElement:drawRectBorderStatic(x, y, w, h, a, r, g, b)
        self.javaObject:setStencilRect(x+1, y+1, w-2, h-2)
        local renderer = SpriteRenderer.instance
        renderer:glStencilFunc(517, StencilLevel, 255)

        renderer:renderi(nil, x + self:getAbsoluteX(), y + self:getAbsoluteY(), w, h, r, g, b, a, nil)

        self.javaObject:clearStencilRect()
    end
    Events.OnPreUIDraw.Add(function()
        StencilLevel = 1
    end)
end
#

that event at the might be fine removing i just did it when testing to assure consistency with the vanilla behavior

#

now to test it on the non static border

#

its causing issues with the stencil used in scrolling lists

faint jewel
digital moon
# viral compass You need to put them in the 2x folder

I've tried it again and ran into the same issue where they show up with the upper and lower halves separated - if I create a new file in TileZed and load up the tileset's that way, it does show them correctly - but when I place the, it ends up with an infinite loop error saying no rules in /rules.txt

sour island
humble oriole
digital moon
faint jewel
#

it MAY be, but it will break the way my mod works.

true vault
faint jewel
#

oof

digital moon
#

Is there an area in the tile properties that you can specify which items can go on in a container for a mod?

faint jewel
#

pretty sure yeah

digital moon
#

Do you know where it would be or what it would be called?

glass basalt
#

are you referring to its coordinates in a tile, or if items can be placed on top of things in a tile?

digital moon
#

No like if I was making a tool chest and only wanted items categorized as tools to go in it.

worn juniper
#

Can you make an item have 2 Type?

zinc pilot
#

Hey, I've got a function which checks for nearby windows. For some reason, it doesn't seem to find windows that are directed south or west compared to the player... Does anyone here have any clue what could be the culprit?

glass basalt
digital moon
#

Oh awesome - thank you.

humble oriole
sour island
#

Jog my memory, as I'm not sure if/when I mentioned this ๐Ÿ˜…

humble oriole
#

You said you were writing it into one of your frameworks I thought, having it so it filtered on specific item type

sour island
#

Ah, to clarify the functions related to inventory display slumps items all together for rendering - what I was talking about was allowing those items to be grabbed pre-render and allow for modders to manipulate them.

#

Atm one would have to hard overwrite the function or to avoid a hard overwrite slip in behind and reverse the display process (which I don't think is possible/realistic)

#

But manipulating item transfer is also something that sounds doable, for what it's worth

red tiger
#

Tipsy, tired, and worked but gonna code tonight regardless. =)

tawdry solar
#

@glass basalt finnally got my mod to work

#

it took some help from another person

#

i was missing worldmodels

red tiger
#

(Scratches head)
@tame mulch I'm glad the ZedScript format will change for 42. zombie.scripting.objects.Fixing scares me. =(

#

Writing out the AST schema made parsing it a breeze. =D

sour island
#

what's a timed action that's looped?

tawdry solar
#

just found this may give it a shot

sour island
#

was better literacy removed?

bronze yoke
#

it's been unlisted for a few months

sour island
#

ah someone mentioned it having issues with recovery journal

#

honestly considering just dropping the read timedaction and making a fake version

#

only been headaches

bronze yoke
#

sounds like it might be worthwhile

sour island
#

I noticed you have a literacy mod - do you know of any issues with SRJ?

bronze yoke
#

i don't use srj myself, but i've heard they play along

sour island
#

so did moonslime just unlist all their mods?

tawdry solar
#

i also remember the person who made it

#

forgot his name tho

sour island
#

Might leave it alone then

#

managed to wrap up the EHE MP syncing

#

might leave the night on a high note lol

#
  • updating SRJ pisses off at least 30 people ๐Ÿ˜…
rain iron
#

Is it possible to have a submenu in a submenu for the emote radial?
I'm making an emote mod and I want to categorize my own emotes into many submenus without bloating the main emote radial menu.

sour island
#

Yes

rain iron
#

Do you have an example or know of any mod that does this?

sour island
#

True Dancing has a few

#

but you could just look at the vanilla radial menus as well

rain iron
#

I'm using True Dancing as an example for my mod and it seems to have only one submenu.
I'm looking to make something like
Emote Radial -
-> My Emote submenu
-> Category 1 -> Dance 1, Dance 2, Dance 3
-> Category 2 -> Yes 1, Yes 2, Yes 3
-> Category 3 -> No 1, No 2, No 3
-> vanilla stuff

#

Category 1,2,3 and so on being my own emote categories

red tiger
#

(Looks at item script properties) ....... .... .... AAAAAAAAAAAAAAAAAAAAAAAAAA

#

That's a lot.

#

I think that I'll split up the item script into their categories.

rain iron
#

Looks like you can give emote variations but I want all of them to be selectable not randomized

sour island
#

If you have only 1 entry it's not random

#

also if the entry is a string it seems to be a direct call

wheat kraken
#

hey, can someone please tell me how to get translated radios names?

#

getText( ... ? )

drifting ore
#

yea if its from the translated folder yes getText

wheat kraken
#

but i dont know the in-game names

drifting ore
#

search the game folder lol

wheat kraken
#

i search bro

#

i dont know if the names got translated

drifting ore
#

i dont get your last comment

#

if its your mod, you make the translation ๐Ÿ˜„

wheat kraken
#

i think the in-game radio names dont have translations

drifting ore
#

ohhh

rain iron
drifting ore
#

there is a guide on the radio stuff

#

i do think its a little different if i recall

#

i missed the part about radios you mentioned earlier

wheat kraken
#

like, does in Chinese got named translate...

#

but i dont think so

#

the transcriptions got, but station names no

drifting ore
#

here read this

#

this is a little chat from people here about it and a guide to using wordzed

#

i'm sure something around this can get you in the right direction

wheat kraken
#

thanks nippy

red tiger
#

So I have to go through all of DoParam. X_X

drifting stump
rain iron
#

Yup, I'm taking a look into radialmenuapi lua code atm

red tiger
#

I did this for a private commission.

drifting stump
#

for submenus?

red tiger
#

Yes. I wrote a recursive submenu solution for emoteRadial UI

#

Someone paid for it and is theirs to do what they want.

rain iron
#

I don't really like relying on external API but I am not really good at figuring out Lua code

wheat kraken
#

i manage to deal with radialmenus, with submenus too, in radialmenu addon for superb survivors

red tiger
#

But I will say it's doable.

drifting stump
#

it was 14 lines of code for submenu

drifting stump
#

the submenu handling took me 14 loc

red tiger
#

ok?

#

I'm saying that it's possible to edit the class's code.

#

Nothing more.

drifting stump
#

you might be thinking of a different kind of submenu because it didnt require changing anything

#

just provided the functions for handling it

drifting stump
#

like this?

rain iron
#

something like that but with extra menus

drifting stump
#

each slice can keep creating its own submenu

rain iron
#

so something like
ISEmoteRadialMenu.menu['myemotes'].subMenu['emote_category_1'].subMenu['emote_dance_1']?

drifting stump
#

doing it through the vanilla table wont work

red tiger
#

It'll take some work.

drifting stump
#

or just use the api and its a single function call

red tiger
#

Strange.. There's a ton of specific properties for all items like engineLoudness

#

o__O

#

No category for vehicle items.

#

Going to split up ZedScript item properties to their respective categories.

#

The current classes for the parser so far:

spare kiln
weary matrix
red tiger
#

Seven years is a long time.

weary matrix
#

how come, what happened?

red tiger
#

Tldr server drama and all sides were unhinged.

#

I was mad mainly for losing a side gig modding for a server when it all went down lol

weary matrix
red tiger
#

Now I find it funny

hollow current
#

anyone got an idea what does "MetalValue" do?

/************************ Keys ************************/

    item Key1
    {
        DisplayCategory = Security,
        Weight    =    0,
        Type    =    Key,
        DisplayName    =    Key,
        Icon    =    Key1,
        MetalValue = 5,
        WorldStaticModel = Key,
    }```
red tiger
#

Checked last month and I was able to join here.

#

Been a good boy ever since.

weary matrix
#

@hollow current how much metal you get from salvaging the item

hollow current
weary matrix
red tiger
#

And now I pester people about Typescript here.

#

Also transpiler stuff I'm writing along with a parser library I'm working on for ZedScript.

weary matrix
#

what does typescript has to do with pz?

red tiger
weary matrix
#

oh so you mean now people can mod pz in javascript? ๐Ÿ˜ฎ

#

not sure why someone would want to do that ๐Ÿ˜‚

red tiger
#

Typescript typings

#

Guardrails and type safety

#

Also generated method signature documentation

#

Intellisense

#

Compiler checks

weary matrix
#

I see, doing god's work ๐Ÿ˜‚

red tiger
#

Hahaha

#

I'm writing a Lua to Typescript transpiler

#

A full code transpiler

#

xD

weary matrix
#

oh my

#

why not getting a job where you'd get paid for your work instead? ๐Ÿ˜‚

red tiger
#

I have a coding job atm

weary matrix
#

oh nice

red tiger
#

Thanks to pz I can build two of the best transpilers in the world. Check out the typings for PipeWrench.

#

I generate Java typings with in-depth generics.

#

The Lua to Typescript transpiler is planned to have "type - discovery" technology built in.

#

The most fun modding I've ever had. <3

ancient grail
weary matrix
#

nice

red tiger
weary matrix
#

what about making your own game? ๐Ÿ˜„

red tiger
weary matrix
#

how so?

red tiger
#

But helping people here is rewarding. I enjoy making tools for modders. You guys are my players.

red tiger
weary matrix
#

well whatever floats your boat ๐Ÿ˜‚

red tiger
#

Making tools keeps me busy and I love helping people

#

=)

vivid rain
#

Ehehehehehe, I made a mod/submod very late last night and for a few hours today. Helped to have blender and texturing exp.

red tiger
#

You did a great job helping people

#

I redirect them from your site since tis actually did an update to their javadocs.

#

It's good to hear from you though @weary matrix . You helped a lot of people.

weary matrix
#

oh they finally did? ๐Ÿ˜‚

red tiger
#

Yup.

weary matrix
#

8 years too late but still good to know ๐Ÿ˜‚

red tiger
#

You're able to see javadocs metadata as HTML comments

#

The date is Nov 2022

#

Last one was 2015

weary matrix
#

I remember how painfull it was to have the javadoc tool to parse pz decompiled java code ๐Ÿ˜‚

red tiger
#

Having var names now is so helpful

#

Especially when modding spriterenderer

weary matrix
#

I remember digging the 38 version of the code cause this one had symbols compiled in

red tiger
#

I have build 30 files if you want

#

Hahaha

weary matrix
#

haha

red tiger
#

I found a archive of the code from 30 I had.

weary matrix
#

good to know, although I don't really mod pz anymore

red tiger
#

Yes I know that you moved on.

#

Apparently Master splinter moved on

weary matrix
#

still was happy to see my out the window mod reached 800K subscribers recently ๐Ÿ˜„

#

2nd most popular mod of all time or something

red tiger
#

Your ladder mod is popular.

weary matrix
#

it's so funny for such a stupid mod ๐Ÿ˜‚

weary matrix
red tiger
#

My faction safehouses mod is popular

#

I wrote it in 50 minutes

#

Funny stuff.

#

Always the silly stuff that's popular.

#

Nice to see you around again. You were my strongest critic.

weary matrix
#

nice to see you too

red tiger
#

It keeps me focused on giving better work. Thanks for that.

ancient grail
weary matrix
#

you're welcome mate, glad I could be helpful

ancient grail
#

This channel is if you are developing a mod

red tiger
weary matrix
#

@red tiger got to go, I have some sc2 campaign to finish in brutal mode ๐Ÿ˜‚

glass basalt
#

Does anyone know if there is a way to disable the "reloading Lua" functionality after you change your modlist in-game? I am finding progressively more annoying to wait for it to finish, as I have to quit the game anyways to also reload textures.

#

might just start Alt-F4ing, it's so irritating at this point. let me relaunch the game :(

dense wyvern
dense wyvern
vivid rain
#

no problem! :D

ancient grail
#

i cant find the pipebomb explosion only a basic explosion any idea?

rancid panther
#

i wonder if i should add an immune trait that is mutually exclusive with my bitten trait

jaunty marten
#

@red tiger btw, I checked ur mini-project, but tbh idk what's the useful usage for it? ๐Ÿ˜…

red tiger
jaunty marten
#

hot reloading for zed files?

red tiger
#

Thought you were talking about the mod loader

#

ZedScriptParser is useful because it can be used to modify and filter ZedScript.

#

I plan on making a gui editor for it.

jaunty marten
jaunty marten
#

where to get time for pz Suicide

#

even didn't done refactor

jaunty marten
cunning kestrel
#

Hey new here, jumping in a bit late into PZ, but i have some questions on this mod im making.

  1. how/is there any way to adjust the body temperature for during my custom fitness exercise ?
  2. how do i create/edit an animation
    2.5 how do i link an item to this animation ?
ancient grail
#

Wow thats alot of questions
Quite an intro ....
Check out the threads first and learn from the guides then comback with a bit specific and filtered question @cunning kestrel

cunning kestrel
pulsar heath
ancient grail
pulsar heath
#

i hate working on GUI or any type of UI

ancient grail
#

@cunning kestrel found it?

cunning kestrel
ancient grail
#

Thats almost evrything out there

rustic garnet
#

How do you guys test if your mod works in multiplayer?

#

Also, how can I make this code work. I'm trying to save the original function, but

baseInventoryPane(self, context, items, player) 
```or
```lua
baseInventoryPane(context, items, player) 
``` don't work
```lua
local baseInventoryPane = ISInventoryPaneContextMenu.doBandageMenu
function ISInventoryPaneContextMenu:doBandageMenu(context, items, player)
    baseInventoryPane(self, context, items, player)

    print("Debug")
end
frank elbow
rare wigeon
#

Can somebody explain me how to make custom furniture rotate?

vivid linden
#

In the future I will customize it more with dedicated locations for each profession (like the burglar on the roof or the back room, or carpenter at a hardware store etc.
Right now the chef will spawn in the food court (was actually made for testing the bug that was causing a broken leg at spawn for that point)

#

Also I will build upon my prison spawn mod to evolve into a more elaborate overhauled Rosewood spawn setup so each profession can end up more interestingly perhaps (like security guard and police officer can spawn at the prison gate (guard would always spawn there but officer would have a chance between there and the police station or even the donut shop ๐Ÿ˜‰ )

sour island
#

Anyone ran into a way to determine if you're on the main menu? Gamemode returns the last gamemode you were on - in the case of exiting to the main-menu. I'm using the gameboot event to catch lua resets as well

vivid linden
#

For now, I think next mod will be Fallus Lake spawns

#

this is that area

#

is there a way to create a scenario? like a predetermined sandbox and spawn setup like CDDA or opening hours?

sour island
#

isIngameState seems to work - for anyone curious

red tiger
#

Good morning.

golden plover
#

Hi. I am looking to commission someone proficient in car modding to fix my vehicle mod as well as teach me a few things about adding car mods.

What I've done:

Made the model & textures,
Set up areas and other stuff related to the vehicle editor,
Added code and made it work (besides some things that I'll list below),
Animated many interactable parts and made them removable.

What I need someone else to fix or explain:

The green areas appear larger than normal,
The trunk which has two vertex groups, two bones, but one animation doesn't appear where it's supposed to and the area for it doesn't work,
The animations for the front doors don't work as this car is supposed to have the steering wheel on the right side and hence the "driver's seat" is on the right,
The car doesn't drive despite having wheels in contact with the ground,
No overlay exists for the car yet and I've got no idea how to set it up (besides rendering the car in the black and white view).

In addition to all of this it'd be great if all of this can also be explained (how and what was broken and how to fix it so I can keep modding in the future without help).

In my opinion most of my issues can be solved within a couple hours given the person understands vehicle modding.

If you know someone who can help, redirect them to me.

DM me for more questions and provide your portfolio as well as potential price.

red tiger
#

Wow a full comm post. First time I have seen one this solid in PZ mod chat.

cunning kestrel
#

anyone has any info on how to adjust our body temperature ?
Ive tried

player:getBodyDamage():setTemperature(player:getBodyDamage():getTemperature()+1.0)
player:setTemperature(initialTemperature + temperatureChange)

which did not seem to do anything. (nor throw errors)

I know its linked to metabolism and like environment etc but is there anyway to set/adjust it ?

rustic garnet
#

Any resource where I can find about how the context menus in pz work?

cunning kestrel
red tiger
#

Said I'd sneak in some coding for my work today but..

#

I really want ZedScript JSON.

#

=/

sour island
red tiger
#

=/

sour island
#

@thick karma What was the issue with SwapIt and controllers or was it that hotbar stuff doesn't really work with controllers as one would be using the radial equip menus?

#

Doing a light pass over my mods since I have a bit of time

thick karma
sour island
#

ah right, you did mention that

#

Thanks for the reminder ๐Ÿ˜… , sorry for the ping

#

Do controllers offer a way to drag and drop items?

#

I'm currently updating shops/faction banking

#

One thing banking needed was a way to deposit raw cash

tame mulch
cunning kestrel
sour island
#

When/how are you adding the temp?

cunning kestrel
#

how is it handled vanilla ? metabolism increases temp while exercising ?

cunning kestrel
#

cause its not using the vanilla "fitness" action event for the game im in "idle"

sour island
#

hmm

cunning kestrel
#

would like to use it, but dont know how to trigger it without it resorting to one of the vanilla ones

sour island
#

You're trying to add a new type of exercise?

ancient grail
#

Sounds lit

#

๐Ÿ”ฅ

cunning kestrel
#

working on fitness overhaul + treadmill + benchpress

sour island
#

whats the exercise timed event called? I can look around

cunning kestrel
#

ISBaseTimedAction:derive("FWOWorkingTreadmill");

sour island
#

No I mean the vanilla one

#

Or is there not?

#

Timed actions can be given caloric burnrates btw

#

Not sure if that triggers the temp rising tho

#
function ISChopTreeAction:new(character, tree)
    local o = {}
    setmetatable(o, self)
    self.__index = self
    o.character = character
    o.tree = tree
    o.stopOnWalk = true
    o.stopOnRun = true
    o.maxTime = -1
    o.spriteFrame = 0
    o.caloriesModifier = 8;
    o.forceProgressBar = true;
    return o
end

As an example: o.caloriesModifier = 8;

cunning kestrel
#

Hmm I see, ill give that a go
I have this, but again not sure if its picked up

player:setMetabolicTarget(Metabolics.Fitness);
sour island
#

Looking around, and I don't really see where the temperature changes tbh

#

Does vanilla exercise actually make you hotter?

cunning kestrel
#

thought it does

sour island
#

Can't even find where it causes sweating

#

weird

cunning kestrel
#

it doesnt i believe, but ive added that in mine though

pulsar heath
#

dunno how never went much into that mod's code

cunning kestrel
#

adding sweat/wetness aint the hard part. its the temp / getting the game to see my event as an exercise...

sour island
#

Seems to be done in relation to thermoregulators

#

Are you adding to the vanilla exercises?

#

media/lua/shared/Definitions/FitnessExercises.lua ?

#

There's options for exercises to require items

#

Perhaps you could tie it into there to check for nearby worlditems

#

This is assuming vanilla exercise actually raises your temp

cunning kestrel
#

its a custom one. and do have a check for "bring your own BarBell" to the bench press so..

sour island
#

testing it now and it does

#

I'm saying if you're adding the exercise to the vanilla system for exercises you shouldn't need to worry about alot of the under the hood stuff

#

You wouldn't need to make your own timed action

cunning kestrel
#

i tried adding it to the current vanilla excercise list but it wouldnt read properly, said the list was empty suddenly etc

pulsar heath
#

the app icon... anyone who might have a better idea and more talent to do stuff like this and can help me out will be credited in the app

sour island
sour island
#

I'd have to see the error then, you can keep going your current route but you'd basically be doing alot of ground work

cunning kestrel
#

yeah i hear you,... makes sense

hollow shadow
#

Hey guys, i just got back to modding and i noticed that none of my grenade throwing sounds are working anymore. Does anyone know another way to do it?

glacial flicker
#

Are there any guides on how to make an overlay mod?

pulsar heath
#

what do you mean by overlay mod?

#

there are several tutorials about the game UI

#

the wiki has one i think

#

and you can always mess with the mod simple ui api

#

thats a good place to start learning about how ui works in pz

glacial flicker
#

sweet

#

thank you M3ss

red tiger
#

I need a stiff drink. That'll help write out these hundreds of params.

#

lol

pulsar heath
#

im 1/5 done with the gui...

#

and i agree... a drink would help the struggle of ui design

drifting ore
#

unless the name of that sound has changed or something

hollow shadow
drifting ore
#

even so lol

hollow shadow
#

i wasnt modding for a year and now my stuff is broken lol

drifting ore
#

check the sounds to be sure

hollow shadow
#

im assuming devs changed something

#

already did

drifting ore
#

there is a full guide that Aiteron posted on script syntax it's like 90+% done

#

if you want to see if anything is updated. even though

#

there is a link for each now depending on your goal

hollow shadow
#

ill try it thx

drifting ore
#

i'm sure it's something very small

#

i would start with sound block though

#

got this far with my UI
and then restart from scratch lol

#

it's amazing after spending 2 entire days learning how much wrong i was doing lol

drifting stump
#

had a look at server points code?

drifting ore
#

yes

#

big time

#

and more vanilla usage also

#

there were a couple of derived classes that made more sense to learn from

drifting stump
#

vanilla isnt a great example

drifting ore
#

you aren't wrong...

#

i noticed that many people did it

#

and everyone does their own ways

#

LOL

#

i followed your hierarchy though on function usage

#

this is what that child block looks like for now

#

dont mind all the options. im just testing things

function NipSwitchUI:createChildren(width, height)
-- Calculate new dimensions for the child elements
local newWidth = self.width - 40
local newHeight = self.height - 85
local newSliderWidth = newWidth - 20

    local value = 15

-- Create a label for the slider value
--[[self.sliderNum = ISLabel:new(self.width / 2, 10, 20, value, 220, 180, 1, .9)
self.sliderNum:initialise()
self.sliderNum:instantiate()
self.sliderNum.setColor(self, 220, 180, 1, .7)
self.sliderNum.borderColor = {r=1, g=1, b=1, a=0}
self.sliderNum.backgroundColor = {r=0, g=0, b=0, a=0.2}
self.sliderNum.highlightBackgroundColor = {r=1, g=1, b=1, a=0.1}
self:addChild(self.sliderNum)]]

--Create a label for the slider
self.sliderLabel = ISLabel:new(self.width / 2, 20, 20, "Light Intensity", 180, 140, 1, .9, UIFont.Dialogue)
self.sliderLabel:initialise()
self.sliderLabel:instantiate()
self.sliderLabel.setColor(self.sliderLabel, 180, 140, 1, .7)
self.sliderLabel.borderColor = {r=40, g=20, b=1, a=0.5}
self.sliderLabel.backgroundColor = {r=0, g=0, b=0, a=0.7}
self:addChild(self.sliderLabel)

-- Create the slider
self.slider = ISSliderPanel:new(10, self.sliderLabel:getBottom() + 10, newSliderWidth, 20, self, value)
self.slider:initialise()
self.slider:instantiate()
self.slider.sliderBorderColor = {r=80, g=40, b=1, a=0.5}
self.slider.sliderMouseOverColor = {r=160, g=120, b=1, a=0.5}
self.slider.sliderColor = {r=20, g=10, b=1, a=0.9}
self.slider.sliderDim = {r=10, g=10, b=1, a=0.8}
self.slider.sliderBarColor = {r=0, g=100, b=0, a=0.8}
self.slider.sliderBarDim = {r=240, g=200, b=1, a=0.7}
self.slider.sliderBarBorderColor = {r=100, g=60, b=1, a=0.5}
self.slider.setValues(self.slider, 3, 30, 1, 3)
self:addChild(self.slider)

    local value = self.slider:getValue() or 15

    local buttonWidth, buttonHeight = 60, 30
    local applyButtonX = self.slider:getRight() - 5 - buttonWidth
    local applyButtonY = self.slider:getBottom() + 15
    local closeButtonX = self.slider:getX() + 5
    local closeButtonY = self.slider:getBottom() + 15

-- Create the "Apply" button
self.applyButton = ISButton:new(applyButtonX, applyButtonY, buttonWidth, buttonHeight, "", self, NipSwitchUI.onClickApply)
self.applyButton:initialise()
self.applyButton:instantiate()
self.applyButton.borderColor = {r=80, g=40, b=0, a=0}
self.applyButton.backgroundColor = {r=10, g=10, b=10, a=0}
self.applyButton.highlightBackgroundColor = {r=1, g=120, b=1, a=0.5}
self.applyButton.highlightBorderColor = {r=240, g=200, b=1, a=0.5}
self:addChild(self.applyButton)

    -- Create the "Apply" label
    self.applyLabel = ISLabel:new(applyButtonX, applyButtonY, 20, "Apply")
    self.applyLabel:initialise()
    self.applyLabel:instantiate()
    self.applyLabel.setColor(self, 120, 80, 5)
    self.applyLabel.center = true
    self.applyLabel.backgroundColor = {r=0, g=0, b=0, a=.3}
    self:addChild(self.applyLabel)

-- Create the "Close" button
self.closeButton = ISButton:new(closeButtonX, closeButtonY, buttonWidth, buttonHeight, "", self, NipSwitchUI.onClickClose)
self.closeButton:initialise()
self.closeButton:instantiate()
self.closeButton.borderColor = {r=80, g=40, b=0, a=0}
self.closeButton.backgroundColor = {r=10, g=10, b=10, a=0}
self.closeButton.highlightBackgroundColor = {r=1, g=120, b=1, a=0.5}
self.closeButton.highlightBorderColor = {r=240, g=200, b=1, a=0.5}
self:addChild(self.closeButton)

    -- Create the "Close" label
    self.closeLabel = ISLabel:new(closeButtonX, closeButtonY, 20, "Close")
    self.closeLabel:initialise()
    self.closeLabel:instantiate()
    self.closeLabel.setColor(self, 120, 80, 5)
    self.closeLabel.center = true
    self.closeLabel.backgroundColor = {r=0, g=0, b=0, a=.3}
    self:addChild(self.closeLabel)
    end
#

im not smart enough to figure out how to get the slider value to update the label on the fly though

#

that was were i fell asleep last night ๐Ÿ˜„

#

i'm trying to have it update the label above it and also use that value to apply the value to the onClickApply function so i can update the light radius properties

#

using prerender for my drawing

#

and yes im overlaying a label on top of an invisible button for a tiny but more customization that i couldnt find in the ISButton class

drifting ore
# drifting stump vanilla isnt a great example

if you get a chance to look over it even slightly and have any critique. I am totally open. all good if not, but i do want to do this the right way. some options i will move to the constructor and call from here also but for now this seems best for testing each customization

sour island
#

you have to tie into the window's render

#

and call the slider's getCurrentValue/setCurentValue

drifting ore
#

oh is it getCurrentValue?

#

for some reason i was using getValue

#

.....

sour island
#

for the slider UI yeah

drifting ore
#

lol saved me a huge headache

sour island
#

I use it for the split cash UI

drifting ore
#

sick ty

#

learning UI has been extremely time consuming but enetertaining

drifting stump
#

in general i find labels wasteful

#

a whole uielement instance for just rendering text

drifting ore
#

i couldnt figure out how to change the text color though

drifting stump
#

simpler to add a drawtext in the render function

drifting ore
#

and this menu will only be open for like 10 seconds at time ever

#

okay

#

ill check it out. i def like doing things that make more sense

#

i can just tap into the UIFont also for that i assume?

pulsar heath
drifting ore
#

LOL

#

my lady has not enjoyed it much

drifting stump
#

wdym tap into UIFont?

drifting ore
#

but i'm learning some good stuff here

drifting stump
#

for specifying which font to use?

drifting ore
#

how does it draw?

#

yes

#

i know nothing

drifting stump
#

you can just ommit and it defaults to Small

drifting ore
#

ill look before i ask more

#

oh got it

pulsar heath
#

im almost at the point of renewing my devxepress license just to finish the damn GUI for the app faster....

#

damn i forgot how time consuming and boring this is...

drifting ore
#

ahaha maybe after 300 more hours ill get bored

#

it's how many hours i got into learning mapping before i decided it made more sense to learn to code to achieve my goals here

#

i actually got closer to 500 in mapping and tile properties

pulsar heath
#

the boring bit is that im coding all the aspect of the layout customization for the app... so you place whatever you want wherever you want with the size you want

#

done the snap into place bit...

drifting ore
#

ahhhhh that totally makes sense

#

that is literally the most tedious part ahhaha

pulsar heath
#

usually i dont do the GUI work on any of the projects i work...

#

so i forgot how tedious it is...

drifting ore
#

mad respect for what you've released so far though

#

lots of work into it

pulsar heath
#

that was a rushed release to stop the dms ๐Ÿ˜„

drifting ore
#

lolol

pulsar heath
#

the real work isnt even at 10%

#

i managed to improve the app performance in the meantime... so i guess thats a win

drifting ore
#

oh hell yea

pulsar heath
#

plus @sour island gave me the idea to make my app "universal"

#

so if anyone else wants to use it for their own mods, that will be possible and easy to do

#

not easy to develop though...

#

to many unkown vars to deal with... and no matter how user friendly ill make it... nothing is 100% "dummie" proof

hollow shadow
#

Im guessing devs did something that made SwingSound no longer work on throwables?

red tiger
#

Just finished mapping the general item properties.

#

#>__>

hollow current
#

i've noticed there is ISVehicleMenu.showRadialMenuOutside for outside and ISVehicleMenu.showRadialMenu for both inside and outside, but no such thing as ISVehicleMenu.showRadialMenuInside for only inside. Is the function name different?

red tiger
#

I just wrote this by hand lol

glass basalt
#

What's this script for, making items in media/script ?

red tiger
#

I'm currently in the process of mapping them with context and not generic string arrays.

lunar robin
#

Hi! Is it possible for you to share your code?
Been struggling myself for creating unique ID (passport item with predefined values of a character name) for a player.

sour island
#

inventoryItems :getID() should already be unique