#mod_development
1 messages · Page 126 of 1
and to dislaik for the guide itself!
i dont think he's here anymore unfortunately
Yeah! Saw his real name so didn't know who he was here 😛 but thanks to him too
link it here i want to check it out
table.insert(Distributions["Paperbag_Spiffos"].items, "SpiffoCards.cardpack");
table.insert(Distributions["Paperbag_Spiffos"].items, 100);
instead of Distributions you should use SuburbsDistributions
table.insert(SuburbsDistributions["Garbagebag"].items, "Garbagebag");
table.insert(SuburbsDistributions["Garbagebag"].items, 110);
He was the one that sent me the guide 😛 that's why I thanked him!
xDD
try to break my mod, the fire one, im waiting someone to beat this challenge, and to stress test it
i want to see how many fps can it drops
and test if i really did an working protection to avoid be bellow 30 fps
what's the reward?
xD
i will do a scoreboard discussion section with that
recording the date, time and mod version and the beater name and how many fires and gas puddles used to beat it
the reward is to be registered and participate in the personal mod's guinness book
hahahah
lemme try this but was having issues bc the items that can hold items, like bags, backpacks, gun cases and other cases are in another file from ProceduralDistributions and SuburbsDistributions, its in a file just called Distributions but i didnt try the Suburbs Distribution so lemme try that
Hello all, I have added a custom skill to the game but im struggling to see it added to the skills menu for the player
has anyone else been able to get a custom skill to work and show along with the others? (fittness/strength/etc)
There's a mod called Lockpicking that adds a new skill
so trying set my Card Packs to give you three cards every time, but with a dif chance for common- rare or epic cards. i got it kinda working but i sometimes get 3 or 2. im sure this is a simple fix but i just am not seeing it so wanted see if someone else can tell me what is wrong so i can fix it to work how i want
"SpiffoCards.SpiffoCard4",
"SpiffoCards.SpiffoCard5",
}
local card_uncommon={
"SpiffoCards.SpiffoCard4",
"SpiffoCards.SpiffoCard5",
}
local card_rare={
"SpiffoCards.SpiffoCard3",
"SpiffoCards.SpiffoCard4",
"SpiffoCards.SpiffoCard5",
}
local card_epic={
"SpiffoCards.SpiffoCard1",
"SpiffoCards.SpiffoCard2",
"SpiffoCards.SpiffoCard3",
}
function opencardpack(items, result, player)
local roll=ZombRand(0,#card_common)
player:getInventory():AddItem(card_common[roll+3])
local roll=ZombRand(0,#card_uncommon)
player:getInventory():AddItem(card_uncommon[roll+2])
local roll=ZombRand(0,#card_rare)
player:getInventory():AddItem(card_rare[roll+2])
local roll=ZombRand(0,#card_epic)
player:getInventory():AddItem(card_epic[roll+1])
end```
nvm i think i see the issue now
to actually add on to this can I just add a spawnpoint to unemployed?
One more question to confirm. Every xml file for the AnimSets needs to be under a folder that already exists in the base game? Those ones. I tried with one called "test" just to test mine but didn't work, tried to move it to one called "idle" and it worked
well i fixed the last few lines of code, but still is giving me at time's 2 cards instead of 3, and im getting more epic cards then i am uncommon
i believe it needs
i do one custom (to use both hands anim while using wheelbarrow)
and need to store it on mask right hand and stuff
i could be wrong but i have horrible luck with zombrand unless i clearly define the range
i know it's supposed to start from zero and go to the length of the table but i dont have that experience when using
Tried to do it with "death" now but nope. Maybe is something related to the name? 🤔
<?xml version="1.0" encoding="utf-8"?>
<animNode>
<m_Name>Test_Idle</m_Name> <!-- File name (optional)-->
<m_AnimName>TestAlexa</m_AnimName> <!-- Action name (Important!)-->
<m_SpeedScale>1.00</m_SpeedScale> <!-- Speed animation -->
<m_BlendTime>0.20</m_BlendTime> <!-- Transition between animations -->
<m_Conditions> <!-- Condition to access this animation (Important!)-->
<m_Name>TestAlexa</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
</animNode>
That file under the idle folder works, but if I move it to a "death" folder for example, it stops working. So maybe the "idle" in the name of the file is required? 🤔
Can see this added a trait but not an entry in the level up section?
level up section?
i call mine holdingbagboth_cart
same name of .xml
The .fbx is same name as the xml are you saying?
bare minimum needed
<animNode>
<m_Name>NAME</m_Name>
<m_AnimName>Animation_Name</m_AnimName>
<m_deferredBoneAxis>Y</m_deferredBoneAxis>
<m_SpeedScale>0.40</m_SpeedScale>
<m_BlendTime>1.25</m_BlendTime>
<m_Conditions>
<m_Name>PerformingAction</m_Name>
<m_Type>STRING</m_Type>
<m_StringValue>CONDITION</m_StringValue>
</m_Conditions>
</animNode>```
what does roll actually do?
m name, the same as .xml name
in the animset
I managed to play the animation once. But when the xml was under the Idle folder, if I create a "test" folder or whatever other name it doesn't play anymore, so I'm trying to understand if the filename needs to have some sort of relation with the folder and not only the m_name
yours i see it is PerformingAction
that defines where can it be placed
if you change it to mine, righthandmask,
you need to place it in player, maskingright folder
you need to match the m_conditions tags on that folder @worldly olive
i assume/suppose
yours to be the same of theirs
Hmmmm
Spiffo Trading Cards help
try to remove yours mconditions and test it there
or just use a folder that matches yours m conditions
i bypass this, using right hand mask, but doing animation on left hand too
and let me know if it works
Yeah I'm checking and the Idle animations have those m conditions
Maybe that's why
https://steamcommunity.com/sharedfiles/filedetails/?id=2941298767 Just uploaded this
What is the easiest way to identify a tile's name outside of the game? I'm trying to identify all the ladder tiles... I see e.g. this:
But I don't know how to see the name of the actual ladder sprites.
I believe that at least one of them is called "industry_railroad_05_20" e.g.
But how I would determine that is unknown to me...
pack viewer maybe
Hey, does anyone know whether the infectionLevel is connected to the bite-time? I'm trying to stop the infection for a period of time by removing the infection of the bodyparts and bodydamage but after i "reapply" the infection, the infectionLevel increases alot instantly
Ahhhh thanks sorry no clue what I'm doing
it's easier with custom tiles, you just hover over the picture. locating the vanilla is a bit trickier
Another win for @fast galleon:
Thanks
This is fast enough
I can work with this
Ladders about to get some animations y'all
that will be great
(Animations will be courtesy of @subtle gyro)
(I'm just coding them)
Is there any harm in setting a flag on something that already has it? I.e., if I call:
sprite:getProperties():Set(flag)
square:getProperties():Set(flag)
That won't unset flags right? It'll just skip already-set flags?
Or... reset them?
(which would be harmless in my circumstances)
funny enough I can't find this, 2nd pass did the trick. Usually you can figure it out also by counting the position of the image within the tilesheet
How can i add free recipes to a trait?
local gardener = TraitFactory.addTrait("Gardener", getText("UI_trait_Gardener"), 1, getText("UI_trait_GardenerDesc"), false);
gardener:addXPBoost(Perks.Farming, 1);
gardener:getFreeRecipes():add("Make Mildew Cure");
gardener:getFreeRecipes():add("Make Flies Cure");
I'm animating climbing ladders.
And I don't need the sets that contain them...
that makes more sense.
no that's the tilesheet your pack referenced.
OH i can show you how to find those easy.
I mean I am currently finding them
tilesheetname_tile#
I know I am currently identifying them through this
I can mouseover to see what number they are
the pack viewer. i find them via the tileset viewer.
How?
you add the number to the prefix, e.g industry_railroad_5 + _20
yup
the number is usually the guid displayed in the tilesheet or you count the position manually
I feel like mousing over the pictures is pretty fast
Also "usually" concerns me lol
I feel like I'm getting the sprite name always this way
I'm just not sure 100%, I think I saw something weird at some point
mixed prefixes
On another note, you may need to add one of the flags every time because it seems to be reset after you move
Can sprite names have spaces?
I feel like this one has a space...
So, yes, but you hate it?
I guess it can? first time I see this.
Anyone know of any tile packs off the top that add ladders?
I am adding a little bit of modded ladder support while I'm at this
I got Diederik's and 10YL ladders already
(At least I the ones that were full size... skipped the weird half-size ladders because unsure how they show up / would be used)
Raven Creek has ladders, not sure if they are different sprites
Yeah I am actually explicitly curious about that
I didn't find a .pack for Raven Creek stuff yet searching through ProjectZomboid but I may go fishing in Raven Creek directly
Okay actually just found these:
I see no more ladders in RC tile packs...
omfg why
Wow.
?
could be diff properties per ladder or something lol. thats really weird though
just looking at it makes me giggle
(it's more than it looks like)
(to me)
At a glance I was like what is that 30, 40? No, 62.
lmao i made all the 40 Context_Menu translations named Context_Menu_One, Two, Three etc.. who would have thought the most generic name ever was already use by vanilla? probably half the world except for me
no idea how i missed that one... lol
thanks to Pao also ❤️ figured out my issue with translations lol
Someone need help in mod creating? I need switch from fishing task for relax 
I can do review code or refactoring or help with something
I need some help with fixing a client command that fires too early (before the server can even catch it)
I have the list of lua events, but I do not know which ones are server-side and which ones are client-side. Do you happen to have a list of distinctions?
I don't have list. I plan in future improve this on pzwiki. What events you want to know?
I need an event that is like OnNewGame but is server-side, because that event is only client-side, it seems. I checked
You need server side event?
yes, so that I can delay a client command for the server to spawn items on the map before the player can move their character
I will double-check this event, wasn't sure when it happens
Explain idea of what you want to do
hahaha I should do that.
When a player has a certain trait, the game needs to spawn a vehicle on the map (server-side).
Currently my client command to trigger the server to spawn the vehicle is happening before the client listener initializes, for some reason
I want to make the client command actually be seen by my command handler in OnClientCommand
Now that I think about it, a server-side event wouldn't work. I need an event that happens later than OnNewGame
OnGameStart must work
will test this 🫡
is there any event triggered by player pressing 'click to start' or indicate they already did and are in world?
OnGameStart
yeah I gotta test that one just making sure there not something explicit to say 'hey UI's you can open now...'
darn. The client command is now sending when I want it to, but OnClientCommand does not see it. The only commands it does see are writeLog from ISLogSystem
It reads the events milliseconds after mine 😂
[02-03-23 17:09:46.186] LOG : General , 1677802186186> 0> [AirdroppedLUV] Sending client command to server.
[02-03-23 17:09:48.545] LOG : General , 1677802188545> 0> [AirdroppedLUV] Sent client command to server.
[02-03-23 17:09:48.881] LOG : General , 1677802188881> 15,038,666> [AirdroppedLUV] Events.OnClientCommand caught "ISLogSystem", "writeLog".
[02-03-23 17:09:48.882] LOG : General , 1677802188881> 15,038,667> [AirdroppedLUV] Events.OnClientCommand caught "ISLogSystem", "writeLog".
isn't OnGameBoot right after that also? i could be wrong there. thats what i used when the one you are using didn't work for me
well player and isalive or whatever we tried worked on one but not the other I didnt get around yet to checking gameboot I just asked since a 'red name' was offering advice figure ask
oh you are good my suggestion was for @glass basalt anyways, but could help you also
yeah the helicopter got me distracted today still wondering why IDE seems to think its exposed
this is a silly question but how the heck to i pinned a thread on workshop?
i can't for the life of me figure it out
open the discussion, it's on the right side
ahh i see it
I think OnGameBoot is when the actual program starts
"Description
Triggered when either a game or a server is being started, or when mods are getting reloaded during a game. "
Anyone mess with teleportation from location? I'm having an issue where the player seemingly gets stuck in place. What I think is happening is it's teleporting the player but then completing the movement after the fact.
swear i didnt have those options earlier lol
I think there should be more triggers, and event"after move" and hook for movement bypassing
Speaking of hooks- it'd be nice if you could default to the vanilla behavior somehow
They'd get a lot more use - although there's only like 3 of them (?)
The client command is now sent later, but it does not reach OnClientCommand. Could I somehow check server-side if a player joins the server, creates a new character, and has a certain trait, without touching the client?
OnBoot fires when the game loads Lua afaik
MainMenu, then again when game starts
I was messing with OnLoad, OnGameStart and OnGameBoot -- may have mixed some of the tests up
Oh, read up a bit, there's a delay to client connections afaik
If you even use OnCreatePlayer -- I've seen it not work initially or set to a pre-connection IsoPlayer
It was very weird, but this was a while ago
Maybe some test suites and how to make test suites would be a good project for the community thing
OnGameLoad might work for this
Or OnLoadGame, I forget
OnCreatePlayer is during the character selection screen i think. haven't checked though
did you try gameboot?
It should be when the IsoPlayer is created but it behaved differently in SP than in MP
These don't exist, the closest is 'OnLoad' but that is a very common event
isn't GameBoot outside of the player joining the game? when the actual program boots?
It is
ahh hmm
https://pzwiki.net/wiki/Modding:Lua_Events/OnLoad
Ah yeah, the description says its after OnGameStart
ill check rn
It doesn't fire on MainMenu
I know that for sure, cause I made something debug info dump only in game
is OnLoad client or server side?
Client only
gotcha
Let me grab a snippet
Events.OnLoad.Add(function() HelicopterSandboxOptions("OnLoad") end)
if isServer() then Events.OnGameBoot.Add(function() HelicopterSandboxOptions("OnGameBoot") end) end
My goal here was to only have the function fire once in client and once in server -- this code is in shared
I don't have to add a caveat to OnLoad for serverside
same, my trait practically triggers the same as expanded helicopter events
What's your trait btw?
darn, didn't fire again
lemme pull the url
I am trying to make this multiplayer compatible (because vehicles need to be placed by the server, not client)
https://steamcommunity.com/sharedfiles/filedetails/?id=2927552076
it just needs to send information on character creation (sandbox options, traits) and then just spawn one thing and that's it
You could use modData on player to countdown
Have the countdown occur in OnPlayerUpdate
I've done that before for delayed events
yeah, I was considering make it delayed, but I wasn't sure which event would suit it best
also forgot I can remove events to make them stop spamming lol
I could also make an item that activates the spawn but it doesn't solve the client-server communication issue
or maybe it does, i'd have to actually see
Turns out OnLoad fires before the player actually connects
[02-03-23 17:45:02.355] LOG : General , 1677804302355> 0> [AirdroppedLUV] Sent client command to server.
[02-03-23 17:45:02.356] LOG : Network , 1677804302356> 0> [02-03-23 17:45:02.356] > ConnectionManager: [send-packet] "player-connect" connection: guid=819655149280193729 ip=90169973526638597 steam-id=76561198079959669 access="" username="Panopticon" connection-type="UDPRakNet".
[02-03-23 17:45:02.356] LOG : General , 1677804302356> 0> Waiting for player-connect response from server.
I'm gonna do that delayed trigger
Strongly agree, could be as simple as returning a boolean for whether it was handled (which is what I thought they would be when I saw them. was disappointed to see that's not the case)
Maybe a schema that has default values for every kind of class? sounds like a great deal of work, and I'm not sure if it can be done in Java or Lua
javascript games really do be looking tasty for mod development
can someone tell me how to correctly do this condition check?
Error:
function: sendServerSpawnCommand -- file: AirdroppedLUVClient.lua line # 15 | MOD: Insurgent Profession - Airdropped LUV Add-on.
[02-03-23 18:09:04.730] LOG : General , 1677805744730> 18,594,346> __le not defined for operand.
[02-03-23 18:09:04.730] ERROR: General , 1677805744730> 18,594,346> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __le not defined for operand at KahluaUtil.fail line:82..
[02-03-23 18:09:04.730] ERROR: General , 1677805744730> 18,594,347> DebugLogStream.printException> Stack trace:.
[02-03-23 18:09:04.731] LOG : General , 1677805744731> 18,594,347> -----------------------------------------
STACK TRACE
Line # 15:
if not AirdroppedLUV.clientCommandTimer <= 1 then
AirdroppedLUV.clientCommandTimer is null?
is it?
hmm
AirdroppedLUV = AirdroppedLUV or {}
AirdroppedLUV.clientCommandTimer = 30
function AirdroppedLUV.sendServerSpawnCommand(player)
AirdroppedLUV.clientCommandTimer = AirdroppedLUV.clientCommandTimer - 1
if not AirdroppedLUV.clientCommandTimer < 1 then
print("[AirdroppedLUV] Countdown to fire client command: "..AirdroppedLUV.clientCommandTimer)
return
end
Hello fellows
Hmmm
may I get a help in where I could find an info about
what command can executed in server multiplay
and what functions only work in clients/single?
I found out that spawnazombienow() function doesn't work on multi
so I wanted to study on what's the difference b/w server and client specific functions
I think don't exist info about this. Need check java code or test or check how worked similar stuff in vanilla multiplayer
The Shockbyte Knowledgebase contains hundreds of tutorials for managing your game servers for Minecraft, Hytale, ARK, Rust and more.
i see
Oh!
only debug commands work in singleplayer. multiplayer commands do not work in singleplayer
I think he mean lua functions
yea
ah
what does the 'ServerCommands.lua' do in media/lua/client?
certain lua functions shows up only on my client but server side it doesn't stay
I hope all will be fine
oh no.. hope u r ok
Good now. Insane wind front.
Try ask what you want to do. Maybe we will can help
"I found out that spawnazombienow() function doesn't work on multi"
ok, For instance
they were asking generally so they know what to use in mp vs sp
addZombieSitting(getPlayer():getX(),getPlayer():getY(),getPlayer():getZ())
i executed this command
when I opened an "item"
but it shows up on my client side
but other's cant see it
and it just dissappears
after i get out of the region and back
I think need send command from client to server and on server side create zombie
@open drum you need to send the server the function you want to do
https://theindiestone.com/forums/index.php?/topic/15256-multiplayer-coding-questions/
Hey guys,I've been working on getting my mod to work on multiplayer and since there are very little resources on that topic I have a few questions. isClient() / isServer() What these methods do is clear, however when I call isClient() in a file that is located in shared it returns false althought...
VirtualZombieManager.instance:AddBloodToMap(44, chunk1)
oh great, thanks!
ill read about it
to summarize, first you need to sendClientCommand to server, server needs to see it with Events.OnClientCommand and then you can execute your code
same as this function calls huge amounts of blood around my char, but shows nothing on other client
i see i see
and this can call any functions? or is only limited on the server commands like /servermsg /thunder /say etc
how can I make sure clientCommandTimer exists? I need it to be a global variable. Should it outside of my object?
no, you can execute any lua code
when the server correctly detects that your custom command happened, you can have it perform anything you want
ayy this is what i think i needed to add the ability to change light radius size from ui on the fly. here's hoping! ty for that
the mp stuff is where i put my wall up until i needed it lol
https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/
this is kinda outdated and the images are not available anymore
RoboMat's Modding Tutorials - An introduction to modding for Project Zomboid - I - Introduction I1 - Where to start I2 - What is neededI3 - Lua TutorialsI4 - Other Resources II - The first steps II1 - Getting the connectionII2 - The entry point: Events III - The first mod III1 - Preparations III1...
there are better ones in the resources thread
if not (AirdroppedLUV.clientCommandTimer < 1) then
oh, is that the issue? I always feel so stupid with Lua 😂
Yeah, sometimes everyone do silly mistakes and sometimes it pain in the ass bug 😄
what is the URL to that online lua shell?
Okay, this sounds like a long shot. But I'm tyring to create a mod where a player can piggy-back another player. Right now I know I'm going to need to know how to use UI, TimedAction, and Animations. Animation is probably the hardest one, as I don't know how to import default animations because its file extension is not supported by blender. Any suggestions?
Recreate vanilla anim by animation tutorial. Or change vanilla anim by fragmotion
The former is basically copying the animations from the original manually, and the latter is converting the files. Is that correct?
Don't need convert if you do new anim by anim guide
What's "anim guide"?
It should be in here, but I cannot find it
https://discord.com/channels/136501320340209664/1070852229654917180
Okay2x. Thanks!
Hi I was trying to figure how does farm/plant texture template work I dont know if there is a correct order in texture file or do i have to type in the specific pixels of the stage of growth of the plant
I believe it is defined in the XML file of the PACK archive. You should look at a plant mod that implements growing stages with TileZed exe
Success!
[02-03-23 18:41:37.637] LOG : General , 1677807697637> 20,547,422> [AirdroppedLUV] Events.OnClientCommand caught "AirdroppedLUV", "spawnVehicleAndItemsToClient".
...but it doesn't do anything. A new round of debugging 😔
I was checking other farm mods about that but I dont see anything but PNG file
omfg I left a blank variable in. WHY IS IT ALWAYS THE STUPID STUFF
really? that's actually really good, because PACK files are inconvenient. What are you trying to do?
there should be something that differentiates the different sprites in the png file in the code, check for any XMLs
i am making a farm mod but i dont know what is their growth order template
What mod are you looking at? So I can see what files you see
i checked Seeds for vanilla vegetables,Farming Coffee,More common seeds (41 Ready),'Mo Crops
but i dont see any xml file just png
ah, okay
I am looking at Mo' Crops
check the texturepacks folder, there is a PACK file
that should have an XML file inside when you unpack it
or is that what you are referring to?
i remember Mo' Crops i cant unpack it using ProjectZomboidPackManager
try installing the Project Zomboid Modding Tools, it has a much better way of looking at PACK files with TileZed
hidden under "Tools" in case you can't see it
yeah i see sorry this is my first time modding in project zomboid
that's good dude, we have to start somewhere
I haven't done anything with textures or models, I just write code
okay i see I will research how to use project zomboid modding tools first Thank you very much
👍
YESSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSSS
YEAAAAAAAAAAAAAAHHHHHHH
oh sheesh this is a thrill
???
@tame mulch @sour island thank you both
my first multiplayer mod is working
spiderman attacks a military firetruck thing?
parachutes below a military firetruck, yeah
when i am coding the script part,
if i want to use other modules,
Base,
Customemodules
}```
this will do?
yes
Usually people just import Base, and require the files that they need instead
such as?
If Customemodules is not local, you can simply call it
one sec
cause i have 1 mod with my custome item,
and i have 1 mod with furniture
and it's different mods they are in one workshop id.
but i want to call one of furniture to my custom item mod.
that;s why i am asking
ah, this is for .txt scripts
try it the way you have it, yes
if it does not work, you could instead set your mod to be module Customemodules and only import { Base }
honestly... I would keep it all module Base
cause shopkeeper is belong to other mods
okay
I haven't seen any examples that ever import more than just Base
okie
i think putting
XXXXmodule.item this will actually work instead of importing those all thiings
in my opinion
I don't think Kahlua interprets it like that, but it wouldn't hurt to try
it's 3am already
i havent sleep for almost 16 days righ tnow . like everyday 2 hours in bus
You should sleep before you mod :(
how do i test my mods without keep uploading in workshop?
is there anyway for that?
if they are in your Workshop folder, the game should find it locally in your mod list
Much, much easier to test the local mod than constantly uploading it
so can i launch it with host-server?
yes
instead of finding the Workshop ID, your server settings need to include the mod ID
using the UI to select it under Mods is the easiest way
please dont tell me that i only didnt add "," and i got this error and i was fightin gfor 2 hours
it will make me sad
for real
it happens to the best of us 😔
how can i test my mods without updating on workshop? cause when i local host server it it tells me server is different
than mod version
you are subscribed to your workshop version. Remove that subscription and enable your local version in the server settings
the one in User/Zomboid/Workshop
okay i feel so bad. cause it was "," error that made me failed for 2 hours.
you learned something very important: you do not have to upload your mod to test it. It takes way too much time
I am testing my mod, going back to code, changing a line, and relaunching the game to test it. It doesn't get any faster than that
i mean do i need to just upload the fixed one in to my mod folder?
what do you mean
moment
if you fixed your mod, then the game will automatically use your new fixes in the files. You only need to upload if you want to upload a new version to the Steam Workshop
(i got no clue about solve this)
hey, someone knows what code snipped i need to have to TimedActions works in mp?
mine is getting a bug when checking isValid
ISBaseTimedAction
function: isValid -- file: FireTrailAction.lua line # 14 | MOD: Fire a trail of fuel
Callframe at: StartAction
function: begin -- file: ISBaseTimedAction.lua line # 61 | Vanilla
function: onCompleted -- file: ISTimedActionQueue.lua line # 59 | Vanilla
function: perform -- file: ISBaseTimedAction.lua line # 49 | Vanilla
function: perform -- file: ISEquipWeaponAction.lua line # 184 | Vanilla
function: perform -- file: FHEquipWeaponAction.lua line # 40 | MOD: Fancy Handwork.
maybe it is a mod conflict with fancy handwork (oh no) oopsie
@glass basalt can i invite you for a screen share?
yes. sorry, was working on mod
if someone can be able to debug together my first mp bug report (with video included + debug log txt), i have 0 experience on mp compatible mods, i will be glad to learn with it, from such amazing person (and i dont have hardware resources/specs to run server-client here, 8 gb ram, i5, no video card)
https://drive.google.com/drive/folders/14Hwzcty0LUi6rnKX29eb4PUPmP8fSHVI
very nice dude
@glass basalt thank you i think i figure it out
you got it workin right?
omg nm
i literally just read success LOL
i have a feeling this is the breakthrough moment
function: isValid -- file: FireTrailAction.lua line # 14 | MOD: Fire a trail of fuel
Callframe at: StartAction
function: begin -- file: ISBaseTimedAction.lua line # 61 | Vanilla
function: onCompleted -- file: ISTimedActionQueue.lua line # 59 | Vanilla
function: perform -- file: ISBaseTimedAction.lua line # 49 | Vanilla
function: perform -- file: ISEquipWeaponAction.lua line # 184 | Vanilla
function: perform -- file: FHEquipWeaponAction.lua line # 40 | MOD: Fancy Handwork.```
don't go breaking that juicy mod now
xD it is yours debug?
im investigating with authenticpeach, i got some conclusions
oh sweet
STACK TRACE
Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@b37c507f
function: isValid -- file: FireTrailAction.lua line # 14 | MOD: Fire a trail of fuel.
[02-03-23 16:08:07.996] ERROR: General , 1677784087996> 558.473.055> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method)..
[02-03-23 16:08:08.015] ERROR: General , 1677784088015> 558.473.073> DebugLogStream.printException> Stack trace:.
[02-03-23 16:08:08.621] WARN : General , 1677784088620> 558.473.679> IsoFireManager.StartFire> The StartFire function was called on Client.
[02-03-23 16:08:11.091] LOG : General , 1677784091091> 558.476.150> -----------------------------------------
STACK TRACE
" The StartFire function was called on Client."
IsoFireManager.StartFire(sqElem:getCell(), sqElem, true, 100, randDurationFireEnergy[ZombRand(3)+1]);
i need to place that on server lua folder?
because clients cant spawn fire
from no where
only server side can spawn fire using it
it is it?
i suppose
IsoFireManager.StartFire is a command line, commented by developers, in burncorpse code
--
investigation update:
with Panopticon
yes, fire must spawn server-side because it touches the world
Anything in the world (tiles, cells) must be server
Anything player (inventory, timed actions) must be client
the method stays the same, you simply have it run on server only, on command
https://theindiestone.com/forums/index.php?/topic/15256-multiplayer-coding-questions/
Hey guys,I've been working on getting my mod to work on multiplayer and since there are very little resources on that topic I have a few questions. isClient() / isServer() What these methods do is clear, however when I call isClient() in a file that is located in shared it returns false althought...
...maybe? the vehicle spawns as it should but currently I need to split my function into two to make the client spawn items
and effectively double the amount of code I have because client & server need to have two-way communication 
it only happens on mp
Really scratching my head with teleporting -- I'm doing the way vanilla does it but it doesn't seem to work.
SetXYZ and Lxyz
Tried to do it during onPlayeeMove but I figured the timing was off
Now I set up a timed action to fire off onPlayeraUpdate if the player isn't moving
And it still doesn't seem to work - but the screen flickers a bit -- seems like it's reloading the map
do you constantly teleport or do you teleport once
using the method debug window does?
there is also telecorn, that isn't debug
talking code...
you don't know what telecorn is? 😂
nope because I dont TP unless Im in debug
you must not eat a lot of corn
point was that code works... look at it
Telecorn is an easter egg
Each time you eat corn there is a random chance you teleport to a predesignated location
actually never ate any unless it was in a can
me neither lol, never survived to get to full-scale farming
I havent even touched it I got started on using superb survivors and my debugging self couldnt help it
you should make a function that makes all superb survivors teleport to you on command lol
all? maybe if they were in the group be possible
player:setX(x)
player:setY(y)
player:setZ(z)
player:setLx(x)
player:setLy(y)
player:setLz(z)
```has worked perfectly for me in the past
That's what I'm using
I'm wondering if the tail end of the movement is disrupting it - but even just standing still seems to not work
i was using it in the perform method of a timed action, if that could be related
I moved what I have to a perform as well
The timed action fires off but the player doesn't move
grr wish this GH was seriously laid out like the actual mod so I didnt have to copy crap all over the place
You do it in mp?
Can you send code?
Same 😄
The gist is there's a list of coordinates with target IDs - A goes to B, B goes no where
In player update if the players xyz matches one of the coords it teleports
Try firstly copy all code from teleport tool and then change it
I'll try to simplify it tomorrow but it's pretty bare bones
Maybe incorrect coords?
It activates when I walk over the intended entry area
I'd have to check if I messed up the target area somehow
Hey guys
i have a question
is it possible to make a mod to steal this
i'd like to be able to pick this up and take it home
and put it in my house
im gonna call it Grab the Gas Station after that mobile game meme "Grab the auto"
Yeah it is . Wanna commission this?
No i want to make it myself lmao can you teach me
I can give you the logic. But the not the whole thing
You should have a moveable script item. You check for the property piped something forgot the actual syntax. And im currently using mobile..
Then after that store the sprite into a moveable obj as well at the fuel it has into that items moddata
Not sure if theres an event but if theres none.
Then probably replace its "place" context menu to take account for its fuel moddata
Then once its spawned apply the moddata.
You would also need to replace way you pick it
Or atleast thats what i think is how it should be done but there might be a better way if anyone else knows
how much for commission
you should try making it first 😂
making it pretty is the hard part, but starting small and making something happen with those particular gas pumps is a good step
like right click and make a custom thing pop up
Is it possible to pass objects through arguments?
an object I pass as an argument seems to not properly point back to what it refers to
what are the lowest server .ini config, for low specs pc? can link it here?
yay finally got 1 step done...
yep just verified finally got that odd hotkey open window bug eliminated
how do i connect in my own local dedicated server?
i manage to open using a dedicated server it cost less resource (it uses only terminal)
but how do i connect to it
ie you playing and hosting same rig?
if so then its just localhost or 127.0.0.1 and use the right port '#'
same network in your home then its whatever address in the local network for that computer
like, i just launch the dedicated server zomboid from steam library
i need to use -nosteam flag?
no
i need to use my public ipv4?
or this can works
if you do that honestly is a problem
try your public IPv4, and then try your internal IP, which is 127.0.0.1
I haven't been able to connect with either
sux
it will be nice if i can force it to run localhost
you mean 127.0.0.1:16124 or whatever it is?
because it shows that are running on my public ipv4
well you can define that normally dunno this game but whatever they use
that is what HOST does 😂
how do you add a dummy player for testing in debug mode?
xD
I havent tried doing MP stuff so I never done the whole play and host yet (but I can on a threadripper)
you need to add an IsoPlayer to a tile in the world
https://github.com/Sycholic/Superb-Survivors first step.
fixed that odd bug with keybinds and opening the windows apparently wasnt just quest window only was also the group window also
but as the readme says its not official Im just trying to get the GH up to date so first forked the mod and uploaded mod as is for a start point then started so tech real first commit
Insurgent - Airdropped LUV Add-on officially works in multiplayer! 🥳
nice
now I need to finalize some changes and upload
thats my end goal honestly Im gonna try and see if I can get this MP working
simply set a password and no one will be able to join
oh thats just ghey went you self hosting with a dedi
i think this is a problem, i need to set my dedicated server to be a nonsteam
no, you are getting that because dedicated server is nonsteam
both your game and you need to be steam
if you want to connect and have mods
-nosteam just disconnects the Steam functionality
my server is running, but client receive no server response
firewall exclusion just might not include local ip stuff who knows
honestly haven't taken a look at firewalls, but you may need to unblock the steam port for the server
maybe a quick search will solve the issue
far as I knew --nosteam was only when ya hosting dedi and a client from same box because you cant double run technically same program same steam UUID
hmmmmmmmmmmmmmmmmmmmmmmmmmmmmm maybe
arma is like that
@wheat kraken try what you said, it wouldn't hurt
but when I did --nosteam, my workshop mods did not download
I would have to host my dedi's on a different name (didnt matter cuz it was FFA didnt need to own) then just played on my normal name but thats two different rigs. same rig always had to force a nosteam thing
now if I could find out whats popping these 4 other errors which Im betting same problem trying to start a 'nil' window or pre-render or something
HAHAHA
xD
i got response on menu, its is trying to connect now
this takes too long?
dunno like I said never dealt with MP yet...
@glass basalt
me either
that non mp experience is crazy (i didnt play mp yet)
no one believes
?
he means that people don't understand just how crazy it is to play solo 😂
I used to play PZ in MP but friends went to different games :(
I didnt think its too bad but again only played SP so far
making this mod MP definitely expanded my understanding in modding though. Don't even mind that I'll never play my own mods in MP lol
I did alot of backend stuff in MC so I got a rough idea of it only reason even thinking of maybe trying to get this working for MP.
i use this before -debug
to define my priority order
-modfolders mods,workshop,steam
its not possible to connect in your own server without using -nosteam
i manage to edit dedicated server command line, to steam=0
yeah didnt think so even bet anti-cheat seeing it as a dual UUID login
maybe if you edit server .ini to enable two
Limits the number of different accounts a single Steam user may create on this server. Ignored when using the Hosts button.\nMinimum=0 Maximum=2147483647 Default=0
MaxAccountsPerUser=0
this can be userful too, to choose mods
List Workshop Mod IDs for the server to download. Each must be separated by a semicolon. Example: WorkshopItems=514427485;513111049
WorkshopItems=
does MP let you pick a character to use like SP does?
i think you can enable it in ini
nvm says accounts, Im thinking characters
ServerPlayerID determines if a character is from another server, or single player. This value may be changed by soft resets. If this number does match the client, the client must create a new character. This is used in conjunction with ResetID. It is strongly advised that you backup these IDs somewhere
ServerPlayerID=
how do i define my self as admin?
im not able to run pz as debug, if im not the admin server
when running dedicated server
/setaccess PlayerName "admin"
nice
they do use UUIDs to track what player is who correct?
if mods that allow character save works it is possible to load it,
or maybe in config files rs
i dont know about that
well in MP how do you know two same named ppl are different data wise?
gotta be some unique id method
the getPlayer(number) is a terror in mp, i think this is real
i read about it i think
by sqlid
nice! yeah its a db
yeah but does it change upon reconnecting or does that # stay unique is the key
sqlid is persistent
saved in server
if you don't need persistence use onlineids instead
oh it would be absolutely needed for this mod
user database "%userprofile%\Zomboid\db\servertest.db"
really hate windows for having so many refs to the same folder...
steamid can be used to similar effect most of the time
yeah a steamID would be basically UUID like in uniqueness
sqlid differentiates between different players using splitscreen but if you don't care about that steamid is a lot easier to work with
setaccess command is not working on dedicated server
Unknown command /setaccess reifel "admin"
setaccesslevel
Unknown command /setaccesslevel reifel "admin"
btw what anti-cheat does MP use?
without bar works setaccesslevel reifel "admin"
@glass basalt
you don't need to use the slash if you're putting it directly into the server console, it already knows everything you're typing is a command
you only need that if you're entering it through the chat
nice!
im so happy that now i can do mp compatibility tests on my mods :)))
sycholic and panopticon and albion you are amazing and supportive to make this possible
im really thankful
Uploaded multiplayer support:
https://steamcommunity.com/sharedfiles/filedetails/?id=2927552076
aww dont get me into dad mode I'll start talking about working at Oracle and the DoD and welding fiberoptics back in the early 90s
I dont drink so that emote dont work really albeit I look like that atm... 🚬
after I finished suffering with adding multiplayer support... now im gonna do it again by duplicating it for a different use case lol
how does "Custom Vehicle Start" sound?
like one that doesnt take the key out when you just turn it off?
nah, I mean starting the game with a vehicle with you
There is already a mod or two like that but they don't let you choose the vehicle :^)
oh my cheat mod if I use it lets me pick anything and fix it to 100 lol
get key etc etc
we call it "balans" lmao
I mean honestly I never had issues with getting a car, gas was always the thing
im getting it for flavor. tired of spawning in the middle of nowhere and walking god knows how long
as a roleplayer myself i can appreciate something like this 😄
if anything mod that actually makes cars realistic and not like zero reason 50% health while in a parking lot
haha like a globally-vehicle-repairing mod lol
the sandbox options already determine vehicle condition though
more like just fix them how they actually spawn not so damaged unless its like in the accident scene stuff
didnt think there was... have to look again then
@bronze yoke or someone knows how to reload lua script server side? using dedicated server?
theres a command for it, idr what it is
and nope it dont
"General Condition", have you tried that?
yeah but it effects everything even stuff that should be trashed
ahhh
atleast thats how it seems to me
I keep it at normal and shrug when I see a junker. Someone didn't give their car TLC.
also gives a reason to level Mechanics and use the Vehicle Repair Overhaul mods n such
well at a wreck scene I can totally get why... makes sense there an accident
maybe just mod the wreck generator stuff to add more dmg to just them... hmmm
it'd be a good server-side mod for more finely controlling vehicle condition, outside of the sandbox options
and maybe other vehicle parameters, while we're at it
Using debug from host instance . Reload lua file
What will happen to client?
I love it when a car says 'oh you need a key to take this (x) off this'
Thats connected
nothing
it's still useful
you obviously need to reload files on the server if you want them to be reloaded on the server 😅
So that client has the ability to reload lua too
That might work
Theoretically it should but i doubt it wont cause problems. Its better to just restart
no global event in like shared that lets you reload a mod?
I only know of an event that triggers on the reloading of lua
dude, im falling in love with the great feedbacks on fire trail mod comments, such a great community
oh the fire trail I can believe it
tbh I REALLY want to disable it when I change my modlist. it's so annoying that it freezes my whole game
it's better to reconnect for clients because it's fast
for server i would recommend reloading files because server takes ages to start up
but that depends if your code is safe to run twice
^
and i never see this grow rate in my mods xD
the community are beating records over here
personally i would test as much as i can in singleplayer since it's so much faster, and then just make sure everything behaves the same in multiplayer
though that's not really an option for newer modders since they don't tend to know how to write for multiplayer in the first place, and obviously you can't test that specific stuff in singleplayer
you came up with a good idea, I had a similar reception with making the pocket TVs 😄
what mod is it?
that just works in the movies... as you reviewing a fiction. 
This mod, currently on front page
https://steamcommunity.com/sharedfiles/filedetails/?id=2940908294
may I know how can one achieve that using the console in debug mode?
neat, but what's going on with the framerate in the demo video
hahaha
hmmmmmm to be honest I haven't a clue. IsoPlayer needs a lot of stuff, you probably want IsoSurvivor
my pc is shit
try it on your dedicated server
nothing really helps the whole no video card thing lol
i think many people thinks that, but in reality the fps are amaziling optimized in code, (edited, an i5 cpu 👇)
even with no videwo card they have 8gb ram and what kinda cpu?
i know vid card isnt big for pz
i love that you tackled this mod with that computer
it's something poetic about it lol
alright, once I start playing PZ again, I will record a video for you 💪
I just started updating OBS :P
I'll go live on twitch maybe
oho the editing's not bad
tell me if got better masked the shit fps, until panopticon dont send me a new one, i can use this new one
ok 👌
I think I will try making a story out of it (player walks out of a house, pouring gasoline like in GTA V)
oh If i can get my stream decent this will be in some nice surround sound and ultrawide
heh lets see...
ofc murphys law had to make it rain when I decided to try this
xD its adds more dramatic aesthetics
yeah didnt even lag with rain and all the crap I got open atm including obs etc
Wow you review mods?
im telling you, the fps optimization on this, are in masterpiece state, i use some of arsenal knowledge of data structures, process schedule and stuff, that i got/learn from in my Computer science uni, i got luck that where i live the federal uni are reference in the country in tech, on #10 at least, i really enjoy there, but is hard, and im near to finish it (in my country, the public universities are better than private ones, but we need to pass the admitional exams)
well they just happened to need a vid maybe so just did it
thats 3440x1440 ultrawide btw
just gotta downscale vid cuz twitch upload bandwidth cap
tbh prob shoulda just not talked...
Reifel, are you able to attach Twitch videos to mod pages? i haven't looked
take me like 5min to have it on yt just gotta export
ah gotcha gotcha
https://youtu.be/LI4x1sgjxgo just takes a bit to get all the full resolutions avail
Not meant as a review but more of a promo and showing off of the mod. -- Watch live at https://www.twitch.tv/sycholic
and im looking for some people stress this
to i find bottle necks
and to check if the 30 fps protection that i did are working
the bottleneck will come from PZ itself, not the mod
xDDD
its 3am now so I need to crash or I would turn on infinite source and lay out a massive trail
because lots of fire is FPS heavy
i did a way that when the user have less then 30fps, it dont process hard stuff, like chain reaction that he not did (limit to process only their own trail, that cost nothing)
i want to check if it is really working
if ya around in 6..7 hrs and see me bring it up could try before work or later tomorrow night
ok! i will pm you to I remember
while pouring: you can confirm once and release, and doesnt need to aiming specific tiles, the walking controls defines where it will pours
that was literally my first try doing it Im just glad it worked right and I didnt burn lol
np and okay bed I got work laterz all
"I didnt burn lol" me too
the safety that im using is char last square
and is to get a chance to get burn if something or someone ignites it while you are pouring, but i this its is a minimal chance, or none, i dont know dont test it deeply, and dont have many code about it
or at least the emotional state that accidents can happens while doing xD the tension and suspence
my computer just exploded from that cuz I didnt close obs and scared the F outta me
yep
HAHAHAHA
a strange thing happend
it loads the server, but didnt load the client firetrail
client/firetrail.lua
when im admin, on mp, i only load the server? not the client?
clients load the server folder unless you have code to stop it
but i have a file missing in the image
the client/firetrail.lua that is core, it doesnt appears, not loaded
nvm
it was my mistake
and im blaming my unknown knowledge about mp
usually both client and server need the mod
ops my bad
im getting progress, the error changes, its not The StartFire function was called on Client."
now are about square update
Hello, is it possible for me to code a mod which allows players to take items out of container bags in vehicles, without having to equip them first?
that's what the auto loot already does
do you have experience in mp mods?
for fire? I did make something before.
im solving my first bug mp related, its is about spawn fire on map
im using this
IsoFireManager.StartFire(square:getCell(), square, true, 100, randDurationFireEnergy[ZombRand(3)+1]);
to spawn just needing a square
but the problem is, when mp, the server needs to do it
so my mp compatibility looks like this:
client
you should start the fires on server if you're not done in 12h I could maybe take a look at the code
you're on the right track, send coordinates in x,y,z
Well, yes but actually no. Thank you.
What's the difference? Is it specific to vehicles? If it is change the options in settings.
oooh i found this interesting
local x = args.x
local y = args.y
local z = args.z
local square = getCell():getGridSquare(x, y, z)
there is a reason to square:getCell() dont works? (error for getCell of non table)
probably the square was nil
when you mention x y z you were talking about this?
yes, when you send the command add the coords of the square
getX...
can you refer a link to your fire mp mod? if you allow me learn from it, and if i want to use something asking to you?
im getting some experience with fire with mp now, starting from 0
I think it doesn't have anything you didn't already make.
{["squareServer"]= square, ["square_x"]= square:getX(),["square_y"]= square:getY(),["square_z"]= square:getZ(),["square_cell"]= square:getCell()})
can i just use square_cell instead using coords?
and if i use IsoFireManager.StartFire(x,y,z, square, true, 100, randDurationFireEnergy[ZombRand(3)+1]);
works?
you can't send objects, it should be primary types
ooooh
that enlight many things
i can use x y z primary variables, instead use cell?
declaration: package: zombie.iso.objects, class: IsoFireManager
What s the difference Is it specific to
Finished making a derivative of my vehicle spawn mod to be more vanilla. Uses the same command handling with a few tweaks
https://steamcommunity.com/sharedfiles/filedetails/?id=2941490717
Hello, I finished creating my texture PNG, but I'm not sure how to use the txt/xml settings for it. What need I do before turning my texture PNG into a PACK file?
@wheat kraken if your command only starts fire on a square there's a vanilla command you can use, Commands.object.addFireOnSquare
wooow!
it only needs a square to do it
what a handy! thanks
not a square, args.x,...
yeah! appreciate too much for sharing it
these things gotta out of my radar, where can i find them easily
i use this, and a search on lua files in game, and decompiled java too
https://projectzomboid.com/modding/index.html
if i just search fire, i got 283 results
and 2 of it have the command that you mention xD
0.71% chance to find it by myself haha @fast galleon
on only game files, 123 results, so 1.63% chance of find it, with my currently setup
package index
going to release this sometime soon
woow! are you using some mod to be the npc base? like it is an addon?
amazing
uses @drifting ore 's simple UI library
thats pretty cool!
it reminds me papers please game, very nice effects typing words
hahahhahaa, its was a compliment because papers please is a masterpiece that can, will, and must influence and inspire many as huge as possible it can be, as equal from all masterpiece outhere
i will love to see that with a universe expanded along multiple games, the papers please multiverse
--
the undertale soundtrack it is all over tiktok and youtube, i hear that almost all day xD
and just follow the own tiktok theme suggestion, that they give me lol
Nice to see that my shit is useful at the end 😂
I wanted to know if it is possible to create a user control panel (UCP) that can link certain characteristics of the characters of a project zomboid server directly with the ucp to be able to modify their attributes, abilities, etc., without having to be inside of the game. I am aware that it can be done from the admin tools but I also plan to give the UCP another type of use, but the most important thing would be this.
server writes to a json -> web server reads the json for data -> profit
thanks
Just uploaded my first mod ! Have a look , Test it out.
All feedback welcome
FWO: Fitness & Workout Overhaul
https://steamcommunity.com/sharedfiles/filedetails/?id=2940354599
Btw, do we know when the next build will be released ? I wanted to redo my mod when it's released but I was not expecting to be that long
that would fit well with the SSR Quest system, ngl
Is the guy that mad this mod using this discord?
https://steamcommunity.com/sharedfiles/filedetails/?id=2915572347&searchtext=The+only+cure
@zinc pilot is that you?
check latest blog post bottom #notsoon
Yeah that's him, would like to talk to him
Crap, thanks. Maybe I will do it before at the end. If I have time 😂
I need a mod that will remove ALL the traits from the game completely, can anyone help me with that? 👉 👈
hey. Yeah, I tried to contact you several times to talk about it
I only reply on discord when I'm pinged
I sent you a DM
Too many notification on stream 😅
on discord and on steam
I've sent you another dm, if you wanna chat
Perfect, let's talk later if that's ok for you. I'm at work rn
sure, just send a me dm when you're free
Does anybody know how I could update a SSR Quest pack to the knew one?
@bronze yoke now i got no errors, client side and server side, but clients didnt see the fire created
i need to send back something? from server to clients, any world update... or so
if some one with mp experience can help me, im solving my first mp mod bug/issue, i have 0 experience in mp mods,
so if you got any it can be really userful
im going against a issue, in mp, on fire trials, that fires needs to be placed by server side
i manage to do that, but now it didnt givers errors and we didnt get fires :(
Anything in the world (tiles, cells) must be server
Anything player (inventory, timed actions) must be client
should i must send a message back from server to client, about world changes? related to fire
send the error
@willow estuary can you help me with mp knowledge, im trying it with 0 experience
#1 got The StartFire function was called on Client, solved, created the server folder, to get sendclientcommands
#2 server needs to triggers fire on squares, done
that is the problem @zinc pilot , there is no more errors, but the fires didnt appears
here
oh I misread, sorry
the code are in this state
there is a possibility to debug with breakpoints server side?
don't think so
you should check if your commands are getting to the server adding some prints inside the command
before doing anything else imo
im tired
insomnia and need to rest
1 sec, i forgot to triggers inside if module scope
there is no waaay
i cant believe it
i just put fallen down from undertail, to play in loop, to not fall sleep
and when server and clients resets, with the module scope easy fix
puf
now fire a trail of fuel is working on mp
discord ground me, for a long thankfull message, mentioning all amazing guys that show up while i was progressing on this level up skill of mp mods experience
sadly, you will not be able to read the previously, but now have this one:
at the end I remember that i tell you guys that im immensely grateful, and this support and collaboration generates a very good development place,
now without mentioning, just citing,
albion, pao for showing up too, poltergeist panopticon sycholic glytch3r, help me alot to go from 0 experience to be able to solve and make my first mp mod compatibility, now i really got something, is not on 0 anymore, and zomboid community now can desfruit as many mp games they want with this new mechanic, and for sure you guys are part of it, to make it possible on mp
i will post the update with the mp fix on the workshop, last final test, and go to sleep
It looks like your mod is useful for boss battle
these are the bare minimum to have an mp integration and compatibility, snippet example
tags to be able to find by texts
isClient getWorld():getGameMode() == "Multiplayer" sendClientCommand onClientCommand module
server/firetrail_mp.lua
client/firetrail.lua
https://theindiestone.com/forums/index.php?/topic/15256-multiplayer-coding-questions/
Hey guys,I've been working on getting my mod to work on multiplayer and since there are very little resources on that topic I have a few questions. isClient() / isServer() What these methods do is clear, however when I call isClient() in a file that is located in shared it returns false althought...
And pvp maybe
Imagine an event that as soon as the players enters the fire around the arena lits up
Idk if this will clear things up or make it worse but... there are multiple "entities" when a game runs - dependent on the situation.
- To help explain I'll be referring to the session hosting as host (rather than server) and the connecting people as connections (instead of players/clients).
- Client or Server code run independently (shared is the bridging between) but basically hosts only run server code (and shared).
- Connections run both server and client code.
- Sending commands is communicating between connections and hosts -- but also on their respective codes.
- IsClient and IsServer only return true in MP.
I hope I got all that right
#explainclientvsserver
Good morning PZ community.
I'm currently working on a Gloves expansion, similar to Boots expanded by Mark IV. And to fulfill that project, I'm in need of a 3D modeler to make 1 or 2 functioning models for the male and female bodies. So far I can only work with textures and manage to make short and simple gloves, but my goal is to make a full set of gloves for each starting occupation, bringing more realism and customization to the game.
DM if you're interested.
Item Searcher (https://steamcommunity.com/sharedfiles/filedetails/?id=2789003239) is updated!
- Disabled Search Room option while outside
- Added Take Item option
- Overhauled UI to make better use of space
- Container types in speech now translated to friendly names (e.g. clothingwasher -> clothing washer)
Oh, I forgot:
- Added entry and option tooltips to UI
looks useful for those big / unorganized bases. good job
Thank you!
Good morning.
when i test it,a long time ago, because i was looking for similar idea that you had, and i found a glitch that makes my screen blicking black (i think it is because a mismatch with game fps and ui fps, or something like that) when i open the window, i found out that was the render method on
on ItemSearchPanel.lua file
to fix it you need to use these
function ItemSearchPanel:render()
ISCollapsableWindow.render(self)
end
and transfer the code scope to ItemSearchPanel:setSearchTarget
and adds new self.searchForLabel = ISLabel:new on ItemSearchPanel:createChildren()
and never self:drawText on it, because there is a in game vanilla optimization options on menu, about ui fps, that conflicts with this and cause the issue that i was getting
another improvement that i did, was persistent data content on the window, by have an single instance of it, and reusing it,
you did an amazing code with all the items persistent data, and be acessible by display name, and by using Set data structure to do a really great optimization, im near to graduate in my Computer Science mayor, i really enjoy the way you deal with a ton of data, with an optimized approach, it was beatiful and poetic to me read it
i started modding zomboid by fixing these visuals glitches and adding the behaviors that i was looking for
your mod was my first learning mod, my starter point, i made some improvements on it, and extends it with functions i was looking after (search area and search building)
it was my first mod search on workshop, because when i began i didnt know where to find the items that i was wanting
you can check all thoses improvements to incorporate more easily here
https://steamcommunity.com/sharedfiles/filedetails/?id=2927002767
Oh, that was you with the blinking issue!
on the github repo?
Ah nah, I think I jumped the gun and assumed you were someone else:
yeah!
but they at least had the same problem, I never heard back from them so didn't know much about it
it was amazing when i got it right, and stops flickering/blinking
I think I implemented some or all of your recommendations in the UI overhaul
the render function is a very sensitive spot
but I'll have to take a look at yours to confirm
In any case, I'm grateful for your feedback, flattered and humbled to see you used it as a basis for getting into modding yourself, and glad it was helpful!
Getting closer 🙂
i like to leave "random" comments in my codes xD and leave it there forever
analysis ones, learning processes, researching, debugging... to i remember later and save my finals conclusions
and hints, or flags on costly parts
the programmers notes
maybe this glitch happens when have this config on, or like this
its a way to get a better overall performance, to reduce visual processing on ui
Would it be possible for you to replicate the glitch and send the replication to me somehow? I'd like to know what others are dealing with so I can ensure I fix it properly.
it was terrifying, and really annoying to keep that open,
it was a more intense example, from a episode from stranger things that keeps lights blinking all the time,
i will try to reproduce and send you the video
did you know about this episode that i mentioned?
Oh I remember that
Reifel, gonna have to raincheck till later tonight to do anything woke up late and still trying to wake up.
I finished creating my texture PNG, but I'm not sure how to use the txt/xml settings for it. What need I do before turning my texture PNG into a PACK file?
Custom .pack files If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load. This can be done using the "Create .pack file..." command, found in the Tools menu in TileZed. Place your tilesets into a directory, then click the + button to add th...
okay! thats is fine we find another moment
does this apply in farm plants too? like in growth stages
not sure, u can try to check any farm mod I think
oooo can i? i really need a sample im still learning
why not
is it in steam workshop? can i have the name
Can someone show me where is the PillsBetablocker or other pill functions are stored?
u can just type "farm" in seachbar and will found most of them
function JustTookPill in BodyDamage.java
when i unpacked them i dont see any xml or txt files in the folder
just png
@jaunty marten Want to talk about modding in voice chat?
yes
Can I listen?
will be free in a hour
i already have my own png but the settings i mean like the growth order
same way: check farm mods
Ping me when you will be free
oki
I think you can check jig fire mod. But it's not easy code for farming
okay thank you i will try again later
Also be forewarned that build 41 farming/farming mods will not be compatible with b42 farming.
what do you mean by that? do i have to update the mod in order to make it work in b42? or any farming mods wont work in 42 even if its updated?
I hope in b42 farm code will be done easier cos when I'm tried to combine my pipes mod with farm plants it was pain in da ass
With how huge b42 is, breaking all mods wouldn't be the worst thing and probably be good for a healthy modding API.
(Runs away to survive the mob coming after me for suggesting this)
wont hear that from me I experienced this already helping dev a 3rd party server for MC with an API, honestly if one is promoting modding then a api is kinda a must..
the fact they use seasons instead of climate in blogs always makes me sceptical
I want to work on expand API for modding in 42 after I done with my current tasks.
two thumbs up to that
API versioning :D
dont matter long as you dont depreciate
I'd say deprecate after a year or two.
and tell everyone ahead of time yeah but only if its like absolutely needed for a reason to do so. dont be like adobe... :P and time for me to jump up from the rig and get ready/going to work.
Legacy support can work against you in ways that prevents letting your codebase breathe and shift where needed.
=)
true okay l8ts
cya.
ya got few to relax before walking, Jab were you on last night?
Intermittently. What's up?
I went dark due to a dead battery after going through the storms in my area.
Oh yeah. Those same storms are now affecting people East of me.
Im in the poconos so we about to get slapped ^_^
yeah it gets worse with mtn compression and with that not risking either my rig shutting down laters
пинг
@tame mulch a few minutes to take a tea and here we go
Ok. I am in voice channel. @red tiger
If someone want to talk about modding or brainstorm ideas - join
For how long BTW? I'm going to lunch soon.
At work so cannot talk for the moment.
I think around 1 hour 🙂
So I can talk in 30 minutes.
I'm gonna listen in, put you in the background.
btw will we talk in english? I'm good enough only in chatting but my speaking is a 
I think we can start on Russian, then when Jab will can talk - switch to English 🙂
It's okay with speaking 😉
kk, I'm almost end
What is the purpose of this discussion btw?
@drifting ore You have a broadcasting voice.
haha ty
I added a custom context menu to a custom item to use it but couldn't delete the item after using it. What is the right way to do it? Is there a simple delete/destroy function?
My concern lies with API, ease of use, Quality-of-Life, possible third-party documentation support.
I have an item on my backlog to improve the blender IO for .X files.
(Animations)
MAH MEEENYAH!
So, i added DisappearOnUse = TRUE to item and item[1]:UseItem() to lua for deleting the item. Is this a right way to do it?
i follow a zomboid players suggestion on comments to place showcase clips in gif format on steam page, GOD this bring that to up another tier, thanks @frank lintel for the high res video and better fps
look that, i use giphy, its was easy and good quality, just toss him the mp4, with proper crop, and done (i tried another things like ffmpeg=too big file, or ezgif= low quality) but ffmpeg is great to crop
https://steamcommunity.com/sharedfiles/filedetails/?id=2940908294
At work ATM but free to link and use the yt one as ya wish I don't monetize anything
more glamorous than global top model on the fashion week
@tame mulch thank u, was interesting 
it will be nice to have sessions scheduled for that, like 2 differents days (sunday and a random non weekends day) per month
and optimize that frenquency evaluating presency and the quality result from session,
and to be able more people get prepared for a specific day that he can participate
like use reaction post to see how many people will be able to participate
scheduled brainstorm sessions planned on community sounds goods
and i know a discord bot that can be pretty handy, meet @inland verge
example
/poll "poll explanation text" "option 1" "option2" "and so on"
we need a bird watching mod
A really in depth API into the medical system would be greatly appreciated, letting us make our own injuries, ailments, treatments, etc would be absolutely amazing.
Couldn't make the meeting, I was at the dentist haha
That'd be an overhaul
The current system wouldn't really expand neatly - but yeah that'd be awesome
the current medical system is basically the beginnings of a medical system
i'm hoping b42 will see an overhaul anyway, since i don't see how a skills rework is going to pan out if they don't make first aid worthwhile at all, but i don't think anything has ever been mentioned about it specifically
@tame mulch about it, i read one day that @heady crystal are looking for that better mod api support, specially on vehicles, i think it is an oportunity to bring the sparkles of joy ✨ about it back
and feel better with a great rework, expanded api, and enhancement
and think it can generate a constructive output
sometimes i got a bit sad, about some great devs mods with some kind desmotivation with the current mod supports limitations that can even have the possibility to bring him down about it
i really admire the bravens masterpieces, i got worry about him, to brings back enjoyment about mods on him
rip was at work then vet
can anyone help me out with adding custome sound on recipe ?
been googling this for a bit but there is a mod that has a item which doesn't have the option to place it down, how can I make a placeable Item?
how am i supposed to yet again ask for the damn OnSandboxOptionsUpdate
Look at how vanilla defines the sound for a recipe
i checked but problem it doesnt work
We have OnSandboxOptionsChange at home
Theres a better way of implementing it
really i cant find anyoption to add sound while using crafting menu and do recipe.
i beg for help
I know very little but adding this "Sound:PutItemInBag," to recipe helps me
but i want to use my custome sound
put your custom sound inside the sound folder and type its name to recipe
@fast galleon and @ancient grail - I just want to say thank you so much for all the patience and help you've been giving me. I've gotten the custom container working in the game and placing properly with a proper name.
Only thing I have left to do is wrap my head around the script to make sure it only accepts specific items. But thank you so much
Is it possible to change the crafting time you need for a recipe depending on proffesion?
not sure where to post this but lacking the time to make advanced mods, willing to pay ($100+) someone to do a few things, hmu if interested c: <33
I'd really prefer not to have to use a context menu - and I'd like 'move to xyz to tp to another xyz'
got it working sort of
seems to be an issue with moving afterall
took out the timed action
moved the teleporting to mousedown
Goodnight
Is there a place that has a list of all the body locations the clothes can cover?
Example:
I want my t-shirt to only cover the top of my arms and hands. How do I do it?
you can check vanilla file clothing_shirts.txt to see what they use