#mod_development

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rancid panther
#

movie sacrifice moment

sour island
#

Could let you hold zombies for others to attack too

rancid panther
#

i like the idea of being able to hold back zombies for a solid minute while everyone else runs away

red tiger
#

I can see a lot of Shaun of the Dead references incoming.

rancid panther
#

not for realism but for cinematic moments

red tiger
#

Throw CDs and tools at zombies lol

#

Or sit down and game with a zombie.

sour island
#

Tying zombies down would be great

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Also zombies climbing through cars...

red tiger
#

Would be nice to have volume with dead corpses to build walls out of.

#

Not enough sandbags.

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Right now corpses stack like items.

#

A lot of potential for the next few builds. :D

sour island
#

That's true

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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

red tiger
#

Can't wait to see PZ's take on MarioKart.

jaunty marten
sour island
#

For placement or?

jaunty marten
#

yea, really want to create mod to rotate item as u want and for example to put up some weapon on wall

slender saddle
#

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.

fast galleon
slender saddle
#

Thanks I will

sour island
worn juniper
twilit rune
#

Silly questions time. How to make more then 4 seats in a car?

worn juniper
twilit rune
#

What do you mean?

frank lintel
#

Dunno if it exists but likely referring to vans with 3rd+ rows of seats

red tiger
#

@worn juniper Although very rough lift-off, I've began work on VSCode support.

#

I'm going to be learning a lot.

worn juniper
#

MWA MWA MWA MWA MW

tawdry solar
#

can somone help me with my code? i have no clue why my model wont show up but i think its the code

red tiger
tawdry solar
#
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

red tiger
tawdry solar
#

oh well

worn juniper
red tiger
#

All good. I can't help ya. Don't know it.

tawdry solar
#

oh well

red tiger
#

Others might.

tawdry solar
#

oh

worn juniper
#

and i hope the thing you're doing can help my current situation

tawdry solar
#

i got it

#

smh

#

i didnt write my modual name

worn juniper
#

making golf stuff?

red tiger
tawdry solar
#

and that too

tawdry solar
worn juniper
red tiger
#

Just isn't for VSCode.

#

It isn't ready but it prints clean ZedScript.

tawdry solar
red tiger
#

That API is deeply defined, not a shallow, generic parser.

tawdry solar
#

but im curios

red tiger
tawdry solar
#

curious

#

ik

red tiger
#

ZedScript is what you're writing.

worn juniper
tawdry solar
#

so just the code

tawdry solar
red tiger
#

ZedScript is the .txt files.

tawdry solar
#

its a ww1 weapon

red tiger
worn juniper
fluid ibex
#

what's a good place to learn lua?

red tiger
tawdry solar
fluid ibex
tawdry solar
#

thats for the distributions

red tiger
fluid ibex
#

the game uses lua

tawdry solar
red tiger
#

You can mod PZ in either Lua or TypeScript.

fluid ibex
#

yes

tawdry solar
#

i thought that was another type of code

fluid ibex
#

well where should I learn, I've been stuck researching this for 2-3 weeks

tawdry solar
#

thats what i did

#

usally you get answers

fluid ibex
worn juniper
tawdry solar
worn juniper
#

nvm then npm and then only typescript

tawdry solar
#

and i never contridicted what i said

fluid ibex
red tiger
fluid ibex
tawdry solar
#

if you have a specific issue i would ask here

worn juniper
tawdry solar
#

my model is still invisible smh

red tiger
#

npm i

#

<3

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You need NodeJS, Typings, and the TSTL transpiler.

worn juniper
#

cold idk allof that

sour island
#

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

dark wedge
sour island
#

I was thinking of an image I could leave up on my workshop page

#

Since I disabled comments I can't drop changes there

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I don't care if it's just text - although if I could provide a background that would be more ideal

red tiger
#

Reminds me of what I use PlantUML for work and personal stuff.

#

Not for your needs but yeah.

#

ImageMagick is a industry-standard CLI.

dark wedge
#

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

red tiger
#

Github Actions?

sour island
#

Oh?

red tiger
#

I don't know GitHub Actions however someone special set this up for PipeWrench nightly builds.

sour island
#

I assume the actions are scripting(?)

#

I have stuff for uploading to the workshop - but it was already done

drifting ore
#

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,
    }
}
worn juniper
red tiger
#

Been so busy.

#

The white paper for it is outdated however I can link it.

worn juniper
#

its okay im very patient with code stuff

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dont even bother

red tiger
#

Too late

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That paper details the reasons why I chose to invest 7-8 months of development into it.

hollow shadow
bronze yoke
red tiger
#

Isn't mesh a URI?

drifting ore
wide oar
#

question

#

how do you get multiple texture choices for furniture

#
    <textureChoices>Clothes\Coat\hidan1</textureChoices>

#

as a example, im guessing that wouldntw ork

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since textures for world models (placables) look like this

#
    {
        mesh = WorldItems/NecoArcModelBig,
            texture = NecoArcTex,
    }```
red tiger
#

This is helpful for reading pasted text and / or script.

wide oar
#

do you know how to do multiple textures for furniture, @red tiger?

wide oar
#

.<

red tiger
#

I fill a very niche spot in modding. =P

wide oar
#

well

#

from my ctrl + F serach

#

its hard

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so the easy route is to just make

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100 items with different colors lol

red tiger
#

Not atm.

#

You have to make separate items right now.

wide oar
#

i mean like, actual items themselves that use different textures

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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

humble oriole
#

Is there a difference between OnTest vs OnCanPerform?

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Customizable Containers has multicolored crates you can builds

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they're also like 10 different sizes

bronze yoke
#

the most significant difference is oncanperform is unimplemented

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it doesn't do anything ^^

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it never gets called

jaunty marten
#

XD

#

huge difference

humble oriole
#
    {
       PotOfSoup/PotOfSoupRecipe,
       Bowl=4,

       Result:SoupBowl=4,
       OnCreate:Recipe.OnCreate.MakeBowlOfSoup4,
       Time:80.0,
       Category:Cooking,
       OnGiveXP:Recipe.OnGiveXP.None,
        OnCanPerform:Recipe.OnCanPerform.SliceCooked,
    }
jaunty marten
#

calls

bronze yoke
#

my bad i was thinking of something else

ancient grail
humble oriole
#

OnCooked? lol

jaunty marten
#

@humble oriole we're detectives now, partner LUL

humble oriole
bronze yoke
#

they pass different parameters

red tiger
#

Finally off of work. Now I can work on VSCode extension.

frank lintel
#

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?

red tiger
#

Has to be same chipset motherboard family IIRC.

#

Then you use partition tools that allows you to mirror.

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So you can't mirror a OS disc from an Intel chipset and expect it to work on an AMD chipset.

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Also you will likely run into license key issues.

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I will not discuss that here because it can easily get into discussion involving illegal activity.

frank lintel
#

mirroring isnt the issue its getting it to be bootable, drive already mirrored (literal mirror copy partitions and all...)

red tiger
#

Hmm ok

#

I'm not too technical on this one.

wide oar
#

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? .-.

bronze yoke
#

all of the item scripts point to the SusModelBig model script

#

not the respective model scripts like SusModelBigGreen

frank lintel
#

and there no unique names that I see other then the 'icon' otherwise same model name for everyone

bronze yoke
#

changing them to WorldStaticModel = SusModelBigGreen etc should fix it

frank lintel
red tiger
frank lintel
#

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...

jaunty marten
frank lintel
#

250gig/div 13min roughly whatever that is. its a samsung 960SSD moved/ing it to a 970

jaunty marten
#

250gig/div 13min

#

wat?

frank lintel
#

its a 250gig drive mirrored in 13 minutes... whatever bandwidth that is...

jaunty marten
#

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

frank lintel
#

61 TB so far?

#

only got 25k hours online so far...

jaunty marten
# frank lintel 61 TB so far?

I'm not professional in this things so not sure that write/read have same resource and we can add up these numbers

jaunty marten
frank lintel
#

no thats just write

jaunty marten
#

ah

wide oar
#

thank you guys

#

that fixed it

#

i have another question tohugh

jaunty marten
wide oar
#

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,
    }
jaunty marten
#

I have 27 tb write and 5k hours

wide oar
#
{
    recipe Make Among Us
    {
    PipeBomb,
        Result:SusBomb,
        Time:10,
        Category:Among Us,
    
    }
} ```
frank lintel
#

forgot the drive actually older then this threadripper rig... derp.

wide oar
#

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,
    } ```
frank lintel
#

something not right cuz its changing the pack color also

wide oar
#

yeahhh

#

hmm

ancient grail
frank lintel
#

oh how did you get my body from arma?

ancient grail
frank lintel
#

yeah every day rag doll death gets silly like that esp if you bring physics into the equation

ancient grail
frank lintel
#

I hate to say it say it cuz Im admitting being there but Second Life wasnt bad on that front.

frank lintel
#

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 drunk

sour island
#

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

frank lintel
#

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.

red tiger
#

Working on syntax highlighting support for ZedScript.

frank lintel
#

nice

#

would say no judging by the 2nd line.

frank lintel
#

wait wut?

#

anyone else get a popup crying about 2FA?

tidal grove
#

Has anyone started a server with nitrado hosting

wide oar
#

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???

humble oriole
#

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```
bronze yoke
#

what's happening that's unexpected?

red tiger
#

Tokenizing exclusively from regex in a JSON file is uhh..

#

Yeah.

frank lintel
#

atleast you arent getting random requests to turn 2FA on to earn moderation privies.

#

and no Im not joking either...

red tiger
#

lol

frank lintel
#

Im seriously geeking over this going wth cuz I doubt anyone making me a moderator here lol

red tiger
#

Working on & debugging my current syntax highlighting

frank lintel
#

looks good overall

#

whats max length of the names of what you define like DisplayName etc

red tiger
frank lintel
#

interesting...

red tiger
wide oar
#

I dont understand why thyis isnt working

#

the animation itself literally works

ancient grail
#

How do you know it works

wide oar
#

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

ancient grail
#

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

wide oar
#

why dont you make it for me then

ancient grail
#

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

red tiger
#

Learning so much my head will explode.

frank lintel
#

no thats when you using Vi to do all this... ded

#

oh wait colors... ViM sorry

foggy ore
#

how possible is it to add items to cars from other mods?

loud wagon
#

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

red tiger
#

Starting to understand this format in a more advanced way.

frank lintel
wide oar
#

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"

frank lintel
#

there a core skeleton/model you can start from?

wide oar
frank lintel
#

also is animation sequences inside the fbx I forgot to ask cuz to me thats a model format not animation sequence

frank lintel
#

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.

red tiger
#

@jaunty marten

#

I understand how to create scoped Regex patterns.

#

Gotta work on that comma.

frank lintel
#

UTF-8?

red tiger
#

Had to bash my brain a bit.

wide oar
#

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

frank lintel
#

guess I can just use the base character model if i I can find it

humble oriole
# bronze yoke what's happening that's unexpected?

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.

bronze yoke
#

i think recipe code only runs on the client

red tiger
#

Coding literally this.

humble oriole
#
    {
        Base.Cigarettes=5,
        Result: Pistol_Loot_Box,
        Time:60.0,
        keep ATMReceiver,
        NeedToBeLearn:false,
        CanBeDoneFromFloor:TRUE,
        Category:APA KSSA Shop,
        OnCreate:Recipe.OnCreate.Logger,
    }
    ```
bronze yoke
#

the folders don't mean very much

humble oriole
frank lintel
#

Ive done all my regex Im doing for a lifetime no thanks. trying to cheer ya up.

red tiger
#

Oh I'm excited.

frank lintel
#

I would rather go back to doing C and ASM in Vi on a VT440

red tiger
#

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.

frank lintel
#

cool I'll keep pushing ya.

red tiger
#

If I get a comprehensive syntax highlight support, I can then work on intellisense support.

frank lintel
#

honestly Im not a fan of IJ's formating as is

red tiger
#

Could possibly hook into some possibly-existing compiler-error module and display when values aren't the same type as needed.

wide oar
#

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

frank lintel
#

chill G no going all Rust on us here.

wide oar
#

XD

humble oriole
bronze yoke
#

you probably need to send a client command

frank lintel
#

if its client side only then you need some kind of... ^^^

#

or client send the info to the server to log it..

wide oar
#

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.

wide oar
humble oriole
frank lintel
#

ah that moment you decide to try and set your IDE to just flat out use the game itself as the lib src folder zombie

#

well seems I sure wont be missing any libraries now throwing false red flags..

wide oar
#

i put it in debug and got "anim clip not found"

#

._.

frank lintel
#

o.Tasks[0] = nil huh? is this valid in a Lua taskmanager?

#

or could that be relative to setmetatable....

ancient grail
# wide oar i put it in debug and got "anim clip not found"

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

gaunt meteor
#

where does the game decide that parkranger can move through trees faster? shycarby

zinc pilot
ancient grail
#

Can i store objects on a table as keys ?
Like items

sour island
#

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.

ancient grail
#

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?

jaunty marten
#

which the ids?

twilit rune
#

Any chances that creators of Expanded Helicopter Events are in this chat?

ancient grail
#

Yeah

#

Did you check the authors name on the mod? Cuz of you did then you dont need to look that far hehe

twilit rune
#

I am blind XD

#

Thanks

red tiger
#

Good morning.

ancient grail
red tiger
#

Will continue to fight the regex gods later on today. Last night I discovered that multiple recipes can exist with the same name.

frank lintel
#

you not allowed to stop

red tiger
#

lol

#

It's nice to be showing visual results after a month of spitting code.

frank lintel
#

๐Ÿ‘

red tiger
#

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.

frank lintel
#

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

ancient grail
hot patrol
#

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?

frank lintel
#

now that def looks like an arma animation

jaunty marten
hot patrol
#

that's kinda what I thought as well but I just wanted to make sure

ancient grail
ancient grail
frank lintel
#

its okay I was listening to some D-Jhasta with it now my neighbors pissed

hot patrol
#

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
}```
rancid tendon
#

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

rancid tendon
red tiger
rancid tendon
#

... okay

#

kind of a win for me, feel free

frank lintel
#

@red tiger its okay ppl like that dont grasp what that word actually means.

rancid tendon
#

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

plush sky
#

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.

brave ruin
#

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

sour island
#

@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.)

bronze yoke
#

it was not close to a slur

sour island
#

๐Ÿคทโ€โ™‚๏ธ seems like it resolved itself - I just felt it was worth nothing "being ironically X, is two degrees from just being X"

rancid tendon
#

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

frank lintel
#

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.

fast galleon
#

oh is this person with the nsfw nick involving the behind

rancid tendon
#

what

fast galleon
#

this

rancid tendon
#

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

brave ruin
#

Anyone who has some free time and could possible look at my script and see if they find a problem?

sour island
#

Also, just a guess but you have cheekDriver and checkDriver

modern hamlet
#

can someone show me how to use DistanceTo2D(x1,y1,x2,y2)

brave ruin
jaunty marten
#

sqrt((x2 - x1) ^ 2 + (y2 - y1) ^ 2)

bronze yoke
#

i wonder if it's faster to just reimplement it in lua

jaunty marten
modern hamlet
bronze yoke
#

IsoUtils.DistanceTo2D

modern hamlet
#

ah okay

frank lintel
#

setmetatable(o, self) crying over type mismatch does this function require table: o ??

rancid panther
frank lintel
#

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

jaunty marten
#
local o = {}
setmetatable(o, meta)

same

local o = setmetatable({}, meta)
rancid panther
#

im learning so much today. keep it up!

frank lintel
#

and nope it dont like it that way either

sour island
red tiger
#

OOP philosophy reddit convo incoming.

#

xD

frank lintel
#

still crying that {} is a type mismatch

jaunty marten
#

just show the code

red tiger
#

(runs violently far away)

frank lintel
#

I just put yours in exactly...

brave ruin
frank lintel
#
    --setmetatable(o, self)
    local o = setmetatable({}, self)```
#

both saying arg1 is type mismatch

jaunty marten
#

what's self

rancid panther
#

why do u want it on one line

red tiger
#

Also @jaunty marten

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? Pepe_cry Pepe_cry Pepe_cry

red tiger
#

Trying to improve

jaunty marten
#

always crying about no highlight when doing some things with zedscripts

red tiger
#

I'm trying to make it make sense

jaunty marten
red tiger
#

TBH ZedScript has no official support beyond loading in PZ.

bronze yoke
frank lintel
#

arg0 whatever sorry Im not about to start mix matching what index starts on

red tiger
#

I'm basically making a lot of things up as I go..

#

So probably defining standards for the format. xD

bronze yoke
#

if the error says arg1 it means self

#

i'm not being pedantic about indexing

frank lintel
#

its visually telling me want a screenshot?

red tiger
#

Also @jaunty marten I plan to write a preprocessor language that supports inheritance models.

frank lintel
#

o underlined in red... kinda obvious

jaunty marten
fast galleon
#

@frank lintel
do you use class:new Vs class.new

frank lintel
#

put in table: it goes away... Im trying to figure out why...

jaunty marten
red tiger
jaunty marten
#

just show the code more than single line

red tiger
# jaunty marten 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
  }
}
jaunty marten
tame mulch
jaunty marten
red tiger
red tiger
#

It's still in the draft / proposal stages.

#

I'm calling the language "DeadScript" which is to compile to ZedScript.

jaunty marten
#

dedscript

red tiger
#

Can't wait to write a full white paper on it.

jaunty marten
#

can't wait to have billion $ on my bank account

red tiger
#

Its goal is to facelift syntactic issues with ZedScript and add macro tools / syntactic sugar.

drifting ore
#

mods*

#

i guess the nicer way to put it is, they will need updates ๐Ÿ˜„

red tiger
#

break everything pls

#

Heh

#

Break the walls to fix the foundation.

drifting ore
#

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

red tiger
#

When was the last time I made an actual mod.. like a legit mod..

drifting ore
#

i really wanna figure out water based foraging

jaunty marten
red tiger
drifting ore
#

i think farming modders have the strongest willpower atm haha

#

so much changing. i suppose your question is pretty good

red tiger
#

old.

jaunty marten
#

thanks god that it's not exactly farming mod and probably it will be easy to redo for b42

jaunty marten
red tiger
jaunty marten
#

hahah

red tiger
#

First accessory custom models ever.

sour island
jaunty marten
#

probably he trying to call getPlayer() on server side

#

or no

fast galleon
#

table.insert(noWorks,thisGuy) doesn't work

jaunty marten
#

wdym doesn't work

fast galleon
#

exactly

drifting ore
#

lol

jaunty marten
#

show the code

#

it can't not work LUL

drifting ore
#

we all know it works. but why isn't it working for you ๐Ÿ˜„

jaunty marten
#

yh ha-ha

drifting ore
#

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

wet sandal
#

7x? That's a good increase.

#

GPT3 was already at like 4000 tokens

hollow current
#

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

hollow current
#

figured out the trunks part. not the surfaces part yet tho

fast galleon
rustic grove
#

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)

rustic grove
# red tiger Texture pack.

Happen to know which one? Or where? Alas otherwise I'm at the same spot of having no idea where to look

red tiger
#

Media/texturepacks

rustic grove
#

๐Ÿคฆโ€โ™‚๏ธ

#

nevermind ๐Ÿ˜“

red tiger
#

Ok

frank lintel
#

git pushes and rubs their hands evilly katana

pine fiber
#

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.

fast laurel
#

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.

bronze yoke
#

player:setHaloNote()

fast laurel
#

Omg it's that simple?

rare vector
#

How do you know this method, or is there any way simple to get what I want ?

red tiger
red tiger
#

Hi. I'm tipsy AF.

jaunty marten
#

wdym

red tiger
#

Thought I'd check in and see what's happening here.

red tiger
jaunty marten
#

never checked profile

red tiger
#

Could be reading about the wrong person?

jaunty marten
#

I though it's gachiman

#

meme

red tiger
#

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.

jaunty marten
#

what's the project?

red tiger
#

Genuinely wish I had the time for both

red tiger
jaunty marten
#

I gave tonight to dota ZXC

jaunty marten
red tiger
#

I haven't legit played a game since July of last year.

jaunty marten
#

comic u mean comic book?

red tiger
jaunty marten
#

what's the theme?

red tiger
#

I mod PZ but I don't play it.

red tiger
jaunty marten
#

I'm playing only with friends

#

sp already too annoying

red tiger
jaunty marten
#

hahaha

red tiger
#

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.

cosmic condor
#

you uploaded the mods via console?

jaunty marten
#

in same way am I was doing mods for gmod

red tiger
#

I play it by modding it.

red tiger
jaunty marten
#

but sadly not so much exp with pz to don't launch it ded

cosmic condor
#

understandable

jaunty marten
red tiger
#

Modders are my players and I love them.

#

No bad vibes.

jaunty marten
red tiger
#

Literally.

cosmic condor
#

now it's complicated

red tiger
#

I know the issues modders face.

#

=]

#

10 years will do that to you.

jaunty marten
#

I'll wait even 10 years for web engine in pz

red tiger
#

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. =[

jaunty marten
red tiger
jaunty marten
red tiger
#

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.

red tiger
frank lintel
#

its funny how much difference there is between the two regarding Lua

opal linden
#

how do i make it so skill books could be "written" (crafted)?

glass basalt
#

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

bronze yoke
#

ScriptManager.instance:getRecipe("Name") will give you a recipe object

glass basalt
#

amazing, thank you

glass basalt
bronze yoke
#

using instance is faster iirc

#

it's usually coming down to one single function call at startup but it is something

glass basalt
#

hmm, even if I use getScriptManager() once to assign to a variable?

bronze yoke
#

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

glass basalt
#

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?

bronze yoke
#

yeah, should be

glass basalt
bronze yoke
#

oh, one complication is if multiple recipes have the same name (rip clothes) it'll only ever grab the first one

glass basalt
#

ouch

bronze yoke
#

you'd have to loop through the entire recipe list and check the names if that's relevant to your work

glass basalt
#

there is a getAllRecipesFor() so I think that is the solution for it

glass basalt
#

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)

glass basalt
glass basalt
glass basalt
sour island
#

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

chrome egret
#

Did you find a solution for this?

drifting ore
#

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

chrome egret
#

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 ]
sour island
#

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)

chrome egret
#

I think I had heard that item handling may change in the next update, and that's fine

chrome egret
tacit ore
#

A mod that Plays the boo-womp sound from spongebob instead of the Jumpscare sound when a zombie surprises you

sour island
#

It has stuff about sefer transmit

hot patrol
#

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.

prime frost
#

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?

chrome egret
# sour island It has stuff about sefer transmit

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
red tiger
#

I hope that recipes will have better syntax in B42.

#

๐Ÿคž

sharp stratus
#

Anyone who knows if there is a mod that make zombies trip more that actually works, or is it easy to make?

sour island
#

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.

frank lintel
#

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...)

tawdry solar
#

anyone got the file structure for mods on the wiki?

frank lintel
tawdry solar
#

this chat is quiet

#

usally its full

frank elbow
#

I'm still trying to interpret the message about shared

tawdry solar
#

about what?

frank elbow
tawdry solar
#

oh i see

#

its very confusing

frank lintel
#

yeah core methods that are being held in shared... okay to use only in client or server (obviously both re:shared)

frank elbow
#

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

tawdry solar
#

wati

#

wait

#

is mesh texure or model

#

wish this game had more modding guides

frank elbow
#

Check pins and threads here, there are a decent amount

#

I'd assume #modeling would know more about that particular one, though

tawdry solar
#

oh cool

tawdry solar
#

cause of this

#

i just forgot which is which

frank elbow
#

Ah, gotcha

tawdry solar
#

cause my models wont show

#

neither do the icons

#

it may be that i put .png

frank lintel
#

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'

frank elbow
#

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)

red tiger
#

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)

frank lintel
#

yeah maybe if it even knew core functions and didnt cry about 'unknown method' stuff always...

#

VSC is way better on that front

red tiger
#

And that's why I use it.

tawdry solar
#

WAIT

#

am i stupid

#

did i forget to put item_

red tiger
#

Imagine red squigglies below a URI path to a file saying Cannot find artifact: ${path}

red tiger
tawdry solar
#

glad i figured it out myself

red tiger
#

Imagine the time spent here figuring this out... put into actual modding.

frank lintel
#

yeah this one require driving me nuts...

tawdry solar
#

at least i figured it out

frank lintel
#

WARN : Lua , 1679035033187> LuaManager$GlobalObject.require> require("CharacterSave_SaveLoad") failed stressed

#

I cant even find that 'anywhere'

#

nor even anything saying load that... lol

red tiger
#

I'm going to single-handedly migrate a large section of the modding community to VSCode xD

tawdry solar
#

wait

#

strange

frank elbow
#

Are you testing your mod alone or with other mods*? Could be something else

tawdry solar
#

my icon in my other mod hasnt got item_ for the icon

#

like this

frank lintel
#

working on superb its alone cept for extended errors or whatever it is but that arent even being loaded yet

frank elbow
#

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

frank lintel
#

well thats what I dont even get I cant even find anything asking for a require warning to pop lol

tawdry solar
#

WAIT

#

IM STUPID AGAIN

red tiger
#

Thinking about leaving my attempt at ZedScript IntelliSense open so people can contribute to properties to make it more intelligent over time.

tawdry solar
#

I THOUGHT THIS WAS THE SPRITE FOR THE MODEL

#

YES!!!!

#

YIPEE!!!

#

im so stupuid

#

ong

frank lintel
#

github ftw

tawdry solar
#

but why

#

is ther sprite and icon in my code

frank elbow
tawdry solar
#

i got it from the wiki

#

i used the pipe

red tiger
#

Was yesterday's look.

tawdry solar
#

i may add skillbooks

frank lintel
#

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...)

tawdry solar
#

mags i mean

frank elbow
#

It does?

frank lintel
#

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.

frank elbow
#

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

frank lintel
#

thats a quote from chap 8.1 of the lua manual

frank elbow
#

Mhm, it'll return the result of the previous require

red tiger
frank lintel
#

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

red tiger
#

A lot of people come in here referencing the manual for things like 5.2 / 5.3 supported Lua.

#

=(

tawdry moss
#

Made a mod that adds rear seats to the ambulance, and thereโ€™s one thing Iโ€™m 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?

frank lintel
#

yeah its annoying... esp when dang IDE plugins are 5.3

red tiger
#

I want bitwise ops too.

red tiger
#

(Has JSON library for PZ)

#

=)

tawdry solar
#

aaand it still doesnt work

sour island
#

I wrote up an essay a while back about shared/client/server

red tiger
sour island
#

For the most part if the vanilla code is in xyz keep changes to it in xyz

tawdry solar
#

this is what happens

sour island
#

๐Ÿ˜…

red tiger
#

I plan to write a white paper for a preprocessor language proposal to ZedScript.

sour island
#

I say essay, but it was just a long post in discord

frank lintel
#

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

tawdry solar
#

moddding makes me wnat to just go into a coma

frank lintel
#

try fixing something existing that ppl like... its worse...

sour island
frank lintel
#

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

sour island
#

Tl;Dr: you're probably fine using /client/ but you should be aware of "who" runs what code

frank lintel
#

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...

ancient grail
#

anyone knows how to limit stuff that can be placed on containers

frank lintel
#

okay laterz work time peace..

frank elbow
#

ItemContainer.setAcceptItemFunction or AcceptItemFunction to specify a function that will test whether an item is valid for the container

astral dune
# chrome egret Did you find a solution for this?

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.

frank elbow
#

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

ancient grail
frank elbow
astral dune
#

kinda funny to scroll up a little bit after not being in here for quite a while and see the same problems come up.

ancient grail
#

nice thnx

ancient grail
#

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

frank elbow
#

Haven't used tilezed so couldn't tell ya, but the methods are on ItemContainer

ancient grail
#

ok sure just needed to be sure cuz it might not detect it if i dont set it

drifting ore
#

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

abstract raptor
#

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

fast galleon
#

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

drifting ore
#

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

sour island
#

Players have a list of chasing zombies

#

If you want to avoid tapping into zombieUpdate

tawdry solar
#

can anyone help me

#

my models dont work

drifting ore
sour island
# drifting ore 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.

tawdry solar
#

mannnn

#

whatttt

#

i dont get this

#

why my modles dont work

#

model

sour island
#

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.

tawdry solar
#

can anyone please help?

sour island
tawdry solar
#

its gotta be the code

#

and its just that it doesnt show ingame

sour island
#

Did you script the models?

#

So the game knows to load them?

tawdry solar
#
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

sour island
#

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.

tawdry solar
#

it wouldnt let me post the script with text

#

it kept making spaces underneath

#

but thats it

sour island
#

You haven't set the model to the item

tawdry solar
#

hm?

#

what does that mean

sour island
#

You have not told the item to use the model at all

tawdry solar
#

how do i do that

sour island
#

Icon (2D floor), weaponsprite (in-hand), and worldstaticmodel (I think) is 3D floor

tawdry solar
#

?

sour island
#

This is from my flakey memory, so there's probably something spelled differently

tawdry solar
#

i dont understand any of that

sour island
#

Those are the three parameters in weapons script

tawdry solar
#

ik what worldstatic model is and i forgot that

#

oh it said that you deleted it so i assumed it was spam

sour island
#

You have "PlaceHolder-2"

tawdry solar
#

yeah go on then

tawdry solar
sour island
#

It should be the model....

tawdry solar
#

thats the name of an image

#

ooh

#

i thought that was the sprite for the weapon

sour island
#

Atleast for the 2 related to models

#

Icon is the sprite

tawdry solar
#

like the uv

sour island
#

No the texture and uv stuff is handled in the model script

#

WeaponSprite (old name) is the handheld model for weapons

tawdry solar
#

yeah mb

sour island
#

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

stiff furnace
#

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?

sour island
#

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

stiff furnace
red tiger
sour island
stiff furnace
#

I will have to test it

#

It's not listed in the Lua Events

sour island
#

From what I can remember, cigarettes have something related

red tiger
#

lol

#

Use the crunch sound when smoking pls.

stiff furnace
#

Thank you ๐Ÿ™‚

#

lolol yes

drifting ore
#

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

wide oar
#

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

wide oar
ruby hollow
#

Guys if I wanna edit the files of a mod just to change some values how do I do that

fast galleon
worn juniper
#

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 :[

tawdry moss
#

Is there a way to make the contents of a vehicleโ€™s trunk accessible from inside the vehicle?

#

Please ping with response because I probably wonโ€™t see it otherwise

bronze yoke
sour island
#

If you click DBG give ingredients what does it give you?

worn juniper
#

Absolutely every items listed

sour island
#

So like all those knives?

worn juniper
#

yes

sour island
#

And the ;2 is supposed to be like 2 units from sugar right?

#

Are you sure that works with a type getter?

worn juniper
#

sapph uses it

sour island
#

Strange, could you try removing the knives line

#

I'd say try removing each line 1 at a time to narrow down the issue

worn juniper
sour island
#

so it works with 1 type of knife?

worn juniper
#

and still you need all the sugar items

sour island
#

and get ingredients gives you all the knives - but you still cant make it

worn juniper
#

yep

sour island
#

Vanilla uses [sugar];n, so that's not the issue

#

it also uses keep [Recipe.GetItemTypes.DullKnife]/[Recipe.GetItemTypes.SharpKnife]

tawdry solar
#

so i fucked with my model

worn juniper
sour island
#

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

tawdry solar
#

whats wrong with this

sour island
#

anyway i gtg

#

GL

worn juniper
worn juniper
stone garden
#

i dont know how much days i have been waiting to my idea happen

frank rivet
#

Who creates mods for commission here?

stone garden
#

i have been waiting since 2022

worn juniper
#

@sour island For the record, it didn't work....

frank rivet
#

dudes busy.

worn juniper
#

Who?

frank rivet
#

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.

worn juniper
#

You want their Discord server?

frank rivet
#

I am in it.

worn juniper
#

Oh alrighty my bad

frank rivet
#

all good.

tawdry moss
bronze yoke
#

look at the vanilla truckbed script and the Vehicles.ContainerAccess.TruckBed function for a more specific example

tawdry moss
#

thanks, testing it now, ill let you know if it works

tawdry moss
bronze yoke
#

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

tawdry moss
#

ah

frank lintel
#

is that fire stove a container? might be help.

fast galleon
#

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 ๐Ÿ˜ญ

tawdry moss
#

got it working, thanks @bronze yoke

sour island
#

I'd love to see some roof jumping - grabbing ledges from across -- or even letting oneself down a floor

fast galleon
#

parkour zombies ๐Ÿ™‚

brave ruin
#

Question, if I add togheter 10 mods into 1 mod. How much more better will the server load ?

tawdry moss
fast galleon
#

from escape rope to floor, over fence. (jumping to the left of the climb with directional key)

frank lintel
#

@fast galleon check the code of the vanilla rope how they handle it?

fast galleon
#

kinda buggy climb after the change ๐Ÿ˜ฆ

frank lintel
#

hmmm tbh dunno cant be that big but the movement handling should be easy to find if its in that.

fast galleon
#

I'm looking to keep this as a Lua mod.

frank lintel
#

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

warm flame
fast galleon
#

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. ๐Ÿ‘
*nagging because obviously I've checked a bunch of code to get to this, I'm not simply pulling this from my head randomly

abstract raptor
#
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)

๐Ÿ˜‚

fast galleon
#

heh, is this a special trait?

frank lintel
#

looks like a magic spell..

rancid panther
#

i had multiple friends fracture their legs climbing on ladders with it ๐Ÿ˜‚

frank lintel
#

cant be worse then destroying a wall thinking ya gonna walk out on the roof of the firehouse only to fall to ground.

rancid panther
#

depends how tall the buildings are

frank lintel
#

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.

rancid panther
#

anyway once the ladder falling bug gets fixed i'll gladly switch back to that one

frank lintel
#

might be my first actual mod I make if I get in the mood

rancid panther
#

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

frank lintel
#

oh I would just make the animation

#

I'd take the rope climb to start off with

rancid panther
#

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

frank lintel
#

really havent been playing much atm mainly been crawling thru superb survivors stuff.

frank lintel
#

oh just hit'm with a rolling pin apparently sets stuff on fire? dunno how accurate that is

rancid panther
#

doom mod collection

frank lintel
#

dunno its blacklisted on SS for survivor weapons allowed for that reason

fast galleon
#

which ladder works for you?

#

I believe Ladders?! will fix the falling next update

rancid panther
#

yea im waiting for that

#

real ladder is the one that uses a fence hop animation but doesnt make u fall

small topaz
#

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)?

bronze yoke
#

i think that's just to make the trait a little more worth taking

#

i didn't realise fit didn't do anything beyond the fitness boost when i said that