#mod_development
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Could let you hold zombies for others to attack too
i like the idea of being able to hold back zombies for a solid minute while everyone else runs away
I can see a lot of Shaun of the Dead references incoming.
not for realism but for cinematic moments
I always thought that was simply a missing feature.
Would be nice to have volume with dead corpses to build walls out of.
Not enough sandbags.
Right now corpses stack like items.
A lot of potential for the next few builds. :D
That's true
Placed items in world are given a Z I believe so you can stack cans
Or am I imagining that?
Would be cool if zombies ragdolled into mounds
The flatten to 2D is an odd but impressive feature
Can't wait to see PZ's take on MarioKart.
I want to rotate world items in all axis 
For placement or?
yea, really want to create mod to rotate item as u want and for example to put up some weapon on wall

I'm looking to commission a map modder to build a custom city for my server. Looking for quality work. Not cut and pasting from other maps or vanilla maps. Must include ingame map literature can loot with the proper colors for the different types of building, boxes spawning proper loot, both vehicle and boat spawns, and obviously zombie spawn heat map areas. Please PM me if you are interested and a quoted price for your work. Thank you.
you might want to mention this in #mapping as well
Thanks I will
Hung weapons would be rad, I sort of wish the furniture and items were a bit less disjointed
making roadblocks out of them, chaining them on the road while they're still alive to block people off and if they get too close they get grabbed and eaten ๐
Silly questions time. How to make more then 4 seats in a car?
cant make it with the van?
What do you mean?
Dunno if it exists but likely referring to vans with 3rd+ rows of seats
@worn juniper Although very rough lift-off, I've began work on VSCode support.
I'm going to be learning a lot.
:OO I LOVE YOU SO MUCH
MWA MWA MWA MWA MW
can somone help me with my code? i have no clue why my model wont show up but i think its the code
Working for you guys. ๐
module Base
{
model MODNAME
{
mesh = models_X/spring-club,
attachment world
{
offset = 0.0000 -0.1660 0.0070,
rotate = -180.0000 0.0000 0.0000,
}
}
}
thats my code btw
Hehe.. that's script. ๐ค
oh well
im currently repainting my ceiling red since i am a big dumb guy and i shoot myself in the head each time my thing doesnt work
All good. I can't help ya. Don't know it.
oh well
Others might.
oh
and i hope the thing you're doing can help my current situation
making golf stuff?
I'll try to make a decent extension.
and that too
me?
just make it so just ONE function works and ill be happy
Heh. I already have a huge library for importing / exporting ZedScript as txt and JSON.
Just isn't for VSCode.
It isn't ready but it prints clean ZedScript.
gonna be 100% honest with you i forgot what zedscript means
That API is deeply defined, not a shallow, generic parser.
but im curios
(Was replying to Bri)
ZedScript is what you're writing.
Yes
so just the code
oh no
ZedScript is the .txt files.
its a ww1 weapon
the day i earn money i will send ALL OF IT to you as a thank you
what's a good place to learn lua?
Heh. People post commissions in here periodically. (Not asking lol)
i dont think this uses lua
the game?
thats for the distributions
The game does.
the game uses lua
even the scripts?
You can mod PZ in either Lua or TypeScript.
yes
i thought that was another type of code
well where should I learn, I've been stuck researching this for 2-3 weeks
ask here
thats what i did
usally you get answers
I thought you just contradicted that, and I also just asked here, which you replied to.
doesnt typescript needs like 3 different things to be installed first?
no i meant ask your issues here
nvm then npm and then only typescript
and i never contridicted what i said
well yes, that's what I did
I wrote PipeWrench which is why you can write mods using TypeScript.
the way you responded implied that you were speaking about lua
i think im saying this in a shitty way
if you have a specific issue i would ask here
I was speaking about the initial installation of TypeScript
my model is still invisible smh
Yeah if you have a npm project you're good.
npm i
Implemented TypeScript support for modding Project Zomboid. - GitHub - asledgehammer/PipeWrench-Template: Implemented TypeScript support for modding Project Zomboid.
<3
You need NodeJS, Typings, and the TSTL transpiler.
idk allof that
Anyone know how/if a GitHub action could be used to generate an image onto the repo? I want to make a changelog image using provided text on the same repo.
Not sure what terms to even Google for - I keep finding something called docker images
You want to make an actual image? like a png? That would require you to generate that locally with like ImageMagick or something I would think. There are a bunch of github actions available to just generate a text changelog based on commits, tags, and other things.
I was thinking of an image I could leave up on my workshop page
Since I disabled comments I can't drop changes there
I don't care if it's just text - although if I could provide a background that would be more ideal
Reminds me of what I use PlantUML for work and personal stuff.
Not for your needs but yeah.
ImageMagick is a industry-standard CLI.
The only way I could think of doing this would be to use a post-commit script in git that created an image using ImageMagick (IM) from text that you passed in. IM lets you specify a base image, background/text colors, etc. Not sure how to do this on anything other than a bash shell. ha
Github Actions?
Oh?
I don't know GitHub Actions however someone special set this up for PipeWrench nightly builds.
I assume the actions are scripting(?)
I have stuff for uploading to the workshop - but it was already done
Do someone know why the model of my item is the model of the open book ? I want the close one
module VehiclesJournal
{
model VehiclesJournal
{
mesh = WorldItems/Book,
texture = VehiclesJournal,
scale = 0.4,
}
item VehicleJournalItem
{
DisplayCategory = Literature,
Weight = 0.1,
Type = Literature,
DisplayName = Journal,
Icon = VehiclesJournal,
StaticModel = Book,
WorldStaticModel = VehiclesJournal,
}
}
have to make a whole tutorial video on how to use pipewrench :c
I know I know I know
Been so busy.
The white paper for it is outdated however I can link it.
Too late
That paper details the reasons why I chose to invest 7-8 months of development into it.
try< to change the "StaticModel"
use mesh = WorldItems/BookClosed,
Isn't mesh a URI?
Worked like a charm, thx
question
how do you get multiple texture choices for furniture
<textureChoices>Clothes\Coat\hidan1</textureChoices>
as a example, im guessing that wouldntw ork
since textures for world models (placables) look like this
{
mesh = WorldItems/NecoArcModelBig,
texture = NecoArcTex,
}```
This is helpful for reading pasted text and / or script.
do you know how to do multiple textures for furniture, @red tiger?
Nope. I'm a tools guy.
.<
I fill a very niche spot in modding. =P
well
from my ctrl + F serach
its hard
so the easy route is to just make
100 items with different colors lol
Oh item icons? Yeah that's actually going to be supported in 42.
Not atm.
You have to make separate items right now.
i mean like, actual items themselves that use different textures
like iw ant one item, but instead i need to create hundreds of the same item in the same file that just has a different texture designation lol
Is there a difference between OnTest vs OnCanPerform?
Customizable Containers has multicolored crates you can builds
they're also like 10 different sizes
tbh I just read that and didn't get difference 
the most significant difference is oncanperform is unimplemented
it doesn't do anything ^^
it never gets called
err? It's used in Vanilla
{
PotOfSoup/PotOfSoupRecipe,
Bowl=4,
Result:SoupBowl=4,
OnCreate:Recipe.OnCreate.MakeBowlOfSoup4,
Time:80.0,
Category:Cooking,
OnGiveXP:Recipe.OnGiveXP.None,
OnCanPerform:Recipe.OnCanPerform.SliceCooked,
}
my bad i was thinking of something else
on perform alters the stuff i think
OnCooked? lol
@humble oriole we're detectives now, partner 
hmm
they pass different parameters
Finally off of work. Now I can work on VSCode extension.
might be bit off topic but since we got techie's here figured ask first. anyone got experience in mirroring HD's and getting the copy to be bootable?
Has to be same chipset motherboard family IIRC.
Then you use partition tools that allows you to mirror.
So you can't mirror a OS disc from an Intel chipset and expect it to work on an AMD chipset.
Also you will likely run into license key issues.
I will not discuss that here because it can easily get into discussion involving illegal activity.
mirroring isnt the issue its getting it to be bootable, drive already mirrored (literal mirror copy partitions and all...)
question
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (Red),
Icon = sus_icon,
WorldStaticModel = SusModelBig,
Tooltip = SUSUSUSUS RED SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBig
{
mesh = WorldItems/SusModelBig,
texture = red,
}
item SusModelBigWhite
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (White),
Icon = sus_icon_white,
WorldStaticModel = SusModelBig,
Tooltip = SUSUSUSUS WHITE SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBigWhite
{
mesh = WorldItems/SusModelBig,
texture = white,
}
item SusModelBigGreen
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (Green),
Icon = sus_icon_green,
WorldStaticModel = SusModelBig,
Tooltip = SUSUSUSUS GREEN SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBigGreen
{
mesh = WorldItems/SusModelBig,
texture = green,
}
item SusModelBigBlack
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (Black),
Icon = sus_icon_black,
WorldStaticModel = SusModelBig,
Tooltip = SUSUSUSUS BLACK SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBigBlack
{
mesh = WorldItems/SusModelBig,
texture = black,
} ```
i have a lot of variations for textures and none of the textures work besides red
it just defaults to red, does anyone know why that might be? .-.
all of the item scripts point to the SusModelBig model script
not the respective model scripts like SusModelBigGreen
and there no unique names that I see other then the 'icon' otherwise same model name for everyone
changing them to WorldStaticModel = SusModelBigGreen etc should fix it
as for that its not, my win10 960 SSD is reporting about 60% health after being on for over 4 years. so Im trying to without reinstalling everything and anything winblowz related onto a linux 970 which I dont use anymore so I mirrored it over just cant get it bootable. and seems like no-one knows what command line stuff is on the internet anymore 
I don't Linux because lazy. Also good on you for following proper procedure on data security by retiring aged drives.
that was purely for MC and dealing with java possible diff's so I dont use the drive and just wiped it. ie was a linux drive...
what's a amount in gb of write/read on ur ssd?
250gig/div 13min roughly whatever that is. its a samsung 960SSD moved/ing it to a 970
its a 250gig drive mirrored in 13 minutes... whatever bandwidth that is...
I meant where did u check ur disk health there should be total amount of write/read in gb for all life of ur disk. for example my disk for ~2 years have 29000 gb write and 27000 gb read
I'm not native speaker so idk how to correct say name of this value XD
I'm not professional in this things so not sure that write/read have same resource and we can add up these numbers
61 tb it's ur write+read?
no thats just write
ah

it also replaces the pipe bomb, but in my hands the pipe bomb is invisible
{
item SusBomb
{
DisplayCategory = Entertainment,
Weight = 0.2,
Type = Normal,
DisplayName = Among Us,
Icon = sus_icon,
WorldStaticModel = SusModel,
Tooltip = AAAAAMONGUS SUSUSUSUSUUSUSS,
StaticModel = SusBomb,
}
model SusBomb
{
mesh = WorldItems/SusModel,
texture = red,
scale = 1,
}
{
recipe Make Among Us
{
PipeBomb,
Result:SusBomb,
Time:10,
Category:Among Us,
}
} ```
forgot the drive actually older then this threadripper rig... derp.
ummm
any ideas on why black and white look like that
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (White),
Icon = sus_icon_white,
WorldStaticModel = SusModelBigWhite,
Tooltip = SUSUSUSUS WHITE SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBigWhite
{
mesh = WorldItems/SusModelBigWhite,
texture = white,
}
item SusModelBigGreen
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (Green),
Icon = sus_icon_green,
WorldStaticModel = SusModelBigGreen,
Tooltip = SUSUSUSUS GREEN SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBigGreen
{
mesh = WorldItems/SusModelBigGreen,
texture = green,
}
item SusModelBigBlack
{
DisplayCategory = Entertainment,
Weight = 20,
Type = Normal,
DisplayName = Comically Large Sus (Black),
Icon = sus_icon_black,
WorldStaticModel = SusModelBigBlack,
Tooltip = SUSUSUSUS BLACK SUS EMERGENCY MEETIGN AHHFAESHEWSHEHSGESJH HELP AHHHH,
}
model SusModelBigBlack
{
mesh = WorldItems/SusModelBigBlack,
texture = black,
} ```
something not right cuz its changing the pack color also
oh how did you get my body from arma?
you have a similar thing? in arma nice
yeah every day rag doll death gets silly like that esp if you bring physics into the equation
yeah well ragdoll physics for any game really tends to look unrealistic despite the fact that they did the ragdoll to make it look natural
I hate to say it say it cuz Im admitting being there but Second Life wasnt bad on that front.
but hey DJ's were in demand, and finding a MP3/ogg host was easy there
oh come now I dont need to tell the 'stories' about SL thought that was like general internet knowledge now 
I imagine ragdolls in games never look right cause realistically the body is still doing stuff and trying to get that all to be "realistic" ventures into body falling simulator
well I believe other then keyframe animation the joint system was very defined on restriction and speed/inertia/mass
arma just has crap physics thats all. eg. player vs tank impact. the player isnt always the only thing that goes flying off into the horizon.
and looks like Im gonna have to just randomly attemp bcdedit stuff till I get this other drive to be bootable.
Has anyone started a server with nitrado hosting
question
finally figured out how to export my fbx with animation
tryhing to replace dances in true dances
i've renamed my fbx to the dance im replacing, renamed the track to the exact track ID of the replaced animation, but in game its somehow still playign the old one even when that file is no lonmger even apart of the mod???
Anyone have an idea why this doesn't work as expected?
function Recipe.OnCreate.Logger(items, result, player)
print('[APA-ATM-Transaction] Player: '..player:getUsername()..' -- Recieved: '..result:getType())
end```
what's happening that's unexpected?
atleast you arent getting random requests to turn 2FA on to earn moderation privies.
and no Im not joking either...
lol
Im seriously geeking over this going wth cuz I doubt anyone making me a moderator here lol
looks good overall
whats max length of the names of what you define like DisplayName etc
I don't think that there's a set max len
interesting...
Hey. Battling the Regex labyrinth, also known at "TextMate"..
How do you know it works
In blender, it works. When I import it in game, same track name as the thing im trying to replace: which is, this one, which i've also replaced with above anim
it just plays the old animation
doesnt play the new one
and in that fbx the old animation isnt even tere
i literally deleted it from the fbx
Its not as easy as you think
Like if u see it here then you will surely see it here .. no doesnt work like that im afraid
why dont you make it for me then
What is it that you are trying to do like more details
Ncm i remember now
Nvm*
The dance
Yeah welp moving the hip bone is very hard to do . I tried earlier to lock everything i. Hopes of being able to just move the hips. Didnt work. Altho i might have a other workarround that i havent tried
how possible is it to add items to cars from other mods?
Error: Failed To Load AssetPath items/stuff/Gold
item Gold
{
DisplayCategory = Junk,
Weight = 0.2,
Type = Normal,
DisplayName = Gold,
Icon = gold,
WorldStaticModel = Gold,
}
model Gold
{
mesh = items/stuff/Gold,
}
It loads the other sprite i made for it, perfectly fine. But won't load the 3D model
Starting to understand this format in a more advanced way.
https://github.com/FWolfe/Zomboid-Modding-Guide/blob/master/structure/README.md got your files in the right places?
I see ._.
yeah i was trying to get the re-targeting to work, and now that im able to export it, its really just the "why the fuck does the game ignore me when i replace the original animation"
there a core skeleton/model you can start from?
Actually, Glytch3r. could youlook at that fbx i sent and see if you could get it into the game somehow? it should work, idk if it's possible to integrate it with true dances anymore though, that mod is really fucking weird (to reverse engineer)
also is animation sequences inside the fbx I forgot to ask cuz to me thats a model format not animation sequence
yeah
well paint 3d showed it upside down and Im guessing it doesnt support animation stuff didnt see any, so trying to get blender in why I was asking about a core model/skeleton someone starts from.
@jaunty marten
I understand how to create scoped Regex patterns.
Gotta work on that comma.
UTF-8?
well
instead of using the anim base rig thats in here
i used one of his pre-existing animated rigs, removed the anim, retargetted the aniamtion to that, and exported wit hteh right settijngs
lets see if that works
guess I can just use the base character model if i I can find it
Sorry, wife got home and had to step away. I'm expecting it to just print to the debug log on the server and it doesn't seem to. I want to track all the recipes in this specific mod as they get used.
i think recipe code only runs on the client
the OnCreate is run from the the server folder in lua though.
{
Base.Cigarettes=5,
Result: Pistol_Loot_Box,
Time:60.0,
keep ATMReceiver,
NeedToBeLearn:false,
CanBeDoneFromFloor:TRUE,
Category:APA KSSA Shop,
OnCreate:Recipe.OnCreate.Logger,
}
```
the folders don't mean very much

Ive done all my regex Im doing for a lifetime no thanks. trying to cheer ya up.
Oh I'm excited.
I would rather go back to doing C and ASM in Vi on a VT440
This is only temporary pain.
The fact is that I can do it and that this shit's going to be a huge help to people.
cool I'll keep pushing ya.
If I get a comprehensive syntax highlight support, I can then work on intellisense support.
honestly Im not a fan of IJ's formating as is
Could possibly hook into some possibly-existing compiler-error module and display when values aren't the same type as needed.
I have no fucking idea how this modw orks
There are ZERO instances of the dance i am replcaing other than the one that i've replaced
The original animation has been DELETED
it literally does not EXIST
yet SOMEHOW
the game ignores my NEW animation and continues to play the old one
i ahve no idea wher ethe fuck its even pullign it from, the file shouldnt even ebh there, the animatikon shouldnt even be there, it should be pulling my NEW animation
How the hell does this guys mod work WTf
chill G no going all Rust on us here.
XD
Do you have any suggestions or something I can look at to achieve the logging I want? I'm open to anything.
you probably need to send a client command
if its client side only then you need some kind of... ^^^
or client send the info to the server to log it..
at this poitn though i think it'd be easier to just find out how to implement the dance through my own means, but idk how i'd do that cuz i dont really want to replace a vanilla animation. maybe i could make a context menu (that would open on right click ig) thing that opens a submenu with the animations i want to personally add, and it'd just add it. I could call it something like "FullmetalAnims" (the context menu) and then you can click on a option that activates that animation.
so ig i'd just go take the base rig and forget about using true dances as a base, then just retarget my anims over the anim base rig and export them, try to get them to work ingame
That seems like a lot, :/
ah that moment you decide to try and set your IDE to just flat out use the game itself as the lib src folder 
well seems I sure wont be missing any libraries now throwing false red flags..
o.Tasks[0] = nil huh? is this valid in a Lua taskmanager?
or could that be relative to setmetatable....
Everytime you load the game look at the animation viewer. And search it using the search box
O btw you have to name the file like how you name the object in the editor or maybe the layer too not sure but you cant just rename the files afaik
where does the game decide that parkranger can move through trees faster? 
Can i store objects on a table as keys ?
Like items
of course
Yes but you can't save those tables in modData -- PZ will void it for the sake of saves and recursive loading
There's a free to use 2D MMO game engine called BYOND -- you can store objects directly in save files. It was very common for games trying to implement friends or factions to create a scenario where one player logging in would load another player's prior save if the player was online. Effectively and instantly rolling them back.
Damn
And if i write the ids on an ini file. It will return as string and theres no way of converting it to object
Am i right?
which the ids?
Any chances that creators of Expanded Helicopter Events are in this chat?
Yeah
Did you check the authors name on the mod? Cuz of you did then you dont need to look that far hehe
Good morning.
Morning boss
Will continue to fight the regex gods later on today. Last night I discovered that multiple recipes can exist with the same name.
you not allowed to stop
๐
BTW that syntax coloring is flawed / bugged atm.
Got to support all states of values for recipes.
I might force syntax highlighting to work with using keep and destroy keywords.
Im still lost as to why this server was asking me to enable 2FA not like I got some special rank with any kind of moderation perms
I have a question about blood locations. do all of these apply to back and front protection of character? for example does "appron" only add protection to the front of the character or does it apply to the back as well?
now that def looks like an arma animation
can't be sure but I think game have no difference between front and back kinda like 2D

that's kinda what I thought as well but I just wanted to make sure
i just love testing stuff and if i broke the animation its funny so i share haha
its okay I was listening to some D-Jhasta with it now my neighbors pissed
I am trying to add a repairing recipe to fix an item that requires a needle and uses thread for the repair only if you are level 2 tailoring. does this look correct? ```fixing Fix Dakimakura
{
Require : Dakimakura1,
Require : Needle,
Fixer : Thread=2; Tailoring=2
}```
question for mappers and such: is it possible to make a new container definition, or do you have to use the ones set by pz?
my assumption is that it would be easy, but pz can really surprise you lol
Also please change your name.
my name is a reference to an hbomberguy video about tommy tallarico in which tommy refers to people who supposedly 'don't like games' as 'gaming racists', relax
dw, I block people who make light of things like this.
@red tiger its okay ppl like that dont grasp what that word actually means.
huh???
it was literally a joke at the expense of someone who doesn't understand the gravity of the word
using it to refer to people who don't like games
the context was quite literally an out of touch millionaire calling people who were critical of his vaporware scam console "gaming racists" to accuse them of being broadly prejudiced against video games, i was making fun of someone who didn't grasp what the word means
oh whatever
Good evening, I am trying to make a trait that will allow the character unlock the recipe of building metal wall, container, fences...etc
I am wondering what is the recipe code?
I have tried ingenuitive:getFreeRecipes():add("Build Metal Walls");
and
ingenuitive:getFreeRecipes():add("Make Metal Walls");
but is not working.
I am currently doing a simple mod, when killed enough zombies it should remove a trait and add the opposite of it. But I am getting a error when the day reset..
The bad trait gets removed but cannot add the new one, but I can't see the error.
function: cheeckDriver -- file: BecomeDriver.lua line #60 | MOD: Sunday Driver
But once I got to that line I see this
@rancid tendon The line between those who get the irony and those who actually agree is very thin. If you've changed your name thank you. (I imagine it wasn't "Lea" and probably something close to a slur -- don't need to know what it was btw.)
it was not close to a slur
๐คทโโ๏ธ seems like it resolved itself - I just felt it was worth nothing "being ironically X, is two degrees from just being X"
you say you don't need to know what it was but i want to point out for posterity in case anyone thinks it was something extreme, it was literally just "Gaming Racist" which like
yeah i can see how someone wouldn't like that (to be honest when i first set it to that i kinda didn't realize it could be read as 'racist who games' and not for what it actually means, i.e. someone who is racist against games, as was the original context)
so i changed it. that's all
that moment when ya learn there is no context and giving it after the fact doesnt change how it was viewed already. now with that lesson think on the future. Im out later.
oh is this person with the nsfw nick involving the behind
what
this
can't even remember what my name was at the time, my discord names are usually dumb shit
i'm sure that one was some gross reference i wouldn't be surprised
Anyone who has some free time and could possible look at my script and see if they find a problem?
What is the actual error? Seems like you're only including the very top of it.
Also, just a guess but you have cheekDriver and checkDriver
can someone show me how to use DistanceTo2D(x1,y1,x2,y2)
Should I sent the entire lua text?
just a math formula to calc dist in 2d
sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)
i wonder if it's faster to just reimplement it in lua

how can i call? this one gives error
distance = DistanceTo2D(playerX,playerY,pos[1],pos[2])
IsoUtils.DistanceTo2D
ah okay
setmetatable(o, self) crying over type mismatch does this function require table: o ??
what does the whole trait function look like
arg1: table; arg2: table
didnt need it on second one. why I was kinda getting thrown by it since o is nothing more then local o = {}; the line before it
local o = {}
setmetatable(o, meta)
same
local o = setmetatable({}, meta)
im learning so much today. keep it up!
Here we go
and nope it dont like it that way either
Did you try changing, cheek to check?
still crying that {} is a type mismatch
just show the code
(runs violently far away)
I just put yours in exactly...
I did that typing manuel so i misspelled it. So it's not cheek ๐ It's check ๐
--setmetatable(o, self)
local o = setmetatable({}, self)```
both saying arg1 is type mismatch
what's self
why do u want it on one line
Also @jaunty marten
@tame mulch sorry for ping but really want to know, in new post of pz blog said support for networks of power and liquids, what's that mean? my unreleased water pipes mod will be useless in b42?

Trying to improve
good shit, man
always crying about no highlight when doing some things with zedscripts
I'm trying to make it make sense

TBH ZedScript has no official support beyond loading in PZ.
arg1 is self
I wonder how it will work 
arg0 whatever sorry Im not about to start mix matching what index starts on
I'm basically making a lot of things up as I go..
So probably defining standards for the format. xD
its visually telling me want a screenshot?
Also @jaunty marten I plan to write a preprocessor language that supports inheritance models.
o underlined in red... kinda obvious
me too, if it will work as I think => 
@frank lintel
do you use class:new Vs class.new
put in table: it goes away... Im trying to figure out why...
@frank lintel
Imagine having a base item definition that other item definitions inherit values from. =)
just show the code more than single line
oh, yea, that so useful
DEADSCRIPT:
Module Base {
item Axe {
// Axe-specific properties.
}
item StoneAxe extends Axe {
// StoneAxe-specific properties.
}
}
ZEDSCRIPT:
Module Base {
...
item Axe {
// Axe-properties
}
/**
* @extends Axe
*/
item StoneAxe {
// Inherited Axe-properties
// Overrided & StoneAxe-specific properties
}
}

I think you just will have more ways to implement water pipes ๐
I hope when next blog about these things will be posted I won't want to cry, thanks for reply 
Also:
DEADSCRIPT:
recipe blah {
keep {extends BaseAxe},
}
ZEDSCRIPT:
recipe blah {
keep BaseAxe / StoneAxe,
}
awesome 
It's still in the draft / proposal stages.
I'm calling the language "DeadScript" which is to compile to ZedScript.
Can't wait to write a full white paper on it.
Its goal is to facelift syntactic issues with ZedScript and add macro tools / syntactic sugar.
blair said almost all farming related stuff will break on 42
mods*
i guess the nicer way to put it is, they will need updates ๐
i'm going to make 2 more mods before 42 otherwise im gonna whip up more island maps
gonna release a 40x40 or 50x50 ocean map with like 30 islands
When was the last time I made an actual mod.. like a legit mod..
i really wanna figure out water based foraging
it will be broken, sure, it's fine to redo my mod for b42. I meant is there will be same thing like water pipes so my mod will be literally useless
i think farming modders have the strongest willpower atm haha
so much changing. i suppose your question is pretty good
thanks god that it's not exactly farming mod and probably it will be easy to redo for b42
but gold? 
Build 35 IIRC.
hahah
First accessory custom models ever.
Where ever it says that line number should also have the error under it -- like "trying to call nil of" or something.
table.insert(noWorks,thisGuy) doesn't work
exactly
lol
we all know it works. but why isn't it working for you ๐
yh ha-ha
i really gotta test out this gpt4 thing
it's supposed to be really good compared to even last iteration
oh it can handle like 7x more tokens... damn
I've set up items to spawn in containers before, but can't figure out how to make them spawn in vehicles trunks and on surfaces (like on a bed, on a kitchen counter), etc
Anyone got an idea?
I imagine it'd follow the same logic I've set up for containers, but can't find out how its handled in vanilla so I can follow the same way
figured out the trunks part. not the surfaces part yet tho
Random table stories seem rather hardcoded, you can search in java for extends RBTableStoryBase
Thanks!
where would I find a list of assets? Things like media/ui/Dialog_Titlebar_CloseIcon.png etc, they don't seem to be in the zomboid folders (that I can see)
Texture pack.
Happen to know which one? Or where? Alas otherwise I'm at the same spot of having no idea where to look
TiledZed can open them
Media/texturepacks
Ok
git pushes and rubs their hands evilly 
Hello. Is it possible (in the event of a mod) in a multiplayer game to share a map marker (of the admin for example) to all the players (transfer of the marker on each of their map)? Thank you.
Can anyone help me get a hint on where to start looking at the code for some kind of pop up text like when you get a skill up? I am working on a hybrid of the only two repair counter mods and want a visual effect for something I'm calling a "critical repair" and think a little toast like when you skill up would be cool.
player:setHaloNote()
Omg it's that simple?
How do you know this method, or is there any way simple to get what I want ?
he just knows it 
She was s all knowing...
u can check the code of this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2815560151
Hi. I'm tipsy AF.
Thought I'd check in and see what's happening here.
Albion right?
Could be reading about the wrong person?
I'm super excited about progress with syntax highlighting support for ZedScript but I gave tonight to a friend and our project.
So torn between the two.
what's the project?
Genuinely wish I had the time for both
I'm working on a web comic
I gave tonight to dota 
web comic?
I haven't legit played a game since July of last year.
comic u mean comic book?
Yeah eventually.
what's the theme?
I mod PZ but I don't play it.
Fantasy.
I haven't launched the game in two months.
hahaha
So deep in modding
This is entirely true
That's what I love about PZ.. I don't have to launch it to do what I do.
All of it.
you uploaded the mods via console?
in same way am I was doing mods for gmod
I play it by modding it.
I write tools for modders
but sadly not so much exp with pz to don't launch it 
understandable

he doing mods. not for pz but for mods for pz 
Literally.
now it's complicated
You can write better mods than I can. I can write tools that can get you there.
=]
Let's be real: ZedScript support is the issue of our time. XD
It'd be fun to have this work be a job. =[
yeeeah
I want this by 2024.

Writing PZ UI in React is a dream.
ZedScript became a priority ticket / item to work on.
My dream rn is ZedScript support on vscode with highlighting and intellisense support.

its funny how much difference there is between the two regarding Lua
Thank you for the link !
how do i make it so skill books could be "written" (crafted)?
crafting recipes
Does anyone know if it is possible to access properties of a recipe through Java, instead directly modifying the TXT script files? I would like to make a Lua script that overwrites recipes
ScriptManager.instance:getRecipe("Name") will give you a recipe object
declaration: package: zombie.scripting.objects, class: Recipe
amazing, thank you
for future reference, you get ScriptManager with the global method getScriptManager()
https://projectzomboid.com/modding/zombie/Lua/LuaManager.GlobalObject.html#getScriptManager()
declaration: package: zombie.Lua, class: LuaManager, class: GlobalObject
using instance is faster iirc
it's usually coming down to one single function call at startup but it is something
hmm, even if I use getScriptManager() once to assign to a variable?
the performance impact is very minimal either way
it's not very common to use scriptmanager during gameplay and if you needed to it's not like the instance changes, you can grab it once at startup and it's fine
are the recipe names exactly how they are in the script files? Like in recipe Make Something, Make Something is Name, with no funny business, right?
yeah, should be
I only need to change some recipe categories once on startup and that's it
oh, one complication is if multiple recipes have the same name (rip clothes) it'll only ever grab the first one
ouch
you'd have to loop through the entire recipe list and check the names if that's relevant to your work
there is a getAllRecipesFor() so I think that is the solution for it
hmm, new questions regarding animation
If I want the player object to perform an animation once (in a timed action) will self.character:PlayAnimUnlooped("MyAnimName") suffice?
And how can I restrict the player object to not move at all until the timed action is complete? (ignores all player input, cannot be cancelled)
is this what I'm looking for?
https://projectzomboid.com/modding/zombie/characters/IsoPlayer.html#setBlockMovement(boolean)
declaration: package: zombie.characters, class: IsoPlayer
nah, looks like it's this. Seems to block everything, which is what I want
https://projectzomboid.com/modding/zombie/characters/CharacterTimedActions/BaseAction.html#setBlockMovementEtc(boolean)
declaration: package: zombie.characters.CharacterTimedActions, class: BaseAction
PlayAnimUnlooped() does not work, and for some reason ESCAPE cancels setBlockMovementEtc() but I can forgive the latter
that just returns a boolean
You have to use SetVariable() from my experience
In conjunction with anim xmls
To properly blend in and out of anims
Otherwise timed actions can work too - but yeah hitting escape would allow you to cancel it
Did you find a solution for this?
So guys
There's that mod "stay away from the Windows"
It makes zombies jump through windows instead of just banging on them and then vaulting
But it that possible to add some code to that mod for my playthrough so it'd only work for sprinting zombies?
Also this sounds a little harder but to make them jump through these windows only when they're chasing the player
What's the current state of the art regarding item transfers? For my mod Item Searcher, I had a request to make the character take the item after locating it. It works fine by queuing an ISInventoryTransferAction in singleplayer, but appears not to have any effect in multiplayer.
I notice that I get these log messages on the client, but nothing else:
DEBUG: Multiplayer , 1679056905736> 2,525,144,399> ItemTransactionManager.receiveOnClient> 2 [ 1359383190 : -1 => -1 ]
DEBUG: Multiplayer , 1679056905737> 2,525,144,400> ItemTransactionManager.receiveOnClient> 1 [ 1359383190 : -1 => -1 ]
The action should be called on in the client code and send transfer requests to the server
This may change by the next update though (to be inversed)
I think I had heard that item handling may change in the next update, and that's fine
I only have the action being created in my client code, do you mean anything more specific than that?
A mod that Plays the boo-womp sound from spongebob instead of the Jumpscare sound when a zombie surprises you
Check the item transfer code itself
It has stuff about sefer transmit
Anyone here experienced in lua and willing to help me get some work done for a mod of mine? if so DM me and we can negotiate what I need done and how much I can pay.
Anyone spotted an admin control type mod that allows adding/removing fuel to a gas pump mid game, or even an admin command for it that I might have missed?
Do you mean this?
# Maximum number of items that can be placed in a container. Zero means there is no limit. (PLEASE NOTE: This includes individual small items such as nails. A limit of 50 will mean only 50 nails can be stored.)\nMinimum=0 Maximum=9000 Default=0
ItemNumbersLimitPerContainer=0
Anyone who knows if there is a mod that make zombies trip more that actually works, or is it easy to make?
Not sure, and i meant "server" -- in the Lua for item transfer it checks the container and if it's not originally in a player it uses something called sendToServer or something along those lines
Moving items around between server/client is a bit hairy at the moment -- so glad it's getting some loving.
But basically when you "send" the item to the server you have to make sure it's properly removed from client(s)
And same for the other direction
This means you have to use a mixture of a few functions depending on the situation.
I'm not at a computer at the moment, but the differentiation between server or player is usually done by "isServer()/isClient()"
There's a debug tool for removing items that has (I believe) all the functions -- even checks if the item is equipped.
Hey Chuck anything in 'shared' lua wise doesnt have to be used there right mod wise but either-or|shared (both)? mod wise I get what the 3 folders mean but what we build our mods off of Ive seen stuff used in client but calls core lua stuff that is in shared and just making sure that isnt bad thinking (or just flat out bad...)
anyone got the file structure for mods on the wiki?
I'm still trying to interpret the message about shared
about what?
I think you're asking whether it's okay to use stuff in shared from lua files in client? (I'm not trying to be rude, it's just a heck of a run-on & it's actually unclear to me)
yeah core methods that are being held in shared... okay to use only in client or server (obviously both re:shared)
I have stuff in shared that's used by both & it works as expected. I limit it to stuff that (to me) makes sense to be kept there
Check pins and threads here, there are a decent amount
I'd assume #modeling would know more about that particular one, though
oh cool
its to do with code
cause of this
i just forgot which is which
Ah, gotcha
yeah Omar I just seen some core game methods sitting in shared and just was wondering if its not bad practice to be using it in my mod on the client only. guess just the name throwing me off now Im hunting for possibly missed 'require's'
Are you relying on globals? I haven't had any issues with it because I require the modules from shared (shared loads before client anyhow, but nonetheless a require is a better guarantee)
I think that IntelliSense will be more impactful on ZedScript development. I believe this because there are certain situations where definitions will be knowingly erroneous and can be pointed out to the modder.
(Reading the above text)
yeah maybe if it even knew core functions and didnt cry about 'unknown method' stuff always...
VSC is way better on that front
And that's why I use it.
Imagine red squigglies below a URI path to a file saying Cannot find artifact: ${path}
Exactly. Situations like these.
glad i figured it out myself
Imagine the time spent here figuring this out... put into actual modding.
yeah this one require driving me nuts...
yeah...
at least i figured it out
WARN : Lua , 1679035033187> LuaManager$GlobalObject.require> require("CharacterSave_SaveLoad") failed 
I cant even find that 'anywhere'
nor even anything saying load that... lol
I'm going to single-handedly migrate a large section of the modding community to VSCode xD
Are you testing your mod alone or with other mods*? Could be something else
working on superb its alone cept for extended errors or whatever it is but that arent even being loaded yet
TIL the shortcut for discord fullscreen is ctrl + shift + f, after trying to search all files while still focused on discord & getting confused after switching back
Maybe it's not required with a literal string?
That is, it could be a table of suffixes which are being required as 'CharacterSave_' .. suffix. Would be a nasty pattern imo, but it'd work
well thats what I dont even get I cant even find anything asking for a require warning to pop lol
Thinking about leaving my attempt at ZedScript IntelliSense open so people can contribute to properties to make it more intelligent over time.
I THOUGHT THIS WAS THE SPRITE FOR THE MODEL
YES!!!!
YIPEE!!!
im so stupuid
ong
github ftw
require as we use it is just a method in LuaManager.GlobalObject*. When a require fails it'll print a warning like that. That is: the warning is coming from Java
i may add skillbooks
it also appears when you try to do a require on something loaded already (which honestly makes no sense since its flat out ignored and lua wont double load something loaded already...)
mags i mean
It does?
lua manual for require says so I sworn
The other main job of require is to avoid loading the same file twice. For that purpose, it keeps a table with the names of all loaded files. If a required file is already in the table, require simply returns.
I don't think that's the case (this was in response to above, before that quote), it'll just return what's already required. The warning is zomboid-specific anyhow; regular Lua will error when a require fails rather than print a warning
thats a quote from chap 8.1 of the lua manual
Mhm, it'll return the result of the previous require
Make sure to remind people when referencing Lua docs that PZ uses an incomplete 5.1 Lua specification.
dunno but I did have a dup warn msg and soon as I yanked the require out (cuz the file was literally loading right before it) that warn poof'd
A lot of people come in here referencing the manual for things like 5.2 / 5.3 supported Lua.
=(
Made a mod that adds rear seats to the ambulance, and thereโs one thing Iโm curious about.
The rear seats (3&4) would be in the trunk, is there a way to give seats inside the car access to the contents of the trunk?
yeah its annoying... esp when dang IDE plugins are 5.3
I want bitwise ops too.
That's what I do: I retrofit newer Lua to support PZ.
(Has JSON library for PZ)
=)
aaand it still doesnt work
I wrote up an essay a while back about shared/client/server
Oh yeah? Link it sometime.
For the most part if the vanilla code is in xyz keep changes to it in xyz
๐
I plan to write a white paper for a preprocessor language proposal to ZedScript.
I say essay, but it was just a long post in discord
yeah I just wasnt sure that shared methods should be kept to shared mod code, guess if the folder was called 'both' I wouldnt be brain farting over it
moddding makes me wnat to just go into a coma
try fixing something existing that ppl like... its worse...
Essay in question: #mod_development message
btw Im using the 5.1 book cuz I think it was literally the only free online manual for it thats not like 'in print' lol
Tl;Dr: you're probably fine using /client/ but you should be aware of "who" runs what code
yeah I figured as much just trying to hunt down issues and fix stuff as I find them.. yeah I know how 'shared' is code that gets loaded by both, then client for clients, server for server (and their alphanumericalcharacter order too ^_^ )
its funny also that mod code gets thrown in right of the middle of core loading... based on the ordering
not like it loads the game stuff totally first then does mods...
anyone knows how to limit stuff that can be placed on containers
okay laterz work time peace..
ItemContainer.setOnlyAcceptCategory, OnlyAcceptCategory value in scripts
ItemContainer.setAcceptItemFunction or AcceptItemFunction to specify a function that will test whether an item is valid for the container
hmm, couldn't tell you, I don't remember what problem I was trying to solve. I know I wasn't able to get access to those log streams, but whatever I needed I found some other way. Wish I could be more specific.
I know there's a command to change log level via chat, but I've never used it other than to see it so dunno how you'd use it
thnx any vanilla examples?
AcceptItemFunction.lua for item functions, wherever the key ring script is for categories
kinda funny to scroll up a little bit after not being in here for quite a while and see the same problems come up.
nice thnx
makes sense
yeah keyrings
alto its an inventoryitem and a container too
maybe it doesnt matter
if its from tile
what do i need to set on the tilezed
i just emptied the container type
Haven't used tilezed so couldn't tell ya, but the methods are on ItemContainer
ok sure just needed to be sure cuz it might not detect it if i dont set it
Clients get both
Guys help
I'm not experienced in modding
But i need to find out how to check if zombie speed is sprinter and if zombie is chasing player
declaration: package: zombie.characters, class: IsoZombie
prolly something in here
I'm currently looking at it
I want to get ALL the zombies hahah
but I'm not sure how to get all the zombies
Containers are better as not tiles
Pros:
can put it in your pocket
can easily pick up and drop without getting bitten
can rotate it
can have the above mentioned accept function
I wish I could understand it better
If someone knows how to do it please ping me
I just need to write something like:
if (zombie speed at that moment is sprinter and zombie is chasing the player)
But i have no idea how to check the speed and agro level
Players have a list of chasing zombies
If you want to avoid tapping into zombieUpdate
What list
Not at a computer, and it's not really something easily answerable if you're not more familiar with PZ modding.
But players have lists and variables (java, game stuff) that you can access using Lua (modding stuff). One of them is zombies that are chasing them.
How to access them
They are already accessible, you just need to have the intended player:getChasingZombies (probably written differently)
How/when/where that player is identified depends on the event or function you add it to
You could use OnPlayerUpdate to run every tick on players
If you're not sure what any of this is - you'll probably have to do some reading up, or find a mod that does something similar - or start with something simpler.
can anyone please help?
You might have better luck in #modeling but you should try to be descriptive of the issue.
module MM_Dudclub
{
model Dud-club
{
mesh = models_X/Dud-club,
texture = textures/PLACEHOLDER,
attachment world
{
offset = 0.0000 -0.1660 0.0070,
rotate = -180.0000 0.0000 0.0000,
}
}
}
yep and this is the script
What what does the items script look like
I feel like it's probably a bad idea to use any special symbols other than underscore (_). But that might be just me, and not relevant.
it wouldnt let me post the script with text
it kept making spaces underneath
but thats it
You haven't set the model to the item
You have not told the item to use the model at all
how do i do that
Icon (2D floor), weaponsprite (in-hand), and worldstaticmodel (I think) is 3D floor
?
This is from my flakey memory, so there's probably something spelled differently
i dont understand any of that
Those are the three parameters in weapons script
ik what worldstatic model is and i forgot that
oh it said that you deleted it so i assumed it was spam
You have "PlaceHolder-2"
yeah go on then
yeah
It should be the model....
like the uv
No the texture and uv stuff is handled in the model script
WeaponSprite (old name) is the handheld model for weapons
yeah mb
WorldStatic is the floor
You would need to set them to module.model as you have it
If no module is given, the game assumes it's Base
That's true for most of the scripts
Hello everyone! Off the top of anyone's head, is there an easier way/event that detects when a player eats ANY item? Or should I just be monitoring the players hunger level and a change in it?
You could check if there's a timed action related to eating.
Leveraging Lua code and overwriting functions is as good as utilizing events and hooks.
There might even be an event if you check the wiki
Thanks! No event in the wiki unfortunately, I was kinda hoping I was missing something.
@jaunty marten drool
https://code.visualstudio.com/docs/editor/intellisense
I recall there being a OnEat event
From what I can remember, cigarettes have something related
i dont sell stuff ever but posting here in case anyone is interested. getting rid of a 3080 10gb for 700 ish usd if anyone interested. picking up a couple of 4090's for some ai training and gaming.it will probably be gone within a week or two im thinking. dm if interested. no worries if not
Heya
Quesiton
Is there a tutorial for makinng furniture
namely i'd like to create a large screen that acts as a poster and be able to place it in the world
i dont mean like, how to do fbx stuff and uv edits, i can do that, get the textures working, all that. i mostly mean how do furniture mods differ from weapon/clothing and how do i set up that stuff
drool
Guys if I wanna edit the files of a mod just to change some values how do I do that
why is it forbidding me to use it? any ideas?
Code side looks fine? I tried multiple solutions thorough the week like making a custom [Recipe.GetItemTypes] but nothing has worked :/
Kinda drying on ideas on what the issue could be :[
Is there a way to make the contents of a vehicleโs trunk accessible from inside the vehicle?
Please ping with response because I probably wonโt see it otherwise
write a containeraccess function for your part
Perhaps the ;2 on Sugar?
If you click DBG give ingredients what does it give you?
Absolutely every items listed
So like all those knives?
yes
And the ;2 is supposed to be like 2 units from sugar right?
Are you sure that works with a type getter?
sapph uses it
Strange, could you try removing the knives line
I'd say try removing each line 1 at a time to narrow down the issue
i did but the recipe would only be able to be done with 1 particular knife :c
so it works with 1 type of knife?
and still you need all the sugar items
and get ingredients gives you all the knives - but you still cant make it
yep
Vanilla uses [sugar];n, so that's not the issue
it also uses keep [Recipe.GetItemTypes.DullKnife]/[Recipe.GetItemTypes.SharpKnife]
so i fucked with my model
I'll retry with this one but I think it does the same thing as the line I wrote
Also I don't know if it matters but the vanilla recipe follow a format of keep, destroy, ingredients/units
So you'd put knives first, then destroy pot, then ingredients
Although I'd be surprised that matters
whats wrong with this
too many poly? also #modeling if it's model related stuff
thank you <3
oh
i dont know how much days i have been waiting to my idea happen
Who creates mods for commission here?
i have been waiting since 2022
You can try Glytcher, Team Orbit Mods has good reviews
@sour island For the record, it didn't work....
dudes busy.
Who?
Glytcher. He's busy with other projects. Not trying to bother him too much. I don't have patience. And want to start this mod I have an idea for asap.
He has a little team of modders I think :<
You want their Discord server?
I am in it.
Oh alrighty my bad
all good.
never heard of that, looked online and didnt see anything. How exaxctly do I do that?
in your part script, in the container table, add test = functionName,
look at the vanilla truckbed script and the Vehicles.ContainerAccess.TruckBed function for a more specific example
thanks, testing it now, ill let you know if it works
slapped it into the seats code and it didnt work, am i supposed to put it somewhere else?
it should be in the part for the container
that function runs all the time as long as the vehicle is loaded and checks if the container should be accessible
it does everything: checks if you're in the correct area, if the trunk door is open, etc
you need a custom one that returns true if the player is inside the vehicle
ah
is that fire stove a container? might be help.
I Thought I made my player go up and down while climbing the sheet rope with a simple command but now he only changes direction once decently and then proceeds to fall unless I double tap and he grabs the sheet rope / climbable ladder
Seems to work now, I use a more direct changeState rather than just reportEvent. Wonder what the most appropriate way is...
Now he won't manually get off on top ๐ญ
got it working, thanks @bronze yoke
Having to hold the climb key or fall and be able to regrab kind of sounds awesome
I'd love to see some roof jumping - grabbing ledges from across -- or even letting oneself down a floor
parkour zombies ๐
Question, if I add togheter 10 mods into 1 mod. How much more better will the server load ?
@bronze yoke the mod i was using it for in case you care. thanks for the help! https://steamcommunity.com/sharedfiles/filedetails/?id=2947992171
from escape rope to floor, over fence. (jumping to the left of the climb with directional key)
@fast galleon check the code of the vanilla rope how they handle it?
kinda buggy climb after the change ๐ฆ
which line?
hmmm tbh dunno cant be that big but the movement handling should be easy to find if its in that.
I'm looking to keep this as a Lua mod.
meant in seeing in method how they handle it. re your ? on appropriate way...
btw space after , is the norm correct? before I hit save on this reformatting
This sounds dope. The ladders mod is a bit buggy, would be amazing if this fixed it
Doper
if you see something relevant that actually works (90% only work under very strict conditions) let me know, if you consider this vanilla behaviour explain how to replicate. ๐
*nagging because obviously I've checked a bunch of code to get to this, I'm not simply pulling this from my head randomly
function onUpdate()
local player = getSpecificPlayer(0)
local x, y, z = player:getX(), player:getY(), player:getZ()
local cell = getWorld():getCell()
local radius = 15 -- Change this to whatever radius you want zombies to detect players within
for xi = x - radius, x + radius do
for yi = y - radius, y + radius do
local sq = cell:getGridSquare(xi, yi, z)
if sq then
for i=0, sq:getMovingObjects():size()-1 do
local obj = sq:getMovingObjects():get(i)
if instanceof(obj, "IsoZombie") then
obj:SetOnFire()
end
end
end
end
end
end
Events.EveryTenMinutes.Add(onUpdate)
๐
heh, is this a special trait?
looks like a magic spell..
yeah i've been using the other ladders mod that has slightly iffy animations because of the falling on Ladders?! mod
i had multiple friends fracture their legs climbing on ladders with it ๐
cant be worse then destroying a wall thinking ya gonna walk out on the roof of the firehouse only to fall to ground.
depends how tall the buildings are
well dont matter when ya wanna make the roof a nice farming spot and it just doesnt exist even though looking at it from outside..
also want the firepole to actually slide.
anyway once the ladder falling bug gets fixed i'll gladly switch back to that one
might be my first actual mod I make if I get in the mood
the other one uses the fence climb animation so it just looks like you hop climb the wall. even weirder looking if it is more than 2 storeys tall
have u tried the 'ladders?!' mod? im p sure it already lets you use the fire pole
also i guess this is unrelated to mod development. i was just commenting about Poltergeist's progress
really havent been playing much atm mainly been crawling thru superb survivors stuff.
oh just hit'm with a rolling pin apparently sets stuff on fire? dunno how accurate that is
doom mod collection
dunno its blacklisted on SS for survivor weapons allowed for that reason
yea im waiting for that
real ladder is the one that uses a fence hop animation but doesnt make u fall
Has anyone ever noticed that your character gets the "Fit" trait when they have just acquired fitness level 6 although the Fit trait in character creation gives Fitness +2 (so that I would expect that the "Fit" trait appears only when your character acquired a fitness level of at least 7)?

