#mod_development

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fading horizon
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updated a little

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the cool mint and lemont mint

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since those were the problem ones

glass basalt
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mmm much better

fading horizon
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here's the psd

glass basalt
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Cherry ice looks a little funny but it's gotta have white somewhere lol

fading horizon
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i'm actually going to change it

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see how the end of watermelon ice is put white

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i'm going to change all the "ice" tags to just be white

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not like how watermelon is now

glass basalt
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zamn, this site is baller
too bad my browser is interfering with it too much

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ooo, I have an idea: you could take the "ice" in each name, keep its blending options, but put an overlay to make it look icey

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not sure how I'd do that tho

rancid panther
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yeah like some cracks

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or frost

glass basalt
fading horizon
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trying to make an ice effect is a pain in the ass wtf

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nothing looks good

ancient grail
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Just light blue blurs and whites

rancid panther
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just get a free overlay brush

ancient grail
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Does you vape animation use lighter

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Or did u figure out to skip that part

fading horizon
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use lighter?

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no it doesn't

ancient grail
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Ayt

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Was just wondering

rancid panther
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hey glytcher do you know if there is a way to make a timed sequence happen within a function

ancient grail
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Ye. Use vishnyas lua timers

rancid panther
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thanks! is that a framework?

glass basalt
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timer is a mod on the workshop, yeah

rancid panther
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i see

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it's like a guide framework? or a require framework?

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ah nvm

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so i use those functions if i want to create a timer that does something when the timer ends

glass basalt
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you require the module (if it has one) and then call the methods

rancid panther
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thanks

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for what im trying to do (make a startup "effect" for the world power turning back on) would this be the right thing for me? i wouldnt necessarily say i need a timer per se

ancient grail
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Wait ill teach you. Let me go back to pc

rancid panther
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to play a sound to give a feeling of the power gradually turning on

bronze yoke
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if you want a delay you need a timer of some sort

rancid panther
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i see

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so i would play the sound and time the power turning back on to happen at the end/climax of the sound effect

glass basalt
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you're gonna have to time that manually, the game isn't very smart with sound

rancid panther
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i see

ancient grail
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timer:Simple(10, function() print("delay"); end) 
glass basalt
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just check the pastebin on the mod page

rancid panther
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and this can go within the function?

ancient grail
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thats basically it if you want more complex stuff

fading horizon
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hows that look

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lol

ancient grail
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it can go complex

glass basalt
ancient grail
rancid panther
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that looks really nice

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okay thanks!

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i'll try that

bronze yoke
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nope

rancid panther
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ah

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i think i might be fine actually

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maybe not

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if i want to make a measure for players changing the elec shutoff date mid playthrough, should i just have an override sandbox option?

frank lintel
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I'll stick with my concentrate of Blue Hawaiian

rancid panther
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since my mod changes the sandbox option for ElecShutModifier, and stores it in a table to reset it

frank lintel
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ice has a different meaning...

fading horizon
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okay heres all of them donne

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i think i'm satisfied with this

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now i just need an image of a player zoomed in wearing a trench coat, fedora, and katana smoking the vape

frank lintel
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dont look here last 'person' I helped post production got me friending a chatgpt bot... without being told I was.

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dang my fingers ache I hate remixing sometimes...

fading horizon
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wait what

frank lintel
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if you mean the post before last one, yeah just had to deal with that.

ancient grail
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so idk how he did it but it must be some server client codes

rancid panther
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i see

glass basalt
fading horizon
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whoops

glass basalt
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ah you have black ice, but not banana

fading horizon
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thank you for catching that

glass basalt
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๐Ÿซก

fading horizon
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for some reason my files are randomly gone

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all my mod files

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wtf lol

frank lintel
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cuz bananaananana is special ice.

glass basalt
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speaking of fixes, KI5 forgot to add a whole item in his new ambulance mod ๐Ÿคฆโ€โ™‚๏ธ

fading horizon
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luckily i have a backup but idk where they've gone

glass basalt
fading horizon
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lmao no i'm not

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its an older version

frank lintel
fading horizon
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i just took a dab

glass basalt
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happens to me when there's like 3 workshop and mod folders in all of PZ's files

fading horizon
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mind go zzz

frank lintel
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you got the wrong kind then...

frank lintel
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also should replace/remove sleeping pills in your mod then make ppl wanna bub

rancid panther
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my test subject is being so cooperative

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standing still while the power starts and stops constantly

glass basalt
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good lab rat

rancid panther
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ok im gonna give a try at the timer api

frank lintel
ancient grail
glass basalt
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there's no difference after my experiment is finished

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:)

frank lintel
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but which came first?

frank lintel
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finally someone grasping it.

glass basalt
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I wish I was a woman so I can multi-task this massive patch updating operation

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(too busy fixating on one thing like a mammoth hunter)

frank lintel
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does it require merges?

fading horizon
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changed the order and got all the ices this time

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lol

glass basalt
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beautiful

fading horizon
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i'm kinda proud of how this came out

glass basalt
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"but it's not in alphabetical order!!!!!"

frank lintel
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Lmao new flavor 'Nil Blackhole Ice'

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or just Nil Ice...

fading horizon
glass basalt
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when users ask me to update for something insignificant

fading horizon
frank lintel
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saying this one right now... if it dont have merges saying could be worse...

glass basalt
frank lintel
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eww..

fading horizon
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that's the model for the empty one

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haha

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oooo i got a new role

glass basalt
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noice

fading horizon
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i have the axe now

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lets go

glass basalt
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welcome

fading horizon
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big chopper

glass basalt
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now you're gonna be stuck here until you spam enough for katana and another month for the spiffo badge

frank lintel
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that actually would likely make me throw up/sick

fading horizon
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wheres an edgy place i can take a photo for the mod

frank lintel
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the prison derp..

glass basalt
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ye โ˜๏ธ

frank lintel
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or front of any police station

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or courthouse

glass basalt
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chapel

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lol

fading horizon
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police station lmao

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or a church yeah

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i think church

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which town has a church

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i don't even play this damn game

frank lintel
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well you said edgy a church nah dont even think they care on that

glass basalt
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muldraugh

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march ridge maybe?

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check the pz map online

frank lintel
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there in all of them arent they?

glass basalt
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idk

frank lintel
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1 sec I know where one is

glass basalt
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lol, I just remembered back when I started playing this game, I studied other player's playthroughs, thought of strategies, and other stuff

frank lintel
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rosewood

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behind the firehouse

glass basalt
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Now I mod this game and meme my playthroughs whenever I even do them (CoD zombies trains and such)

frank lintel
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police station NW of the firehouse also

fading horizon
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is there not a trench coat in vanilla

frank lintel
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yeah?

rancid panther
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there is a leather jacket

fading horizon
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there we go

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thank you

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all geared up and ready to vape

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trench coat, fedora, fingerless gloves

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going to spawn a katana

lusty kindle
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Is it possible to programmatically add items to evolved recipes? Someone left a comment with some code on my Jerky mod and I'm wondering if its feasible. My main concern about adding base items to evolved recipes would cause compatibility issues

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if item then
local EvolvedRecipe = item.EvolvedRecipe -- probably another way to get this field if this doesn't work. may need to do tostring(item.EvolvedRecipe) on it
item:DoParam(EvolvedRecipe .. ";Base.BeefJerky:10")
end``` 
Here's the code they left
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also asking cause I'm a lua newbie

bronze yoke
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i'm not really sure what some parts of this code are supposed to do, but you can add items programmatically like that

fading horizon
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wow i can actually zoom in and see the animation now

glass basalt
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perf

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how did you add the icon to the context menu

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I wanna do that

fading horizon
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local opt = context:insertOptionAfter("Favorite",getText("UI_vape_action"), isVape, callVapeAction, playerObj) 

opt.iconTexture = getTexture('media/textures/context.png');                 
-- Icon that displays adjacent to context menu item```
glass basalt
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interesting that you use UI_EN.txt instead of ContextMenu_EN.txt and it still points correctly

fading horizon
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all the different translation stuff confuses me tbh

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i don't know exactly where things go

glass basalt
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๐Ÿคทโ€โ™‚๏ธ

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if you favorite the item, does the vape option still remain?

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not sure if favorite unfavorite is the same context menu option

fading horizon
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no it just moves it to the bottom luckily

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nice thinking though, i didn't even consider that

glass basalt
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ive just never seen the insertOptionAfter() method, only addOption()

frank lintel
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adding to existing. might even be an insert one

glass basalt
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addOption() just appends it, although some context menu options still appear below, they probably occur after the inv context menu option Event

frank lintel
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or just depending which one loaded when...

fading horizon
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damn i don't even remember where i found the context menu stuff

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ovnm

frank lintel
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translate think it goes in shared

glass basalt
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i just copied pwrcosmic's mod lol

frank lintel
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SS has a broad translation setup 14 langs

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albeit dont get PT_BR and PTBR...

glass basalt
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PT_BR won't work

rancid panther
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awesome!

frank lintel
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might be for historical reason? dunno

rancid panther
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now there is a lag and i timed it temporarily with a thunder sound

glass basalt
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now I don't remember if nil counts as true or false in if statements ๐Ÿคฆโ€โ™‚๏ธ

frank lintel
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false...

rancid panther
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next i need to find/make my own sound effect

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nil means there is not data stored

frank lintel
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nil and false are the only false. anything else is true

frank lintel
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zero is a number... so it exists...

glass basalt
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gimme my binary booleans back ๐Ÿ˜ญ

frank lintel
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now dunno what happens if you cast 0 to bool

glass basalt
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0 is true

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im checking it rn in lua interpreter

frank lintel
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I know 0 is true, wasnt sure what it would do if you cast the string 0 to boolean.

rancid panther
frank lintel
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well number..

rancid panther
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what is a good way to create/get a custom sound

glass basalt
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you mean in general?

rancid panther
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holy shit

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i think i found something that might work

frank lintel
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how the thunder command works?

rancid panther
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dammit i have to sign up to download the sound

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oh well. ya gotta do what you gotta do

glass basalt
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fake email, or youtube

frank lintel
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btw anyone ever see the tags on the audio files... talk about lulz...

ancient grail
fading horizon
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no it's the smoke animation

frank lintel
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same thing...

rancid panther
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nah it's fine it's a royalty free sounds website which i might need to use in the future

ancient grail
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ah really weird i always thought it would use lighter

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or match i must be wrong

fading horizon
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self:setOverrideHandModels(nil, self.item);         -- !! Put the vape in the secondary hand
    self:setAnimVariable("FoodType", "Cigarettes");     -- !! Set variables for the action animation
    self:setActionAnim(CharacterActionAnims.Eat);       -- !! Call the eat function, with the previous variables, on the vape object (self)```
frank lintel
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I know just funny they in there...

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actually think first time ever encountered that on something paid for.

glass basalt
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how does this look

local option = nil
if item:getType() == "PocketTV3TVMode" then
    option = context:addOption(getText("ContextMenu_PocketTV3TVMode_switchMode"), item, PocketTVSwitchModeAction, player)
elseif item:getType() == "PocketTV3RadioMode" then
    option = context:addOption(getText("ContextMenu_PocketTV3RadioMode_switchMode"), item, PocketTVSwitchModeAction, player)
end if option then
    option.iconTexture = getTexture('media/textures/item_PocketTV3.png')
end
ancient grail
# rancid panther
if isDebugEnabled() then
 --print('stuff') 
end 

i do this so incases i forget to remove the print it wont print spam

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just an extra precaution .

rancid panther
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i'll remove them once im done with it

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thank u tho

frank lintel
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why not just leave it there and use it like this. DebugLog.log(DebugType.Sound, "ambient: removing ambient sound " + var2.name);

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ah nvm forgot might not be albe to call that directly

rancid panther
frank lintel
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unless that is exposed using the different debug type toggle.

rancid panther
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i just gotta add some reverb or something

frank lintel
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how much?

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opens Traktor

glass basalt
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shit, i forgot what I was doing before I added this icon

frank lintel
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umm I dont even hear really anything

glass basalt
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turn it up, I heard the creaks

frank lintel
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no its a very quiet sound, VU is in the basement

glass basalt
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there's no point in adding reverb because the base sound has no presence

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should be fine as it is. trim the audio or w/e

frank lintel
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hows that?

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maybe add a fade on the end so the bg noise softens out

hexed basin
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If I modify the suspension & mass values on a vehicle and the wheels turn completely black, would that be because the wheels are clipping into the vehicle in some way?

fading horizon
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fixed it by adding a check

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once again, thank you for catching that

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i need to learn animation so i can make you blow big fat vape clouds

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๐Ÿ’€

glass basalt
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animations with objects is gonna be a big hard PITA

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as in player animations

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you'll need to make it a world object

fading horizon
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adding an animation to the end of the perform action shouldn't be the worst right

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or just make it another timed action?

fading horizon
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idk that's definitely a feature for v2

glass basalt
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you won't be able to make it a normal timed action

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unless you know how to point to textures and other animations

fading horizon
glass basalt
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oof, gotta curb those floats

fading horizon
#
                usedDelta = tonumber(string.format("%.2f", usedDelta))```
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why would this be happening on only the number 55?

glass basalt
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floats are magical

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look at curbing it to the first two decimal points. idk how that specific method formats it

fading horizon
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that's what that's supposed to do

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;w;

glass basalt
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ah, there's a workaround

fading horizon
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math.floor(x + 0.5)

glass basalt
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multiply usedDelta by 100, and then convert the number into an int double, w/e Lua snobs

fading horizon
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this is what i found online

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the multiplication is later in the script so it looks like this basically

usedDelta = itemObj:getDelta();
usedDelta = tonumber(string.format("%.2f", usedDelta))

... a bunch of code

usedDelta = usedDelta * 100
self.tooltip:DrawTextRight(fontType, tostring(usedDelta).."%", textWidth+(gap / 1.8), y, color.r, color.g, color.b, color.a)
#

i guess i multiply first then do math.floor

glass basalt
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yeah just do self.tooltip:DrawTextRight(fontType, tostring(tonumber(usedDelta*100)).."%", textWidth+(gap / 1.8), y, color.r, color.g, color.b, color.a)

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or without the tonumber, idk

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alright, time for the update spree

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how does this changelog look?

New update:
Added support for '90 Ford F350 Ambulance
Fixed critical zombie inflation bug
fading horizon
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id add some kind of bullet point or something

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to each item

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if its in the workshop you could make it a list

thorny pollen
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v 1.0.5

  • Added support for '90 Ford F350 Ambulance
  • Fixed critical zombie inflation bug yeah maybe something similar to this
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I would prefer version number

fading horizon
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Update - v1.0.5

thorny pollen
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yeah something like that

fading horizon
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so like

glass basalt
#

eh, issa mod, idgaf about versioning

fading horizon
#

 โ€ข Added support for '90 Ford F350 Ambulance
 โ€ข Fixed critical zombie inflation bug
thorny pollen
#

I like dates as well

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is this for the mini steam changelog

glass basalt
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yeah

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I was hoping someone would question my second addition but looks like my April Fools joke is subtle enough >:)

fading horizon
#

z... zombie inflation?

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is this some kind of fetish mod

glass basalt
#

dude, you don't wanna know

fading horizon
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oh dang its actually April 1st

glass basalt
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nah it's just my Siren Variety - Compatibility Patches

fading horizon
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releasing vape mod on April 1st

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will people think it's a joke

glass basalt
#

OUCH!

rancid panther
#

how can i make a check that if a sound is playing it will not try to play the sound again

glass basalt
#

my second update for my Unified KI5 Crafting Category is the following:

New update:
Added support for Containers! and '90 Ford F350 Ambulance
Removed cake fart
fading horizon
#

self.soundChannel = self.character:getEmitter()

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probably something using that

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one sec

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i think i know actually

#
o.smokeSound = "ecig";      
-- Name of the sound file that will be played
o.soundChannel = 0;         
-- The sound channel (basically frequency) that it will be played on```

```lua
if self.soundChannel ~= 0 and self.character:getEmitter():isPlaying(self.soundChannel) then
        self.character:getEmitter():stopSound(self.soundChannel);
        self.smokeSound = nil;
    end```
#

this checks if my sound is still playing and stops it if it is

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in the perform section of the timed action

rancid panther
#

i see. thanks

fading horizon
#

if that helps

rancid panther
#

i probably need to change some things for mine since it is like ambient noise

fading horizon
#
if self.smokeSound ~= '' then           
-- If no sound is playing, start it
self.soundChannel = self.character:getEmitter():playSound(self.smokeSound);
#

and this is how its started

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probably don't need that but just in case

rancid panther
#

ah, i think i know what to do then

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thanks!

fading horizon
#

you're welcome! Good luck!

frank lintel
#

Ever find jumpscare in your travels?

fading horizon
#

i haven't

glass basalt
#

next changelog:

New update:
Added support for Containers! and '90 Ford F350 Ambulance
Adjusted vehicle names with door counts to have written-out numbers
Obliterated black hole that was eating crafting recipes
#

First victim

fading horizon
#

want me to format these for you?

glass basalt
glass basalt
fading horizon
#

trying to center text in a custom tooltip is pain

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even with drawTextCentre

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which should be noted for anyone searching in the future

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its drawTextCentre (with re) instead of drawTextCenter

glass basalt
#

damn brits

fast galleon
#

red alert, red people missing from here

fading horizon
#

red people missing?

glass basalt
#

IS devs

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usually Aiteron is on

fast galleon
#

The code to match it was so big that I build the whole tooltip from start. The other is to not care and draw from right, or draw it all regular line.

glass basalt
#

maybe they're planning to do something for April Fools? stressed

fast galleon
#

It seems to follow the blog where they said about the new big changes and work.

fading horizon
#

yeah mine is entirely new tooltip too

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still a pain in the ass

fast galleon
fading horizon
#
local center = ((self.tooltip:getWidth()) / 2);
self.tooltip:DrawTextCentre(fontType, '-- Dead --', center, y, color.r, color.g, color.b, 
end```
glass basalt
#

would be cool to keep the original model and icons though. make a vape tower of your favorite flavors or something

fast galleon
fading horizon
#

oh snap this is great

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it actually just solved another issue i didn't know how to fix too

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thank you so much

lusty kindle
#

how do i print to the log console?

glass basalt
fading horizon
#

print("test")

lusty kindle
#

tyty

#

does it work if I do print(var)?

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or do i need a tostring

glass basalt
#

only if it has a tostring

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booleans don't work, numbers do

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print("value is "..var)

#

.. is how you string concatenate

lusty kindle
#

yeah lua is very strange coming from C

glass basalt
#

yeah...

lusty kindle
#

the lack of semicolons is triggering me

glass basalt
#

you get used to it. Python broke me with syntaxing

fast galleon
#

@fading horizon
you then need to patch the metaclass
#mod_development message

If your item is drainable, use DrainableComboItem.class

lusty kindle
#

god python is the bane of my existance

bronze yoke
#

you can use semicolons if you wish ^^

shut oar
glass basalt
#

i must suffer with Python because it is the BING BING WAHOO for machine learning, and my only alternative is outdated Java libraries

lusty kindle
#

same, I had to learn it for my coop and its busting my brain (machine learning too)

fast galleon
#

semicolons are a must if you don't line break

lusty kindle
#

1 line programs go hard

bronze yoke
#

a little note about concatenation is that string.format performs a lot better than multiple concatenations

lavish snow
#

hii, working on a vehicle mod rn and does anyone know why the blood, damage and rust textures make the vehicle texture like this? when the vehicle is fixed the texture is normal but when it gets damaged it turns like this

fading horizon
bronze yoke
#

looks like the other textures are missing

fading horizon
#

i might make a vehicle mod next

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i want to make the big hotdog weinermobile

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i think that needs to be in game

fast galleon
lavish snow
#

exported my model with 2 UVs already so the shader i'm using for the script is vehicle_multiuv

rancid panther
frank lintel
#

grr

glass basalt
#

the jumpscare sound is in a soundbank

frank lintel
#

sorry Pan

glass basalt
#

for some godawful reason

frank lintel
#

but soundbank? where those at?

glass basalt
frank lintel
#

hmmm

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we happen to have just a list of whats in those?

glass basalt
#

nope. you'll need to open them up

frank lintel
#

I was just hoping maybe someone had a reference list

glass basalt
#

I forgot where I got the one I use

frank lintel
#

just got the fmod tool

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lulz extracting...

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oooh nice alot of the files include bpm and bar in name... old school

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this gonna be interesting see how compressed this is.

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glad I picked a drive with some space on it

fading horizon
glass basalt
#

ayup

fading horizon
#

so i finally managed to center the text

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but now i'm asking

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does the text even look good there

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or does it just add clutter

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imagine the box is shorter in the second photo as well

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or i could change it to where if it's specifically at 0% that it writes dead instead of 0%

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what do y'all think

glass basalt
#

to not have the box with the empty line in the second one, add alternative text to "-- Dead --" like "-- Used --" or "-- Active --" or something

fading horizon
#

no i can adjust the height no problem

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i'm just lazy

glass basalt
#

nah keep it consistent with the 0%

fading horizon
#

and only changed the text

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so its basically text or no text is the option

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imagine theres no extra space in photo 2

glass basalt
#

I like the dead text, pretty novel

frank lintel
#

ded

glass basalt
#

maybe if you mess with batteries, then the text will already be set up for it

fading horizon
#

naw its fine as it is now

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i have complete control

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eventually i might add the vanilla progress bar

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but idk i think my version looks clean

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and i like that

fast galleon
#

That looks nice either way, you could mess with background / borders too.

frank lintel
#

rubs hands....

glass basalt
#

upload it for april fools, no publicity is bad publicity

frank lintel
#

btw since it dont exist decided to make it

fading horizon
#

ty for idea

frank lintel
#

only 50% thru the 2nd largest pack... meh.

#

zomboidMusic.bank 3.59GB into a 313MB file dang.

glass basalt
#

the dudes really know how to compress

frank lintel
#

well Fmod...

#

almost done

fading horizon
#

yeah the red background and border is cool

#

now everything is getting that treatment

frank lintel
#

so thats the full list of all sounds in those plus anything else.

glass basalt
fading horizon
#

probably not at this point

#

lmfao

#

nah this will be the last thing for v1

glass basalt
#

at least you'll conveniently get around to releasing April 2nd or later

fading horizon
#

i swear

glass basalt
#

honestly the new colors might be confusing, like the red DEAD tooltip might be confused for a red flavor at first glance

frank lintel
#

gonna go look at those .txt files in there now

#

ah nice actual just simple straight list of the filenames already

#

was thinking it was one of dem dang script .txt files

fading horizon
#

i'm only changing borders

#

what do you think

#

good or nah

glass basalt
#

oh, that's good

#

I'd tweak the transparency

fading horizon
#

yeah it needs a little

glass basalt
#

also make the red dead tooltip body more apparent

#

like it strikes out at you (maybe make that one opaque)

frank lintel
#

btw you using a transparency layer to change how full it shows?

glass basalt
#

new changelog:

New update:
Removed Tsar's Common Library - Hide Mustang/Samara Recipes, as it is no longer relevant with ATA 2.0
Added sandbox option to remove Snakeneta van, taxi car, and advertisement board trailer from Snake's Mod Pack - Pimp My Ride Mod
Removed dev/null for the 56th time (it keeps coming back, please help)
frank lintel
#

nah its just how it looked the yellow looks full but then the red clearly halfway

fading horizon
#
self:drawRect(0, tooltipY-1, vapeTooltipWidth, height, 0.1, color.r, color.g, color.b)
self:drawRectBorder(0, tooltipY-1, vapeTooltipWidth, height, color.a, color.r, color.g, color.b)```
#

just variations of this

#

the normal flavors don't have transparency

#

empty does

#

i'm still playing around w it

frank lintel
#

I thought maybe you were using a layer then like resizing it to adjust on fill height then forgot its an icon...

glass basalt
#

it has finally hit me: I don't feel like modding

#

I can happily go to bed now

fading horizon
#

i think this is where i want it aside from the empty one

frank lintel
#

still not finding it btw

glass basalt
#

they already did everything

#

gn fellas, happy April Fools

frank lintel
#

I'll think about it... but then that kinda moral wise didnt do it myself and gotta credit :P

#

heh found 'them'

#

now maybe I can look back and find the trigger

fading horizon
#

okay last time ill ask i swear

#

i played with the backgrounds for the colors

#

what do y'all think

#

nice or not

fast galleon
#

wait, you're looking for trigger? Could have said that, is it for jumpscare?

fading horizon
#

is there a guide on integrating mod options

#

so i could just have an option for whether or not theres backgrounds

lusty kindle
#

anyone know how to get a string of evolved recipes from an item?

fast galleon
rancid panther
#

i cant figure out the sound thing. it seems every example is using self.sound with a character emitting the sound

fast galleon
lusty kindle
#

trying to append my new evolved recipe to base items, so in theory it would be compatible with other cooking mods

fast galleon
#

There's a map I think.

fast galleon
frank lintel
#

btw who was having issues with the power not staying on or something?

lusty kindle
rancid panther
#
getSoundManager():PlaySound("powerstartingeffect7", false, 1):setVolume(0.8); --!! When speeding up time the effect plays multiple times.
#

what's a better way to play this sound so i can use things like getEmitter or self.sound

#

it seems what i have rn doesnt allow me to check if the sound is playing in order for it not to be played over itself (when time is sped up)

thorny pollen
#

I think you can use getEmitter() with the player

#

I don't think It's good for multiplayer though

rancid panther
#

im not sure how to use it. wouldnt it make it so that the sound is playing from the player?

thorny pollen
#

yeah I believe so that's why I say wouldn't be good for mp

rancid panther
#

it's supposed to be something similar to the power shutting down noise that is heard by everyone

#

can i still make every player emit that sound but it is always heard on the client side only?

thorny pollen
#

yeah I imagine you can but I doubt It's the best way

frank lintel
#

GameServer.PlaySoundAtEveryPlayer("RumbleThunder"); if thats exposed dunno but thats what the kick user does to play sounds to everyone MP

rancid panther
#

i see. do you know if i can use isPlaying or any way to check if the sound is playing?

frank lintel
#

forgot ban is lightning

#

no clue you can see how they doing it look at KickUserCommand.class

rancid panther
#

or how to use isPlaying? maybe what i have rn is fine but i just dont know how to check if the sound playing

#

i see

frank lintel
#

dunno that was also in question. but track it back to PlaySoundAtEveryPlayer might help more.

warm vessel
fast galleon
#

You can see how EHE does it, there's useful examples there.

frank lintel
#

Im not gonna past that whole code but its doing packet stuff to every client...?

rancid panther
rancid panther
frank lintel
#

zombie/network

warm vessel
frank lintel
#

its crazy how well fernflower pulls out the source talking like 99.9% of it

thorny pollen
#

there's this to register one I don't know how to use it though || getSoundManager():registerEmitter(BaseSoundEmitter emitter)

rancid panther
#

that might be useful thanks

frank lintel
#

dang I just looked only 13 classes couldnt be decompiled because solely because return value is null...

thorny pollen
#

like is it something like this I have no idea nope doesn't work

fast galleon
#

since we're all looking at sound, why does truemusic trigger OnWorldSound on clients only for moving objects or is there some other difference why radio items don't trigger the event on client? It works fine on SP.

frank lintel
#

thats like I wondered why they have a totally different MP bank sound file but all the names seems just like a dup from the ZomboidSound.bank

viral notch
#

is there mod or way to make % of random zombies spawned (sprinters, walkers, crawlers)?

fast galleon
#

@viral notch
this exists already in 2 or more mods.

Also you never answered me what's wrong with ISA.

viral notch
#

isa?

#

bring back memories

#

im too old

fast galleon
viral notch
#

ah that

#

there is problem

frank lintel
#

whips out the VESA

fast galleon
#

pm or ISA server

viral notch
#

mp

#

np*

#

and whats mods for that upper are called?

rancid panther
#

im gonna have to go at this issue with a new approach on another day

viral notch
#

ugh

rancid panther
#

got 2 problems:
events overlapping at higher game speeds (blackout and power startup, power startup and itself)
power not turning on/off properly at higher game speeds due to issue #1

#

naturally once i fix issue #1, #2 might fix itself

#

i seem have to corrupted my save from too much testing

#

i better fix whatever caused that

#

might be the same problem that i was having with the other things

frank lintel
#

why I wish there was a test world that you could init from scratch almost instantly cuz how small it is.

rancid panther
#

i think i know what i need to do for next time i get back to this

fading horizon
#

what's the difference between translations in IG_UI and just UI

spring zephyr
#

does whitelisted item delete option only deletes Item which was "Discarded"? . i am curious cause if i "Place on the Floor" it wont recognize it as "discarded"???

warm vessel
#

Where do I find the files for working out? I can't find a script for it in the game files

ancient grail
frank elbow
# fading horizon what's the difference between translations in IG_UI and just UI

Theoretically, IG_UI is specific to text found in-game as opposed to in menus. The distinction isn't super clearโ€”chat window strings are in UI_, some other UI strings are in IGUI_... I assume they were added at different types & strings were added by different people. Functionally, seems like the difference is nothing, unlike stuff like Sandbox_

fading horizon
#

thank you for the explanation !

#

i think i'm finally done

#

mod is ready to release

#

just need to make the workshop page

warm vessel
fading horizon
#

i ended up getting mod options integrated for the tooltip borders / backgrounds

#

a vape mod

warm vessel
warm vessel
#

Y'all know if there's a way to add like a "XP buff" to eating a food item?

So let's say, you eat a protein bar, you get 50% faster strength skill for x minutes

frank elbow
#

More straightforward answer: yeah

frank elbow
warm vessel
#

Gotcha

#

Would you happen to know if there's a way to make a Strength Book of sorts? Since that's what I'm also trying to do, but keep getting errors

#

Tried out somebody else's code and it still doesn't work kekdog So I assume they've done something that breaks it

frank elbow
#

You mean a book that grants strength xp?

warm vessel
#

Yeah

frank elbow
#

Looking at the vanilla skills books suggests that you should be able to just specify Strength as the skill trained by the book, unless there are checks for specific skills

#

The beginner carpentry book, for example, has these values in its script:

SkillTrained = Carpentry,
LvlSkillTrained = 1,
NumLevelsTrained = 2,
warm vessel
#

Looking at the vanilla skills books suggests that you should be able to just specify Strength as the skill trained by the book

Doesn't seem like it, gets an instant exception error when I specify "Fitness" or "Strength"

frank elbow
#

Then I suppose there are checks for specific skills lol

warm vessel
#

I found a LUA file that apparently bypasses that, so it places Strength and Fitness within the "researchable" skills, but I thought there'd be an easier way, or that I was doing something wrong lmao

spring zephyr
frank elbow
#

The fact that it caused an error implies that a nil check is missing somewhere (the somewhere is doLiteratureMenu)

warm vessel
#

looks like the vanilla code has a table that associates skill book info with multipliers
That seems to match what I found, so maybe I'm on the right path :P

ancient grail
#

setIsFakeInfected()
is the zed infection right?

frank elbow
#

I don't think so

warm vessel
#

No, there's "setInfected" and there's "setIsFakeInfected"

#

what fake infected is? dunno

ancient grail
#

i bet joy know

frank elbow
#

Looks like infected

#

I don't know off the top of my head lol, I just have the game code open while I'm working on mod stuff

ancient grail
#

@rancid panther sorry to tag you but i gotta be certain.. which one is the one that turns into zed

#

infected or fakeinfected?

#

im sure you know cuz you made a mod about this

warm vessel
#

It literally says "fake infected"?

#

Isn't it pretty obvious?

frank elbow
#

It could have better naming tbf

warm vessel
#

Oh yeah for sure, but difference between "isInfected" and "isFakeInfected" is pretty large

ancient grail
#

zedInfected

#

getPlayer():getBodyDamage():setInfected(true)

#

is the one that turned me into zed

#

i tested

#

whew

red tiger
#

Good morning.

red tiger
#

Going to work on getting item properties documented today.

ancient grail
#

Yep i tested it
But thnx

#

You know whats chance of getting infected
Like is it 100%

#

Whn you get hit?

rancid panther
#

bites are 100%, lacerations r 25%, and scratches r 7% iirc

ancient grail
#

Hmmm
Damn
Thats gona be complex

#

Cuz my passion project is reanimation mod
And i think its almost done (atleast the core functions)
Pao helped me alot

#

So i needed to ask these things

#

Imean the mod lets you control your zed

#

When you die infected

rancid panther
#

would u need to bypass their death and reanimate them? or have to prevent them from dying but act as if they died?

ancient grail
#

Thats been done

#

Pao made the function

#

No u.die but

#

Ou respawn

#

As the zed

rancid panther
#

i see. nice

ancient grail
#

I actually pasted this before asking for collaborators

rancid panther
#

what part did you need infection chance for

fading horizon
#

i can't get my gifs under 2mb for the steam workshop images

#

๐Ÿ˜ญ

#

why is the limit 2mb wtf

warm vessel
fading horizon
#

ive compressed it to hell several times

#

i'm just going to try remaking the video

#

lowest i can get it to is 4mb

warm vessel
#

Gifs are huge, unfortunately, and most of the time they look like garbage when you make them smaller lmao

#

Could always link a YT / imgur mp4 instead

fading horizon
#

i couldn't get my sketchfab model to work either

#

this is going poorly lol

warm vessel
#

It be like that sometimes

tardy wren
#

They'd get worse and worse, closer to death, until it stopped randomly

warm vessel
#

Interesting

tardy wren
#

Okay. Still fighting with sandbox syncing. The command variant won't work cuz reasons

#

Now I want to try to use Mod data

#

I'm struggling to understand it a little tho... I have MrBounty's documentation opened, but I don't think I know how to do it yet

#

I need to create a lua table over on the server and make sure the players have access to it

#

Also... what does transmitting mod data do, if I do it on a player character(moving off of the globals for a second)?

fading horizon
tardy wren
#

uhh

#

no

fading horizon
#

can't believe i'm finally "done"

#

have worked hard on this

#

โค๏ธ thank you

frank elbow
#

Future plans: ... Make it throwable
โ‰๏ธ

fading horizon
frank elbow
#

Vape ninja build incoming

lyric turtle
#

Points have been thrown at the post, staple for my future playthroughs

fading horizon
#

i'm very happy with how the preview image came out

#

the vape smoke text effect

reef karma
#

Congrats! The Gifs and previews look great too!

fading horizon
#

got my first downvote lets go

tardy wren
#

Does anybody here know what kind of string does SandboxOption.getOptionByName() expects?

#

The tablename.optionname format?

reef karma
#

Lmao, i truly believe of workshop trolls that just downvote whatever they see

ancient grail
tardy wren
#

I, uh...

ancient grail
#

Hope my answer helps you if you cant find what im describing let me know

frank elbow
ancient grail
#

Why not?

#

Thats weird

frank elbow
#

Mod sandbox options always will (I believe), but there are a number of vanilla options without a table

tardy wren
frank elbow
#

What are you trying to do?

tardy wren
#

I need to send the options from the server to the client over global mod data

#

And I want to make sure that they're loaded in the same order

#

I don't trust that they have the same index on the server and clients

frank elbow
#

Why does their load order matter?

tardy wren
#

They should, but I know better than to assume

tardy wren
#

So that the server can finally sync the settings for the client

frank elbow
#

I don't see why you'd encode it as a string rather than just sending a table

tardy wren
#

I am loading a table into the mod data, yes

ancient grail
frank elbow
#

Then what's the purpose of the string? To be the key?

ancient grail
#

Always Assume the desync hahah

tardy wren
#

Yes

#

I want to use the sandbox var's name be the table key

frank elbow
#

Why not a structure like { tableName = x, shortName = y, value = z }

ancient grail
#

this is whati was saying btw

frank elbow
#

Those are some examples of ones without table names

tardy wren
#

....

#

wait

#

I should check my opther mod

#

No I accessed sandbox vars directly before

frank elbow
#
-- where t = table with that structure
local name = t.shortName
if t.tableName then
  name = table.concat { t.tableName, '.', t.shortName }
end
tardy wren
frank elbow
#

You could also encode it this way before sending, if you wanted. The SandboxVars bit isn't necessary

fast galleon
#

Ok, can I send you a list of options to not change?

frank elbow
frank elbow
#

I think this is about syncing between server and client, not modifying them

tardy wren
#

changing will be for the admins

tardy wren
#

Which tells me nothin

frank elbow
#

That tells you quite a lot, I'd argue

#

From there, think "okay, where is the name set?"

tardy wren
#

in the constructor

frank elbow
#

And from where is that constructor called?

drifting ore
#

any one wanna colab? I have some of the code done and textures, my last guy bailed on me

#

I need help

tardy wren
frank elbow
#

Correct at a high level, but more specifically where

#

If you don't care to go through this little mental exercise I can tell you, but I think it's useful to think abt these questions when understanding code

tardy wren
#

I'll ask for the way out... I only know Java from what source diving I do to fix this game

fast galleon
#

Is there a reason the admins don't use the default UI?

#

Which sends the options to server and clients

tardy wren
#

Well that's not the issue I'm trying to solve

frank elbow
# tardy wren I'll ask for the way out... I only know Java from what source diving I do to fix...

Okay. There are a number of classes which inherit ConfigOption, and a number of sandbox option classes which inherit those classes. For example, DoubleSandboxOption within SandboxOptions. If we check the constructors of these, we'll see that they call SandboxOptions.parseName with the given string. The given string is passed directly to the super constructor, which ultimately bubbles up to the constructor of ConfigOption. SandboxOptions.parseName splits the string into a table name and short name, so we can infer that the expected inputโ€”which we've discovered is passed directly to the constructorโ€”is the full string (We can also observe that some sandbox option constructors are called with the full name)

fast galleon
tardy wren
#

Thank you. I've found the parsename and saw it splits by the dot, but I still wasn't sure

tardy wren
#

Players logging in to the server may be able to play with wrong sandbox settings because it doesn't load from the server, but from the local save file

#

But not always

#

so I'm making the client trigger the server's response to update the settings for all online players(incidentally the same as the UI is using)

#

That requires the client to send in the new settings tho, so I need the server to first transmit the settings over mod data to avoid a rollback of settings

fast galleon
#

Have you reported this bug?

tardy wren
#

Yes

#

It was dismissed as a feature or... Well, something along those lines

#

And I couldn't provide a reliable reproduction method in an unmodded game anyway

fast galleon
#

the one about the save file?

tardy wren
#

Yes

#

I tried to prove it by changing the values in the local save to cause a desync, but it always worked as intended

#

It's not like B41 will get an update anyway, and my server owner wants a solution now

fast galleon
#

In v41, you use SanboxVars.myPage.myValue for example to read the value. No need to do anything more. These work rather reliably after the OnInitGlobalModData event.

tardy wren
#

Yes. My issue is that is a hardwritten way to access it

#

I need a programmatical

fast galleon
#

I don't understand, you don't like tables and want to try break everything?

frank lintel
#

down with index 1 !

drifting ore
#

any one wanna colab? I have some of the code done and textures, my last guy bailed on me

tardy wren
frank elbow
fast galleon
#

read the SandboxVars and you'll know?

frank elbow
#

SandboxVars may be outdated on the client

fast galleon
#

proof? Seems like he tries to read manually the old file.

frank elbow
#

See above, I've also observed the behavior

#

I'd hope someone would've made the bug report on the forum by now

#

Ah, I see where you reported it Diakon

fast galleon
#

I see, that too talks about old file and not the loaded values though.

*not sure about the admin UI statement.

frank elbow
#

The values are loaded from the file, so I'm unsure why the distinction is important here

#

That is, it would still cause issues with outdated options on clients

fast galleon
#

I think there's sandbox involved in the connect to server stages.

#

@frank elbow
ConnectToServerState.java

frank elbow
#

Taking a look

tardy wren
#

Yes. It does download them when the file is missing

#

But again, I'm trying to make a mod to fix it now with whatever I can

frank elbow
#

It seems like it should be downloading them either way, which is confusing given this issue

red tiger
#

Just fleshed out my vscode extension's item documentation for properties by detecting defined types and showing those type-specific properties.

#

Like type = Weapon shows Weapon-specific properties on-top of the normal properties.

tardy wren
frank elbow
#

I may have gotten distracted & forgot I was looking into that (update: stopped looking into it now, idk where the problem is)

#

It seemed like they're read & applied

tardy wren
#

Frankly it's of little use to me now

#

That don't work so I'm making it work

red tiger
#

Now I'll need to actually populate the documentation for properties.

restive tree
#

Hello people. I have a dedicated project zomboid server and would like to implement a script where every time a player is killed by another player thunder and lightning are triggered. How could I do this in a simple way? Can someone help me?

glass basalt
#

@fading horizon image broke oh goddamn it, now my image broke

drifting ore
#

Can someone find me the code for duct tape? I canโ€™t find it

glass basalt
#

Or wait, hmm, there's no image embed anyway, nvm

glass basalt
#

You should be able to make a similar recipe for sharpening

fading horizon
#

In order to have circuits inside and be electronic, the model looks like a bottle of shampoo to me. I'm not saying that the mod isn't right, it's super modern but it doesn't give it the electronic touch in appearance. He thought that creating some that give us additional benefits in the game, such as give us health and stop bleeding from bites or cuts as if it were a futuristic hemoesthetic medical kit, that is, an auxiliary medical version, leaving the civilian consumer grade version, implementing a medical version with the rest that already has this mod and that the medical version make a electronic beep when consumed and are for single use so that there is a balance in the game and regularity of first-aid kits

Ah yes. I'll get right on that... medical vapes...

fading horizon
#

I had enough images going on near the bottom anywaysn

#

Ty for looking out though

drifting ore
#

whetstone mod should be ready by tonight

drifting ore
fading horizon
#

it already does that if you microwave it basically

drifting ore
#

Btw @fading horizon are you able to make my distros for me?

fading horizon
#

no

#

that's a lot of work lol

#

its easy enough to do it yourself

glass basalt
fading horizon
#

i don't think ecigs even existed in 93

glass basalt
#

"That's a lot of work lol" "its easy enough to do it yourself" which is it mae?

#

And no they didn't, so his request is a little weird

fading horizon
#

easy enough to do on your own mod dealing witt your own files that you're familiar with

#

rather than having to go and try to pick apart someone elses mod and make a distro for it

glass basalt
#

Alright, today I am gonna do a great work of not touching my mods because I have irl obligations to do ! (Difficulty: Hard)

fading horizon
#
require 'Items/SuburbsDistributions'
require 'Items/ProceduralDistributions'
require 'Vehicles/VehicleDistributions'
local itemNames = {
    "GnomeBars.GnomeBarRB",
    "GnomeBars.GnomeBarBlueRazz",
    "GnomeBars.GnomeBarWatermelonIce",
    "GnomeBars.GnomeBarPinkLemonade",
    "GnomeBars.GnomeBarBlackIce",
    "GnomeBars.GnomeBarCoolMint",
    "GnomeBars.GnomeBarBananaIce",
    "GnomeBars.GnomeBarLemonMint",
    "GnomeBars.GnomeBarStrawNana",
    "GnomeBars.GnomeBarCherryIce",
}```

```lua
--  #   Add GnomeBars to regular cigarette spawns
local GBLocaleStore = {"StoreCounterTobacco", "CrateCigarettes", "OtherGeneric", "BarCounterMisc"}
    for i in pairs(GBLocaleStore) do
        if ProceduralDistributions.list[GBLocaleStore[i]] == nil then
            print("FAILURE -- could not find " .. GBLocaleStore[i] .. "!");
        else
            if ProceduralDistributions.list[GBLocaleStore[i]].items == nil then
                print("FAILURE -- could not find " .. GBLocaleStore[i] .. "!");
            else
                for _, item in ipairs(itemNames) do 
                table.insert(ProceduralDistributions.list[GBLocaleStore[i]].items, item);
                table.insert(ProceduralDistributions.list[GBLocaleStore[i]].items, regularChance);

            end
            -- // print("Loading GnomeBar store items to " .. GBLocaleStore[i] .. " ....... SUCCESS!");
            end
        end
    end
#

theres the basics on how to do an item distribution

#

just modify it for your own item

glass basalt
#

those aren't basics lol

drifting ore
#

How to do I begin my script file? Whatโ€™s the opener thing at the top called

glass basalt
#

The top things are require statements, that is how Lua loads other "modules" before it executes code

#

You don't need them actually because the base game files always load before mods

#

I'll show you a function that makes it easier on you. maemento mori's code is great if you have multiple items being added to the same places

drifting ore
#

I have one item being added

#

This is so fucking confusing

glass basalt
#

What is

drifting ore
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Distros

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Do I have to do all that shit

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Iโ€™m just gonna test it

willow estuary
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No, people generally over complicate adding items to the distributions but it can be easy, if you follow this guide. It was written a while ago and isn't entirely up to date but it just works and is simple.

Also it's my weekend and I'm doing other things so I can't respond or follow up re this.
#mod_development message

fading horizon
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1/250 chance to play the "you've been gnomed" sound clip when hitting a gnomebars

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Yes or no

fading horizon
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It's a single item mod with a very, very simply distribution list

wet sandal
drifting ore
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Whatโ€™s the command in debug to give level ten of a skill

fast galleon
drifting ore
fading horizon
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does anyone know if you can play / trigger the stomp animation?

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I have a really, really great mod idea

drifting ore
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My crafting recipe is not showing up in game

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Help

reef karma
drifting ore
reef karma
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please dont spam...

drifting ore
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Iโ€™m not

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I really need help

reef karma
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you are.

drifting ore
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I donโ€™t see any spam

reef karma
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then open your eyes

drifting ore
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Good one!

frank elbow
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It's a reasonable request (being asked not to spam, that is)

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But either way, you need to provide more information

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What is the recipe? Have you checked for console errors? Stuff like that will make people more likely to respond

reef karma
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I just want to make it clear that if I knew how I would help, what I found rude and "spammy" was the fact that the message was a reply to his own previous message to bring visibility again to it (like in facebook marketplace posts) xD

red tiger
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Also stop demanding help. We don't get paid. A kinder way for me to respond..

frank elbow
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If we got paid for answering mod questions I'd have at least, like, one dollar by now

drifting ore
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Iโ€™m back

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My service dropped

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Very sorry

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@frank elbow I will send my findings in a minute

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I minute as in liek 5 ish

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Iโ€™m baking rn

frank elbow
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I haven't messed with recipes, but NeedToBeLearn:true suggests that the recipe needs to be learned before being used

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Have you made sure it's a known recipe?

drifting ore
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yes

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does it have anything do with my lack of requirement statements?

frank elbow
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I'm unsure what you mean by requirement statements

drifting ore
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the improt base thing

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like

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'''lua

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or smthinm

frank elbow
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You mean imports { Base }?

drifting ore
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yes

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jaja

frank elbow
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I don't think so, looking at the vanilla recipes

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Just to be sure about the known recipes bitโ€”how did you confirm that it's a known recipe?

drifting ore
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debug

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i made all recipes known

frank elbow
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That does sound like it'd do it, but just to be safe why not try print(getPlayer():getKnownRecipes():contains("make Whetstone")) in the debug console

drifting ore
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ok

frank elbow
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I'm only asking to make sure because I'm unsure what else it could be; hopefully someone more familiar with recipes will be able to help out

drifting ore
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will do now

frank elbow
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Oh, wait. Is that your entire script?

drifting ore
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yes

frank elbow
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I see what you meant by asking about the module bit now ๐Ÿคฆ๐Ÿพโ€โ™‚๏ธ you do need to specify a module

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That is, module Base { at the top and } at the bottom

glossy thicket
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Hi, so there's this BicPen mod that adds a secret weapon to the game that you unfortunately can't equip on back for some reason, so I want to make a mod for my private server that allows equipping that said weapon on my back just like any other weapons. I don't have any experiences with modding but I do have some basic knowledge about coding, can anyone guide me on how to start creating mods?

frank elbow
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There are some resources in the pins and threads of this channel for mod creation

red tiger
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If you pay me a bottle of Jameson I'll mod anything.

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I coded PipeWrench drunk lol

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Legit times during that project where that might've helped.

restive tree
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Hello people. I have a dedicated project zomboid server and would like to implement a script where every time a player is killed by another player thunder and lightning are triggered. How could I do this in a simple way? Can someone help me?

frank elbow
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What have you tried so far?

red tiger
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Commendable.

restive tree
frank elbow
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Begging you to clean your screen

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Check console.txt, as it says

restive tree
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Like this? I didn't understand

glossy thicket
drifting ore
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No more error

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Recipe still wonโ€™t show

glossy thicket
fast galleon
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you could compare to another weapon, say a baseball bat for example

glossy thicket
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I think I found it, CanBeEquipped=back

frank elbow
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May want to check out that spoiler

glossy thicket
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alright this is it

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thanks guys

reef karma
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Hey guys, I made a "new" zombie model and I can spawn it in game as of right (naked)
I have a texture.png file that I made as well, how do I make the new model spawn with the texture?
any hints is appreciated ๐Ÿ™‚

drifting ore
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Mod is working @frank elbow !!!

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Going to add distros and icons next

fading horizon
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anyone know about steam description formatting and tables

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specifically if theres rowspan / colspan options

frank elbow
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I would be very surprised to find out that they support that when they don't even support the attributes listed in their own formatting guide

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(That is, I doubt there are those options)

fading horizon
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that's why i made my own formatting guide

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lmao

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posting it here again for reference

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this is about as nice as i'm going to get for a centered table header without colspan

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dang it

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i refreshed and lost it

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kill me

ancient grail
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meme attempt i dunno if its even funny

frank lintel
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better then just extracting all the bank files just for teh f of it

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the mod name more odd...

fading horizon
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which of these looks better?

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imagine the second one is centered

ancient grail
frank lintel
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yep

rancid panther
fading horizon
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I can't remember who asked me to tag them on release lol

drifting ore
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How do I make my icons show up in game?

red tiger
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Currently adding the documentation for weapon item script properties.

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Hopefully no one will interpret this statement to mean that I understand what every script property does. =/

frank lintel
red tiger
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Took a few hours but got weapon properties documented.

ancient grail
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guys ive discovered a weird thing

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getPlayer():setUsername(nil)
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try this

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hehehe

fading horizon
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i made a pretty cool table display thing for the steam workshop

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i think it turned out neat

fading horizon
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i'll be uploading this on the formatting guide later if anyone wants to use the template

neon bronze
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Does anyone know where items get initiated when loading into a world?

fast galleon
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Is there a snippet to reload vehicle script in-game?

*reload all from Vehicle Editor Exists.

ancient grail
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Any wizard here knows whats the best way to simulate an animated tile loop
I mean cuz i think this is heavy on ram
And what event should be best to place such function

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Cuz my only idea is to check nearby visible tile and then animate it locally

ancient grail
glass basalt
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In media\textures, you need to get the name of your item from the script file, like item myItem {}, and put the icon in the folder and name it item_myItem.png. It has to be like that.

neon bronze
glass basalt
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The item script files are immediately loaded upon the game launching. Before the Lua even loads. Its automatic

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You don't need to do anything additional to "create" the item in-game if that's what you're asking

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@neon bronze

neon bronze
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Is it java sided?

rancid panther
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getSoundManager():PlaySound("powerstartingeffect", false, 1):setVolume(0.8)
what can i do to assign this to an Emitter that i can use to check if the sound is playing?

fast galleon
rancid panther
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i took a look and it seemed complicated and it was late at night. i'll try giving another look

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oh right

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it was using coords for the sound

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based on the position of the helicopter

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i wonder if i can find the exact way the java handled the sound effect for power shutoff

fast galleon
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see if any of them returns the sound emitter when you make the sound

rancid panther
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how would i do that? getSoundManager():getEmitter("soundname") ?

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i have tried getting the sound emitter and i dont think it works since what i have rn literally just plays the sound

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i need to set an emitter myself in order for it to return something

fast galleon
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quick look
SoundManager registerEmitter

AmbientStreamManager might be fitting here too?

getWorld():getFreeEmitter()
yeah I'd say that's what's used usually.

rancid panther
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thanks! what is ambientstreammanager

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oh i was also thinking

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what if i make the sound emitter the nearest building with power?

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wait

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nearest building (without power)

fast galleon
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what do you mean? All buildings have same setting.

rancid panther
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since it should be a sound that doesnt play when someone is in the wilderness for example

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i think when a blackout happens in vanilla, the sound doesnt play outdoors or smth

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lemme double check

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oh wow

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it actually plays a different sound depending on how far you are from civilization

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that's actually... really cool

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okay, i'll try to make the sound come from the nearest building that requires power

fast galleon
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Can you create the conditions so the game does that by itself or call the function directly?

fading horizon
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this workshop grid layout is insane