#mod_development
1 messages · Page 288 of 1
To avoid vehicles being stuck under ground, I set changed Wheel radius from 0.15 to 0.16. There may be better solutions. I have not tested enough to ensure this is the way.
How to check that fluids are incompatible? Is there a comparison sheet somewhere?
There is no info about it on the wiki.
e.g. gasoline is incompatible with water, and they can't be mixed.
In that same file (ISEntityUI.lua) theres also
local obj = ISEntityUI.FindCraftSurface(_player, 1);
if obj then
-- Use the crafting surface
end
whats the tile name for sand? @storm patio
1 min, looking at this atm
function ISEntityUI.FindCraftSurface(_player, _radius)
if not _player then return; end
local sx = _player:getX();
local sy = _player:getY();
local sz = _player:getZ();
local done = {};
for r=0,_radius do
for x=sx-r,sx+r do
for y=sy-r,sy+r do
local square = getCell():getGridSquare(x, y, sz);
-- added check to ensure that the player can properly access the sqaure in question (ie not in another room; behind a fence; etc)
if square and _player:getSquare():canReachTo(square) and not done[square] then
local objects = square:getObjects();
if objects:size()>1 then
for i=1,objects:size()-1 do
local obj = objects:get(i);
-- note that using this specific function is technically redundant, in that it also checks square canReachTo square, but for the sake of consistency still using it
if _player:canUseAsGenericCraftingSurface(obj) then return obj end
-- if obj:isGenericCraftingSurface() then return obj end
end
end
done[square] = true;
end
end
end
end
return nil;
end
There's actually EntityScriptName = SandFloor
and tile name blends_natural_01_5
and 01_6
01_0
Yeah corners
try adding
component CraftBench
{
Recipes = SandCraft,
}
to that sand entity and create a test recipe with the tag SandCraft
or try something like this (not sure if it works)
still need to tie that to a tag
Thanks, I'll check it tomorrow actually. Legit overcomplicating simple ass recipe for crafting sacks of sand without murdering world tiles
How can I make a custom UI for the mechanic panel of my vehicle
why it is doesn't appear in game, i'm maked everything right, help please
This might help
thanks
Well, bleach can't be mixed with bleach.
You can pour any amount (e.g. 10 mL) of bleach into empty bottle but you can't add more because bleach incompatible with bleach, lol.
See the zeros in the main diagonal in the table.
Would it be possible to be able to create our own 'zone', like how you can designate an animal zone?
It would be kind of cool to create a Storage Zone which would take into account all storage tiles so you could dump all your materials into that without needing to sort
i'm having trouble updating my mod. i go through the ingame uploader, it says it's updated, i go to my mod page, i get the 'this item is awaiting analysis...' message, then that goes away and the last updated date stays the same
After doing a bunch of testing what feels like a comfortable weight carry/reduction ratio and brainstorming just exactly HOW I'm planning to pull this off, this is what I have so far 3D Modeling-wise. Aside from that, trying to figure out everything I need has been a pain in the butt without a proper script library. Reminds me of my days scripting in Second Life or tweaking Minecraft plugins where I'd learn by cannibalizing other people's scripts.
I think I'll probably use the holding umbrella animation for when the bodybag is being held by the player in both hands... if I can figure out exactly how to call for it that is.
Are you trying to make it so that you can put corpses in a bodybag?
Wouldnt it just be making a bodybag clothing item and forcing the corpse to wear it?
It would also be funny for the player to wear it too lol
I guess your files are not changed.
one definitely is, but now the game is struggling to see it...hmm
this would work actually
make the bodybag an item that adds the right click option which equips a hidden bodybag clothing item to the body
I suppose a crafting recipe for bodybags could also be garbage bags and rags, which gives those items another use
oh i'm a bellend. i was updating the files in %userprofile%\zomboid\mods, not \workshop. dick.
I did that at first too haha\
i'd unsubbed, deleted from \mods and it was still showing in the list of mods. i was going mad then remembered there's two bloody folders
also explains why console.txt was showing the wrong errors
now i actually want to try making this 💀
that's better; now it updated correctly 🙂
is there an easy way to add items to usable tool lists?
like if I wanted to add something to be used in place of a knife, hammer, or saw?
Yes to putting corpses in bags, no to the worn clothing item. The goal is moreso to change corpses into containers so you can transport them long distances.
Yeah, tags. That's how I added my swiss army knife and its many functions
Corpses already are containers tho
But they cannot be loaded into cars in B42, nor can they be fully picked up- only dragged (painfully slowly may I add)
And of course my amazing sawback machete. Yes that's right, sawback machete. It can saw wood, whooooa.
please help, I'm trying to figure out simple things to start with, instead of a 3D model I have a custom icon displayed on the ground, where did I go wrong?
Try without the StaticModel entry, and only the WorldStaticModel?
yes
I already launched it like this
can you add tags without replacing the item?
idk what you mean but for example my sawback machete is just a machete thats Tags line includes "Saw"
Like if I wanted to add a tag to a vanilla item, the only way I can think of involves replacing the item
Oh right, yeah probably
unfortunately you can't right now, it will be addressed later
ah, same goes with any sort of modifying of a vanilla item?
no, pretty much anything else is possible
we used to add tags through lua and you can still do that but the recipe system caches all items with each tag before lua even runs, and we don't have a way to update that cache
Oh, how could I go about changing the fluid value of items without replacing them?
my fluid containers mod currently just replaces items but I would like to make it just target the storage max instead
for compatibility
local item = ScriptManager.instance:getItem("BucketEmpty")
if item then
item:DoParam("capacity = 50")
end
Would that work?
i haven't seen it used with components since they're new, but ideally if it works like everything else does, something like this should work:```lua
local item = ScriptManager.instance:getItem("Module.Item")
if item then
item:Load(item:getName(), [[{
component FluidContainer {
Capacity = 50,
}
}]])
end
the simpler DoParam unfortunately wouldn't work here since it's a parameter of the FluidContainer component and not the item tiself
How to target a custom fluid from Lua?
most methods will have the option to pass its type as a string rather than the FluidType enum
what would be the best way for me to verify that a Moveable item definition I've created in a script is actually loading
I'm attempting to set the CustomItem property on an existing worldsprite but it's changing it to a TV and not my custom Moveable definition
worried it might not be loading the script
Having trouble understanding the syntax and what would be swapped out for different items
all you'd need to change is the item reference in Module.Item and the number at the end of Capacity = 50, - Module.Item should be the full type of the item (so an item originally declared in the script as module Base { item Bottle { ... } } would be referenced as Base.Bottle)
i *think* all vanilla items are in module Base now, they weren't in b41 though
And what would I need to do if an item I want to have a fluid capacity, isn't a fluid storage in vanilla?
ladles for example
Does B42 expose anymore methods for changing the cursor texture dynamically? In B41, it seems impossible.
I know people have been overriding the default cursor texture by dropping a png with the same name/dimensions, but I want the ability to change the cursor conditionally.
the simplest way is to redefine the item, but it's not neat
you could probably add a FluidContainer entirely by just filling out the```
component FluidContainer {
Capacity = 50,
}
this code basically just loads a string as an item script, on top of what's already there from the actual script
hello everyone im trying to make a vehicle mod and followed the instructions online but idk if its out of date or what im doing wrong ive tried looking through the games files to help and im just getting more confused
I don't quite understand
Bruh, why can't we change the cursor...
--setNativeCursor not exposed
function PlayerConstructionZone.crossHair:changeCursor()
local fileLocal = "cursor_proto.png"
local defaultCursor = Mouse.loadCursor(fileLocal)
Mouse.setNativeCursor(defaultCursor)
end
--defaultCursor not exposed
function PlayerConstructionZone.crossHair:changeCursor()
local fileLocal = "cursor_proto.png"
Mouse.defaultCursor = Mouse.loadCursor(fileLocal)
Mouse.initCustomCursor()
end
--mouseCursorTexture not exposed
function PlayerConstructionZone.crossHair:changeCursor()
local fileLocal = "media/ui/cursor_proto.png"
local cursorTexture = getTexture(fileLocal)
if cursorTexture:isReady() then
Mouse.mouseCursorTexture = cursorTexture
end
end
Events.OnGameStart.Add(function()
PlayerConstructionZone.crossHair:changeCursor()
end)
I'm referring to the UI that appears when you open the hood to check the status of a car. I'd like to know how to modify it to be the shape of the car.
Find the code which involves opening the hood
Where is the best place to suggest API changes? Forum?
right now, probably here https://discord.com/channels/136501320340209664/1318920979581501502
so like
local Ladle = ScriptManager.instance:getItem("Base.Ladle")
if Ladle then
Ladle:Load(Ladle:getName(), [[{
FillFromDispenserSound = GetWaterFromDispenserMetalMedium,
FillFromLakeSound = GetWaterFromLakeSmall,
FillFromTapSound = GetWaterFromTapMetalMedium,
FillFromToiletSound = GetWaterFromToilet,
IsCookable = true,
Tags = Cookable;HasMetal;SmeltableIronSmall,
component FluidContainer
{
ContainerName = Ladle,
RainFactor = 0.8,
capacity = 0.3,
CustomDrinkSound = DrinkingFromMug,
}
}]])
end
?
yeah this worked
Did we get the ability to get remote zombie IDs in B42 yet? Better yet, I hope they change how zeds sync.
Wdym by "remote zombie IDs" ?
there is no MP yet, so no remote zombie IDs.
I mean yeah what this mod does you could have always done it by accessing every zombies and finding the zombie which has the same onlineID as your zombie onlineID that you sent to other clients
Tho it's more performant because it does a single check to allow every onlineID which is checked to use the same iterated list
Tho the problem is that this mod doesn't allow access of the zombie server side
And like Tcherno said, there aren't even online functionalities in the game rn
So impossible to know if it'll be a similar system, if it'll be vanilla etc
There's going to be improved zombie syncing, that's for sure, but will allow modders to better sync zombies, I sure hope so
Doggy you said you solved the health sync issues by syncing zombies via commands right?
Nop
lol
Sadly the fix I tried didn't work
I'm not sure if it's because I wasn't properly finding the zombie server side with the onlineID, or if setting health server side actually doesn't do jackshit
can someone tell me what does that tag refer to "IgnoreZombieDensity"
that's for distributions. You know how rolls for drops are affected by how many zombies there are?
oh thats what that is 💀
some items have that tag as well
yea i see that on items all the time and was wondering, idk how distributions work tho
I haven't found anything in the java or lua directly referencing the tag so this is just my assumption. If you notice, It is mainly used on "junk" items
I think it is so junk items spawn normally and arent affected by the chances of loot other items are affected by when large hordes of zombies are present
most "story" items also have this tag, so they still appear in-world on buildings
Makes sense - you don't want zero loot when there are no zombies around, and you don't want a warehouse in a high-zombie area to fill up with junk.
Well done matching the game style
Those are the game assets, its rotated rendering of the new fluid and color masks
If I want to trigger an event and do something involving the player whenever they load into the game, what is the best event to attach to? OnLoad()?
generally OnCreatePlayer
perfect
That way you can support split screen too
I got distracted when working on the Put Anything Into Anything mod and now I'm making a button on the dashboard to toggle Speed Demon on/off.
That's sounds .... OP asf
It's definitely not balanced.
But not every mod needs to be. Sometime I just want to be able to reverse park in peace without sacrificing my ability to tow trailers.
Hmmm... if I made it a more expensive trait "Expert Driver" how many points do you think that would be worth?
nice
helpful, especially for that inventory tetris mod (which I assume is what you're working on that for)
Yea, thats a screenshot of the next update in action
Is there any mod that allows the building of storage only for logs, twigs, tree branches and the like that fit tons of it? B42 is really needing one with the tons of tree branches you end with if you use logs to build a wall
For containers you carry there is an AcceptItemFunction paramters that is just a function(item) that return true if the item can go inside.
Not sure if world items have the same capability, I've never looked at how they are defined
And a "log only backpack" probably isn't what you're after here!
i don't think object containers have anything like that
You could do it by modifying the code for transfering objects with a prefix patch (if dstcontainer ==logstorage then <my code> otherwise <call OG function>) but be warned yo have to update a lot of places:
ISTransferAction
ISInventoryTransferAction
ISInventoryPane
ISInventoryPane:canPutIn()
ISInventoryPane:onMouseUp(x, y)
ISInventoryPaneContextMenu
ISInventoryPaneContextMenu.hasRoomForAny
ISInventoryPage
B42 driving me crazy with the new hardcoded container capacity limits
There's another place for "I unequiped an item and now have to decide if it can fit in my inventory" but that won't be relevent to you.
I'm pretty sure my workaround for Inventory Tetris counts as a code crime
I work with enough developers to know most professional production code is a crime.
Some found some work around too
But if it works, it works. Until it doesn't. OR until a minor update takes 12 month longer due to technical debt.
My solution: Every container enters a capacity check with a fake id that says "Hello, I'm the floor."
I'm working on that - I've modified a lot of lua directly and have bypassed the limites for everything except when uneqipping gear, and have been testing with no problems.
But this is "ignore container capacity competely" not "allow size 200 containers that are not vehicle trunks"
Hey all! Hopefully somebody can provide me with some insight on a few things.
1. I have an item definition script in media/scripts. I'm not sure if this is being loaded. I do not see the items in the debug Item List, but I'm a newbie with PZ modding so I'm also not sure if there is another way to verify if the file is being loaded as expected.
2. There's an existing object in the game that I'm trying to modify. It's properties (name and weight) are assigned as a world sprite. My goal is to modify it's name and weight using the script from the paragraph above. I've found a property within the sprite called CustomItem that is used for the Radio module and all of its different types of radios and TVs. Setting this property to anything that isn't within the Radio module defaults it to Radio.WideScreenTV - however, setting it to say, Radio.RadioRed works fine. In the Lua side of things, the CustomItem property doesn't do a check on what module it belongs to, so I'm unsure of why it's doing this.
puts a fridge in his fanny pack to demonstrate
For inventory items you can update a parameter with item:DoParam()
eg: x = ScriptManager.instance:getItem("Base.Plank") x:DoParam("Weight = 0.3")
World items... I'm not sure on those.
I suggest checking out
https://pzwiki.net/wiki/Scripts
https://pzwiki.net/wiki/Folders_structure
And Radio stuff may be entirely seperate to general item properties.
not really. Altough that could be a interesting idea.
In zomboid terms those are probably "sticks" but close enough.
...there isn't any "firewood" item is there?
you go straight from logs to planks.
yeah. I know, but i seen some pics of them being used for logs (small tree logs but still logs)
also, a lot of stuff in zomboid is close-enough approximations.
yeah, thats why i think its a "close enough" idea that would improve on solving the "i cant carry enough logs to build my log wall"
(ps, love how the logs grow or shrink as needed :p)
Solved #1. PZ doesn't like the default Windows line separator (CRLF) and files with a BOM it seems. Need to change my default in JetBrains I guess
There is a comment in the Lua file that I've found where it handles instancing for moveable world sprite props that mentions its purpose for items with a subtype like Radios, but doesn't say that it's specific to just them.
But that very well could be the reason
Is it possible to override the "Grab" context menu option for a specific modded item
Hey guys. I'm new. Looking to find out what I would need to help make mods in the game. Also, do I need to know any coding?
You can check out the pz wiki page for modding; but it is indeed best to either teach yourself Lua and some basic programming principles first.
Thanks. Much appreciated. I used to code in HTML, Flash, Java, C++ even. Just haven't done it in ages. I'll have to look into Lua, never heard of it.
Yes, all the context menu stuff is in lua. Look for files with "context" in the name under \media\lua\client
There is also a way to add a context menu option I can't remember right now. That's easier than overriding existing context menu entries.
who hungry?
Do they inflict burns when you eat them?
straight out of the oven, minor but yes XD
Do you know if it'd be possible to do non-destructively though? Like not taking over the entire function?
The "Grab" context menu option shows up every time you right click on a world item. I'm trying to make it not show up on a specific item
Because I want to add a custom context option that's whole point is kind of defeated if you can just grab it and put it in your inventory lol
that can be done
FInd the function that add context menu options to world items
add a prefix patch
"if item=myitem then return otherwise call original function"
(also, "prefix patch" is probably not the right term for doing this in LUA)
C# modding is like making finely crafted clockwork to fit exactly into the existing code, Lua modding is like making a bowl of soup to tip into a giant pot of soup.
you can remove the context menu option to grab that item
otherwise you can do this:
ISGrabItemAction.o_transferItem = ISGrabItemAction.transferItem
function ISGrabItemAction:transferItem(item)
if item == "Module.Item" then
self.character:Say("I cannot pick up that item!")
else
self:o_transferItem(item)
end
end
you probably want to do that since double clicking the item lets you transfer the item iirc
(if it's forageable that is)
So dropping the item I made on the ground destroys reality as we know it
This is the XML for the item, but I feel it has something to do with the FBX more than anything
<clothingItem>
<m_MaleModel>static\clothes\Hat_LiteralBucketHat</m_MaleModel>
<m_FemaleModel>static\clothes\Hat_LiteralBucketHat</m_FemaleModel>
<m_GUID>a2c8fa8d-f036-4c1f-880b-919edb857375</m_GUID>
<m_Static>true</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone>Bip01_Head</m_AttachBone>
<m_HatCategory>Group01</m_HatCategory>
<m_MasksFolder>media/textures/Clothes/Hat/Masks</m_MasksFolder>
<textureChoices>WorldItems\BucketFullWater_New</textureChoices>
</clothingItem>```
Lmaooo I forget what specifically causes this error but I’ve seen it before from a friend who was adding items to the game.
the world was consumed by the bucket
Stanley Parable moment
Figured it out, the error seems to be caused in the FileGuid file having an entry with an incorrect namepath but a proper GUID
i didnt know you could make these lol
Also, AHHHHHHHH
Lmao. Lower your scale export in blender and might I recommend attachment editor to rotate its model relative to the hat bone
Are you on b42 or b41?
B42
You’re in luck I just made one
My lucky day
Ayyyy thanks a bunch
If you have questions just lmk
Hmm, the atatchment editor doesnt seem to have my item
Its registered as Paddlefruit.Hat_LiteralBucketHat, not starting with Base., is that the issue?
Nope. Should be able to search Paddle and it should show up at the top bar as long as you’ve defined the model. Or are you using the base games model for the bucket?
If you’re using the base vanilla bucket; search for the bucket model.
Has anyone ever made a vehicle with more than one trunk accessible from the outside?
And it should have a head bone attachment point.
Well technically I'm using a modified bucket that I exported, just with a rotation
And you’ve defined it as a separate model in a script file?
I know KI5 has.
In the lines with MaleModel and FemaleModel, yea
Which vehicle?
A few of his do; i can’t think of their specific names but for example he has the roof racks on many of his cars alongside the normal trunk.
How are you defining its model attachment to the player body?
Like what does your script file look like?
<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel>static\clothes\Hat_LiteralBucketHat</m_MaleModel>
<m_FemaleModel>static\clothes\Hat_LiteralBucketHat</m_FemaleModel>
<m_GUID>a2c8fa8d-f036-4c1f-880b-919edb857375</m_GUID>
<m_Static>true</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone>Bip01_Head</m_AttachBone>
<m_HatCategory>Group01</m_HatCategory>
<m_MasksFolder>media/textures/Clothes/Hat/Masks</m_MasksFolder>
<textureChoices>WorldItems\BucketFullWater_New</textureChoices>
</clothingItem>
I meant two containers outside with a trunk door or something.
I suppose I could just get rid of a custom model and just use a base one, yeah?
clothing doesn't use model scripts so it can't use attachments
I meant your script file for the bucket model. It does have one yes?
Oooooh my mistake then.
In that case you’re going to need to rotate it in blender
vanilla hats are just put in the right place in editor lol, and most modded hats use bones (which means they do have to additionally define a model script for the dropped item model, since the clothing model is not in the right place)
I thought hats still used it for the head since they were “attached” to that bone. I knew other ones didn’t use the script models.
My mistake/confusion there
Good things are brewing
Phenomenal.
I'm just mad that setting vision imparement to the max doesnt make your character lose the view cone lol

Setting it to 0 just makes it not affect vision at all
Can we get a Crazy Dave pan hat?
Allow us to wear the kitchen pans lol
Saucepans, cooking pots, what else?
Is there a caulinder in the game
Call the mod "Paddlefruit's Wearable Pans" and then add this to the description: "You heard that right, Pans, not Pants."
The "Wear Cooking Pot as Hat" mod had a Walter White wearing a cooking pot on his head on the cover, and he says "we need to cook". It got me bad. 😄
lol
I dunno the cooking pot is really large, I dunno if I just want to scale it down
I think I'll stick to stuff that actually would fit on your head haha
Give it a chinstrap and a craftrecipe: cooking pot + 1 leather strip = moneymoney
Anyone know how to fix this rust overlay issue?
Damn clean your car man
Have you tried smashing more windows?
Is there any sort of "drawLayer" property on the textures? I've never touched texturing in Zomboid, but it looks like it's trying to draw two things in the exact same location so it flickers back and forth based on which one is lucky enough to be "closer" for each pixel.
Another banger, damn 🙂
How does escaping the Moveable Cursor eat the main menu keybind? Say I want to set a keybind for escape while I have a UI Element active. How would I bypass the Main Menu from opening?
I tried using GameKeyboard.eatKeyPress(key) such as in ISVehicleSeatUI, but doesn't seem to work. Moveable Cursor does not eat the key like this:
function ISVehicleSeatUI:onKeyPress(key)
if key == getCore():getKey("VehicleSwitchSeat") then
self:closeSelf()
return
end
if key == Keyboard.KEY_ESCAPE then
self:closeSelf()
GameKeyboard.eatKeyPress(key)
return
end
end
The Order of the Bucket Knights draws close...
how can i set a trait as inaccessible to one specific profession?
how do I make a repair option stronger?
i'm backporting some bats from B42 to B41 and while i cant get the models to show, i'd like to get some stuff sorted in the meantime
where do i find "Item:ActivatedItem" field?
declaration: package: zombie.scripting.objects, class: Item
srry i'm just a newbie i want to eliminate certain guns from the game i dont know where to start, someone told me to try this but where in the game files is it?
It is not exposed, you will need to use StartLit library mod or the non-sense of getClassField.
You cant change that field. Someone can lead you in the right direction here for B42. I think it has changed.
Starlit lib actually, here's the link https://steamcommunity.com/sharedfiles/filedetails/?id=3378285185
what
haha lol
why is that embed
lol
idek what happened there
there's other ways to remove items from the game tho
or at least prevent them from spawning
i tried removing from items_weapon and brute forcing from itemsdistributions but my game wont start
namely you can change the item distributions to remove them from all the loot tables
It would be cool if someone made a mod that let you choose what specific items could and couldnt spawn
are you replacing the file or doing it programatically?
yeah that would def be very nice
I want every junk item to be replaced with Spiffo
replacing it i guess
i would say that's generally not a good idea, it'd be better to edit the table with a function
lots of ways to break it replacing the file and it won't cover any mods that have something spawning it for one reason or another
right, i think i can do that but not sure how can i remove lines from a table doing it that way?
also could cause conflicts with other things changing loot tables
no, but you can change the rates to 0
should be effectively the same
oh ok
any way to change all the rates that have the word let say "assaultrifle2" on it to 0? to make it faster
or i have to do it manually one by one
you should be able to make a function that does them automatically
lemme see if i can get a snippet rq
i tried something similar before
uhoh
item distribtion tables appear to be entirely different in b42
unless i'm blind
wait
no
we might be good
wait no they're totally different
gimme a second here
ok yeah no there's no way i'm gonna make a function that successfully iterates through all this in like less than an hour
but the table you want to edit is Distributions
it's a global so you don't need to get a reference to it or anything
structure is very confusing
no idea what's going on there tbh
sorry i couldn't be of more help lol
i wanna crush my skull with two really big rocks because of these bats
it's all good i just have to do it manually no worries, as i said i'm a newbie but i can figure out how to do that, seems simple enough for me
do the setWeight and setName methods (on InventoryItem) work or will it just use whatever the item definition has for both of those?
i see both methods on the javadocs, as well as a setCustomWeight and setCustomName (both take booleans)
they aren't erroring. just don't seem to have an effect?
ok looking into it more you actually are gonna want to edit ProceduralDistributions.list
not Distributions
that list is structured something like
Category = { rolls = [number of rolls] items = { "ItemName", [chance] } }
@uneven fractal
they haven't changed
i think there's a vanilla function somewhere to remove an item from all distributions
try setActualWeight
custom weight and custom name are flags that tell the game to save these properties, you should set them to true if you change those properties
isnt that already possible in sandbox?
Ah, thanks, that one is working
although, with custom name set to true, setName is not doing anything
is there a way to override the display name of an item or would that be the purpose of setName?
there is both a getName and a getDisplayName method
Not specific items, just categories of items
I'm sadly currently not on my pc, so i cant test, but i feel like i saw a blacklist setting to only block certain things
FINALLY GOT TWO TRUNKS TO WORK!
should this work then?
Oh yeah i guess that works but thats a nightmare to include everything in a single text box haha
Man, now I can't lock the trunks. Does anyone know how to?
This is B41, right? I hope they fix this issue in B42. I use long strings like this as well for some of my options.
yep
hey so i just used that instead and i'm now trying something diferent, i just want to double the calories of canned food but i can't make it work
it's really simple but i cant
Anyone know how to allow locking for custom trunks? I'm really confused.
Also my texture overlays (rust) are not working properly.
Anyone seen a mod that modifies the overhead name display? This mod doesnt something similar but adds crazy text/font above the vanilla display name.
https://steamcommunity.com/sharedfiles/filedetails/?id=3272662140
Did you notice the example I posted? I got the opening working. I think that also works with locking, but didn't test
Huh?
Also not sure why the overlay looks like that, but I got all vehicle overlays working by adding another uv in blender and using "multiuv" shader version
I use vehicle_multiuv.
I don't have any other UVs though apart from the wheel.
OH, I did not notice that. I was asleep.
Add another in blender. Just from the menu. No idea what it does, but it worked for me
The same vehicle UV but duplicated?
Don't duplicate. Just add another in the properties tab
Data tab (the green triangle thing) in the properties "UV Maps". Add another
What do I do with it?
Weird hack.
Should I customize my vehicle overlays? Or just use the vanilla ones?
Painted this earlier, don't know if it's good.
So I export the model with the extra UV?
Yes
Just like that
the second uvw map will control your rust and damage
Now I just export?
yup
Ah. Now I realize how the vanilla vehicles can all use the same blood and rust textures
So the second UV can be modified?
yup
Hmm, if it can be modified then what about the mask?
Anyone know how I can access the array SkillBooks in lua/server/XpSystem/XPSystem_SkillBook.lua?
I'm getting Attempted index of non-table: null when I try
But you shouldn't need to, because you have already made them all use the same uv
Hmm, the front trunk doesn't lock.
waituntil you find out doors trunk and hood can be animated. poor brain gonna melt.
Animation shouldn't be too much of a pain. It's the modeling cause now you also have to model interiors.
it actually is. pz is not fun with anims.
Yeah, they just don't fit.
no they DO fit.
Personally, I like making my mods an extension of vanilla. I try my best to stay as close to vanilla as possible.
They don't fit if the vanilla doesn't have them. If getting in/out of the vehicle can be animated then yes. Otherwise you just have your character phasing through the roof of the vehicle when getting out, etc.
it's just how pz HANDLES the animations that sucks.
Hehe, rust.
I think I used truck bed as template for the access check, so it might not check locks
Was just searching for people talking about requires because I was wondering if I needed to require something to access SkillBooks from lua/server/XpSystem/XPSystem_SkillBook.lua; sounds like I don't need to and everything's global... I don't understand why I can't access it then
How do you try?
If no info, the answer will be just try better.
local function tmp()
print(type(SkillBooks))
end
Events.onPreMapLoad.Add(tmp)
Attempted index: Add of non-table: null
This error is related to Events.onPreMapLoad, not to SkillBooks.
onPreMapLoad doesn't exist; try OnPreMapLoad
Next time if you are not sure, check in console:
print(Events.onPreMapLoad)
great... so I went to turn on my vehicle to get food and its misfiring. Now I have to diagnose that crap.
i have too much on my hands with mods XD
Is it possible to force the game to stop the sped up mode when a custom time action plays?
Thanks! Followup question: lua/server/XpSystem/XPSystem_SkillBook.lua is a server lua file, none of which show as loaded in the "Lua Files" dialog which comes up during a crash at mod loading time?
Is there something special I need to do for server files? I would expect maybe a specific event which fires after server lua loads?
Yea
Tho I don't remember how, but yes you can
You can look for it in the debug UI for the game, in the tool which allows you to set the time speed
Alright. I'll try to look for a function somewhere in the game code. Trying to debug a custom idle animation that's based on very specific values, pain in the ass having it happen within 0.3 seconds when I'm unable to see it lol
Oh, I see.. Both OnPreDistributionMerge and OnInitGlobalModData occur quite late in the game boot process. Both occur after server/ lua scripts are loaded
Hmm, let me try one of those
hmm
Just move your file to /server. From that file you can call a [global] function from /client/file.lua
🤦♂️ I hadn't even considered there was a specific modding file structure. I had just autopiloted all that
lua order:
- all game shared
- all modded shared
- all game client
- all modded client
- all game server
- all modded server
from notes I got from this channel:
[1:26 PM]albion: also, server files don't load on the main menu, they only load when you join a server or start a singleplayer game (the only interesting consequence of this that i've found is OnGameBoot happens before server files load most of the time)
Put your script to 6. so you will be able to access 5. and will be connected with 4.
Perfect, was just running into this. Thanks!
That went straight to my "remember this, dummy" .txt file in my workshop folder.
I AM DRIVING A CAR WITH A CHICKEN ON MY LAP THIS IS GLORIOUS!
It gets better:
...I'm pretty sure that right now if I get a bull out of a livestock trailer I'll send up holding it.
Nope, that still works normally. Whic is probably very good.
Dual-wielding chickens.
Is it normal when trying to upload a new mod to the workshop it defaults to showing the title, description, and preview image from the last mod you uploaded?
check workshop.txt
Make sure the new mod has a new workshop.txt, especially the WorkshopID
Ohh, yeah it's there from me copy/pasting my last one
Otherwise the upload will overwrite the previous workshop item
The wizard will auto-create those once I delete
Oh, so I have to code locks too? TruckBed is not a bed though, it's supposed to be "trunk"; there's a comment on the template script.
I also checked the decompiled code and found nothing- they don't check locks.
I'm pretty sure the lock check is in the lua
Nah, I only saw area checks and door checks.
The trunkDoor:getDoor():isOpen() means you can only get to the "TruckBed" when the rear door (boot etc) is open
Weird, there is a locked door check. I use Vehicles.Use.TrunkDoor for my front trunk lid though. So I am not sure why it isn't working.
I assume using Vehicles.Use.TrunkDoor forfront trunk lid is fine - you just have to make sure the area you stand in to access it gets changes from default otherwise you'll need to walk to the the back of the car to open it even if the animation is on the front.
if not part:getInventoryItem() then return end
if part:getDoor():isOpen() then
ISTimedActionQueue.add(ISCloseVehicleDoor:new(character, vehicle, part))
else
if part:getDoor():isLocked() then
ISTimedActionQueue.add(ISUnlockVehicleDoor:new(character, part))
end
ISTimedActionQueue.add(ISOpenVehicleDoor:new(character, vehicle, part))
end
end```
.
(from lua\server\Vehicles\Vehicle.lua)
The locking (using the button on dash) is ISVehicleDashboard:onClickDoors() -> ISVehiclePartMenu.onLockDoors -> ISTimedActionQueue.add(ISLockDoors) so if the locking is not working, I guess try to follow that chain to see where it breaks.
It's not connected to my front trunk whatsoever so there's no point looking into it.
The TrunkDoor is not connected to TruckBed access?
FrontTrunkDoor uses TruckBed's lua table so it's not a bug on my end.
Weird things are happening whenever I place the test Body Bag in world...
Looks like a Zomboid/Stalker crossover. Congrats, you just created an anomaly!
XD
part TrunkDoor
{
table install
{
recipes = Advanced Mechanics,
}
table uninstall
{
recipes = Advanced Mechanics,
}
}
template = Trunk/part/TruckBed,
part TruckBed
{
container
{
capacity = 40,
}
}
template = CountachFrontTrunkDoor,
template = CountachFrontTrunk,
Here's a question; I was cross reffrencing someone else's container mod- What are the .xml files and how important are they?
The problem is with having two trunks. The other has to use different part for the door (and custom container access function that tests for it)
I haven't seen the game's .xml files but they're mostly used to hold data just like the .txt scripts.
The back one is also storage, not just engine access?
Yes, though you can't access the engine unless the trunk does not exist or you go to the radial menu.
I know KI5's P19 has multiple storage sections around the vehicle that are opened independently
B41 only, but valid if you want to look how he did it
Trust me, I've checked more than one mod.
Thanks for the help everyone. Made a mod to fix this:
https://steamcommunity.com/sharedfiles/filedetails/?id=3403134379
(I've got another for fixing Carving 2 being treated as Carpentry if you look at my other mods)
Maybe I've got something missing....
{
item Dynn_MakeshiftBodyBag_Plastic
{
Type = Container,
WeightReduction = 50,
Weight = 20,
Capacity = 100,
RunSpeedModifier = 0.75,
DisplayName = Makeshift Plastic Bodybag,
DisplayCategory = Bag,
CanBeEquipped = Back,
Icon = Dynn_BodyBag_Plastic,
WorldStaticModel = Dynn_MakeshiftBodyBag_Ground,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
ClothingItem = Dynn_MakeshiftBodyBag_Plastic,
BloodLocation = Bag,
CanHaveHoles = false,
AttachmentReplacement = Bag,
ReplaceInSecondHand = Dynn_MakeshiftBodyBag_Held holdingbagleft,
ReplaceInPrimaryHand = Dynn_MakeshiftBodyBag_Held holdingbagright,
}
}
Oooh so it is a clothing item. Bags are such. So you definitely do need an xml file
Thanks haha okay. I'll figure that part out
You'll also need a GUID for your xml, vewy vewy important
GUID; how do I get one
Free Online GUID / UUID Generator
oh does it work like a UUID for objects to try and prevent conflicts between mods?
THANKS!
Why don't you use mine 
I mean a tool is a tool. I'll be getting a lot of good uses out of it
Okay. Got the texture working, however the model fills the entire screen. I'm a bit perplexed seeing as I modeled it next to the default duffel bag to try and make sure the scale was correct. is there a step I missed?
scale it down to 0.01
Thank you. That's in export settings, yes?
For Blender, yup
Something's not loading the texture and looks like you can still halve the scale
Console says "skinningData is null, matrixPalette may be invalid"
Do you have something like this set up in the script.txt?
model Bag_Ammopack2Frontground
{
mesh = WorldItems/FAmmopack2Ground,
texture = WorldItems/Ammopack2,
}
for the WorldStaticModel?
I'm missing the Texture haha
Yeah that might do it 😄
err lets see. in scripts?
Probably also needs a media/textures/WorldItems folderino
Got the texture working for the placed version, but it still has a fit about it when it's held. I'll re-resize the models to like 0.005
Is there a way to do something when the player sneezes or do I have to check every tick
Or make this a separate mod. The real annunaki
This mod is gonna be rad
I think I may have one that's just a body under a sheet so you can have the classic Autopsy scene with the body on the table
Nice. And then like a right click action "Cover Corpse in Sheet"
Turns out faulty ignition coil
also, I think I'll stop trying to mod 42 until it is more stable. Too much broken stuff right now
I was like 50/50 on whether you were talking about your PZ vehicle... 😄
hahaha no, RL vehicle imagine that advanced level of mechanics in the game
Yeah I kinda prefer RL vehicles. For one they actually have bumpers and stuff.
Could you make a list with the most important broken features?
Imagine learning how to diagnose and fix cars irl because of sims 1 zombies
Hello, just question. I want to specify “Bob_Idle_DumbbellPress_LHand02” for my timedAction actionAnim.
For example, do I need to copy the vanilla xml into own AnimSets folder to define my own AnimSets?
can anyone help i just downloaded a bunch of mods and i broke my game, this is my console.txt
these are the last lines
SpawnPoints.initSpawnBuildings > initSpawnBuildings: no room or building at 12893,5281,0 WARN : General f:0, t:1736340075140> SpawnPoints.initSpawnBuildings > initSpawnBuildings: no room or building at 10629,9658,0 ERROR: General f:0, t:1736340077175> ExceptionLogger.logException> Exception thrown zombie.world.WorldDictionaryException: World loading could not proceed, there are script load errors. (Actual error may be printed earlier in log) at IsoWorld.init(IsoWorld.java:3180). Stack trace: zombie.iso.IsoWorld.init(IsoWorld.java:3180) zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301) zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251) java.base/java.lang.Thread.run(Unknown Source) LOG : General f:0, t:1736340077187> LuaEventManager: adding unknown event "OnPreUIDraw" LOG : General f:0, t:1736340077187> LuaEventManager: adding unknown event "OnPostUIDraw" LOG : General f:0, t:1736340080358> LuaEventManager: adding unknown event "OnKeyKeepPresse
ERROR: module "Base" imports itself
ok now how do i fix this
Nope! You can refer to the animation and use it in the timed action via the string of the animation in the XML. It should already exist as an “action” xml in the filepath as well since exercising is timed action.
You should be able to find examples referencing vanilla timed actions
start by removing the mods you just added
Make sure the game works
If it does, add the mods back one by one until you find which one is the problem.
Thanks for the reply. As you said, I understand that I can actually use the action defined in vanilla (e.g. Making, SmithingHammer etc...), so I specified it in various patterns as well, but this action (\AnimSets\player\fitness\dumbbellpresslefthandendstruggling.xml) did not work. 😭
I tried to actionAnim, dumbbellpresslefthand, dumbbellpresslefthandstruggling, DumbbellPress_LHand02, DumbbellPress, Idle_DumbbellPress_LHand02 etc...
<?xml version="1.0" encoding="utf-8"?>
<animNode x_extends="dumbbellpresslefthand.xml">
<m_Name>dumbbellpresslefthandstruggling</m_Name>
<m_AnimName>Bob_Idle_DumbbellPress_LHand02</m_AnimName>
<m_Conditions />
<m_Conditions />
<m_Conditions>
<m_Name>FitnessStruggle</m_Name>
<m_Type>BOOL</m_Type>
<m_BoolValue>true</m_BoolValue>
</m_Conditions>
<m_Events>
<m_EventName>PlayerVoiceSound</m_EventName>
<m_TimePc>0.2</m_TimePc>
<m_ParameterValue>Exercise</m_ParameterValue>
</m_Events>
</animNode>```
Hmmm. I’m not home at the moment; I will be in about 6-7 hours. If you haven’t figured it out by then give me a ping and I can give a hand; you may need to copy the xml and make a separate one for your mod that includes a “string” value.
I won’t be able to experiment to try or to check myself for those 6-7 hours though.
Timed actions require a string and it looks like that xml instead uses an event.
it does, adding them back 1 by 1 is kinda painful because there are like 30 of them but i guess i'll do that if that's the only way, thanks
Thanks, I tried the method of copying the XML and defining my own AnimSets, but it didn't work.
However, this issue is not urgent, so I will try to understand AnimSets properly and deal with it someday, thanks for the reply!
No worries! I’ll take a look if I remember when I’m home and try to give a hand. It shouldn’t be super hard to get to function the way you’d like it to!
I made a backpack and by adding different textureChoices lines in the backpack.xml it spawns in different colors. So far, so good, I guess.
Can anyone tell me how to change the color of the corresponding icon too?
I am also having a bag related issue. I can't for the life of me get the character to visibly hold the bag in their hands
Im assuming you need to attatch it to the prop point?
Prop Point. Elaborate please. I'm a total noob and figuring it out as I go
I had the same problem. if its just not visibly showing than try checking yourbackpack.txt and the yourbackpack_LHand.xml same for _RHand.xml
Aaaah, so Prop Point is the issue then? Lovely. uh where do I find those and what are the options?
Not sure if I get your point, but this is what I started with
https://theindiestone.com/forums/index.php?/topic/37647-the-one-stop-shop-for-3d-modeling-from-blender-to-zomboid/
Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid. Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Ble...
Dear god what is that demon
This is what you end up with if you never asking for help 🤭
as a side note, I think my trashbag corpse icon fits in nicely with the other loose corpses
Its beautyful!
Aye. now I just gotta figure out this prop attachment issue so I can have the player either Fireman Carry over the left shoulder, or carry the corpse all morose-like in the main hand
That looks perfect for the woman_with_a_handbag prop attachment
I think it will work if you specify "IconsForTexture" property in the Item Script settings in the correct order.
As a sample, here's what a vanilla golf bag looks like.
I was thinking about that, but thought it wouldnt be this easy. I will try that. Thank you! ❤️
Instead of icon= your icon you make iconsfortexture = "icon for first texture choice"; "icon for 2nd texture choice and so on and you end last one with ","
.< I can't figure it out. what am I looking for when it comes to attaching things to Prop Points? I'm seeing a space in the <m_AttachBone> in the .xml where it could go, but I'm admittedly lost.
Did you export proper .fbx from Blender for left and right hand?
Yes, I have FBX files made, in folders, and attached to the scripts. I'm getting no errors, but there is no model or animation when they are held in the hand.
I made them in the same batch as the on-ground version
See equip in hands but not visible. Console has no errors.
If I go in and change the .xml to ANY OTHER ONE it works, so I'm not sure what the issue is. This has been my struggle all night trying to troubleshoot this, making sure everything is the same or similar to other mods I looked at as an example, making sure all files are where they should be, checking for incorrect punctuation and spelling in my scripts with a fine toothed comb.
Main Script
module Base
{
item Dynn_MakeshiftBodyBag_Plastic
{
Type = Container,
WeightReduction = 50,
Weight = 20,
Capacity = 200,
RunSpeedModifier = 0.75,
DisplayName = Makeshift Plastic Bodybag,
DisplayCategory = Corpse,
Icon = Dynn_BodyBag_Plastic_Full,
WorldStaticModel = Dynn_MakeshiftBodyBag_PlasticFull,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
ReplaceInSecondHand = Dynn_MakeshiftBodyBag_LHand holdingumbrellaleft,
ReplaceInPrimaryHand = Dynn_MakeshiftBodyBag_RHand holdingumbrellaright,
}
}
Dynn_MakeshiftBodyBag_LHand.xml
<clothingItem>
<m_MaleModel>media\models_X\Skinned\BackPacks\Dynn_MakeshiftBodyBag_LHand</m_MaleModel>
<m_FemaleModel>media\models_X\Skinned\BackPacks\Dynn_MakeshiftBodyBag_LHand</m_FemaleModel>
<m_GUID>dynn0759-8196-44b5-9c2f-e0d58197ae88</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone></m_AttachBone>
<textureChoices>Dynn_BodyBagGarbageBag</textureChoices>
</clothingItem>
Sorry, if I again get you wrong but why umbrella?
For the animation... Is that not where you call for the limb animation?
Btw 10 days ago I started with nothing but simple Blender-knowlegde xD
Atm I have not done any animation, but Im not sure you do it like that. Please anyone has to enlighten us 🙂
well here, look- 1 sec
if I set it to this ```module Base
{
item Dynn_MakeshiftBodyBag_Plastic
{
Type = Container,
WeightReduction = 50,
Weight = 20,
Capacity = 200,
RunSpeedModifier = 0.75,
DisplayName = Makeshift Plastic Bodybag,
DisplayCategory = Corpse,
Icon = Dynn_BodyBag_Plastic_Full,
WorldStaticModel = Dynn_MakeshiftBodyBag_PlasticFull,
OpenSound = OpenBag,
CloseSound = CloseBag,
PutInSound = PutItemInBag,
ReplaceInSecondHand = Bag_Cooler_LHand holdingbagleft,
ReplaceInPrimaryHand = Bag_Cooler_RHand holdingumbrellaright,
}
}
My issue seems to be my Dynn_MakeshiftBodyBag_LHand.xml and I can't for the life of me figure out the issue
Hey guys, I want to replace the default rat model with my own funny model. What kind of modding process could achieve this?
Hey so I'm confused as to what everyone means. How do I exactly attach props?
I don't know about this one. I just have custom fannypacks
Sorry for confusing. I just started modding too and wanted to help because I felt similar every now and then. Its like hitting a wall.
Aye haha. Yes, the wall has indeed been struck XD I'm not used to working on mods for a project without a very extensive script library.
Just wanted to confirm if someone has the relative information regarding updating mods from b41 to b42
Check the pins
Any ideas on how to determine if a player is vc muted?
getPlayer():isVoiceMute()
Object false did not have __call metatable set
I tried grabbing the field as well but it doesnt seem to change
@hidden compass @tranquil kindle It worked! Thanks for helping out ❤️
this is a really weird error to get here, are you sure it's this line?
it would imply you tried to call false() but i don't see how that could be the case
I tried using it in a mod but thats from console.
does anyone know why modded Item Icons are so Blurry on the B42 Crafting Menu?, they are 32x32 .pack icons
.png had the same result with 32x32
only when i upscaled the .png icon files they looked normal on the Crafting Menu
but in return the upscaled ones had scaling issues
I have also had a same problem since B41 with the MOD item icons not displaying properly.
FYI, I don't know why, but if I use texturepack instead of putting the png files in the texture folder, they are displayed relatively nicely.
Same issue with: getPlayer():isSpeek()
Can someone type it in console to see if they get the same error please?
they are both
At least from the code's perspective, it's reading the field based on that error
Maybe you could try getting the method from the class metatable & calling it with the player? Although I imagine if it's adamant about treating it as a field then it'll just be the field again
I was grabbing the field, but I think one of them was not updating
Today, I started fresh with this and decided to use both of these as methods for some reason
hm i did use .pack / texturepack but they still look blurry
Sorry for not being able to help you.
I tried it with my own mod just to be sure, but in my environment it displays beautifully via texture.pack.
If both .pack and .png exist, the .png has priority and the image is blurred, so you may want to check this just to be sure.
Okay Whew i figured it out,
it was cause i keept selecting 1024x1024 as the texture size instead of 512x512
thank you for leading me in the right direction ❤️
You guys may have suggestions/better ideas/interest.
It is fairly common for other games with large modding communities to have change logs for mods in game. I've released an update/ChangeLog display mod that's been pretty useful for me, and I want to expand its useability to others. I am still working out the kinks in my free time, and in the process of giving it an overhaul.
It uses a txt file in the common folder (also supports B41 if the file is in media/) expecting a format of a header, body, footer as so: [ update title ] multi-line body [ ------ ].
Currently the system keeps a local cache file to track titles and modIDs, so when a new alert is found the exclamation point turns red. Will be working on it so that that red status can be cleared in session. Also going to allow for designated links (upto 4) which will be up to the modder to include. I'm thinking YouTube, twitch, Kofi, patreon, or their own website/GitHub. And going to color-code well known urls provided. This will probably be a block included in the change log with a specific header, but I'm debating if each new change log could allow for an additional link for that time.
Some concerns people may have - the UI window does indeed collapse to the right to a small sliver the width of the exclamation point. Also right clicking the collapse arrow, as instructed via a tooltip, also hides the UI entirely (currently for the session) - I plan to change this so that it stays hidden until a new alert is found, in which cause the UI will return I but in a collapsed position.
I think that about covers the current scope and plans, if anyone has any suggestions/ideas to improve and hopefully appease a good chunk of potential naysayers.
Thanks for reading through my ted-talk.
Oh forgot a bonus feature, the in-game uploader pulls from the change log txt to populate the change logs for you. Something I forget alot. 😅
I can't imagine I'll personally make use of this since my changelog lives above the mod directory, but my suggestion nonetheless would be the ability to read markdown files. I use markdown & it's fairly common to do so for changelogs; the mod could read the markdown and just ignore formatting it can't replicate (i.e., bold and italics. lists seem feasible)
I should note that I'm thinking this would be in addition to and not instead of—not recommending you get rid of your established format for text, just that if an .md file is present it could use that
Unless the new UIs include something that handles markdown natively i would be stuck trying to replicate it. 😅
But this is a good idea.
Man, I really don't know why the front trunk isn't locking.
-- vehicle script
area TireRearRight
{
xywh = -1.1000 -1.2111 0.4667 0.4667,
}
template = TrunkDoor/part/TrunkDoor,
template = CountachFrontTrunkDoor,
part TrunkDoor
{
table install
{
recipes = Advanced Mechanics,
}
table uninstall
{
recipes = Advanced Mechanics,
}
}
template = CountachFrontTrunk,
template = Trunk/part/TruckBed,
part TruckBed
{
container
{
capacity = 40,
}
}
-- template_countach_trunk.txt
module Base
{
template vehicle CountachFrontTrunk
{
part CountachFrontTrunk
{
category = bodywork,
area = FrontTrunk,
itemType = Base.SmallTrunk,
mechanicRequireKey = true,
repairMechanic = true,
container
{
capacity = 20,
conditionAffectsCapacity = false,
test = Countach.ContainerAccess.FrontTrunk,
}
lua
{
create = Vehicles.Create.Default,
}
}
}
}
-- server.lua
Countach = {}
Countach.ContainerAccess = {}
function Countach.ContainerAccess.FrontTrunk(vehicle, part, character)
if character:getVehicle() then
return false
end
if not vehicle:isInArea(part:getArea(), character) then
return false
end
local trunkDoor = vehicle:getPartById("CountachFrontTrunkDoor")
if trunkDoor and trunkDoor:getDoor() then
if not trunkDoor:getInventoryItem() then
return true
end
if not trunkDoor:getDoor():isOpen() then
return false
end
end
return true
end
I think you can do it similar to how the game handles mod settings- with a title, description, separator, etc.
I mean, it's a changelog so it doesn't have to be too special.
I have a mod idea for all the melee players out there
the new update adds muscle fatigue when swinging any melee weapon
So This is a real condition people can get.
some people when working out their muscles don’t produce any or little lactic acid compared to others meaning they don’t experience muscle fatigue
So the mod idea is to add a positive trait that makes your body defective at making lactic acid meaning no muscle fatigue.
This will make melee usable again By scientifically and lore accurate standards
as a melee player I need this because I don’t really like using guns
The top of the alert has the mod name, ID, and change log title. It only shows the last entry to the log.
Its mostly automated, other than you need to fill the log with entries.
So how does it work with multiple different mods using it at the same time?
It grabs the local copy of the change log file per mod. The arrows goes page to page. And only fetches the last entry per mod.
Example of a change log file: https://github.com/Chuckleberry-Finn/moddingAlertSystem/blob/main/Contents%2Fmods%2FchuckleberryModdingAlertSystem%2Fcommon%2FChangeLog.txt
Oh, so each page is from a separate mod?
Yeah, and only the last entry. 👍
Curious: what is “last”? The one at the top or the one at the bottom? I order my changelogs in reverse chronological, so maybe it'd also be good to have an optional configuration file the mod can read (like .changelog or something)
That very well could be overkill & the approach could just be “do it this way if you want the mod to read it”—just a thought since people do things differently
Just sayin' that muscle strain has a factor multiplier in sandbox settings, in case you hadn't noticed.
I had no idea
Yeah you can turn it off entirely or try it at like 0.5 if you want to give it a chance.
I append to the bottom of the text file 😅
I figured it makes sense to do it this way?
Append what?
There are arguments for and against either way; there's not one correct way imo, as with many things
https://keepachangelog.com/en/1.1.0/ used to recommend reverse chronological, for example, but it seems that's no longer the case 🤔 (doesn't seem to explicitly recommend either)
I mean I physically I add new entries to the bottom
So the mod doesn't just read a file and call it a day?
I think a general rule of thumb is what ever order shows you the latest first 😅
So if it's on a website, the top being latest makes sense
I figured it'd read a .txt file and just display its contents with a scrollbar.
When I open the notepad file I see the bottom first
That's a fair rule of thumb for yourself and for notepad lol
For GitHub, opening a file shows you the top
It reads and a file and grabs the latest entry identifying a header/footer to do so.
How do you parse the texts?
i'd prefer reverse chronological just because that's the way i expect most places to display it anyway
Oh it does still say latest first, I just missed it
It's a pretty nice framework, this way users can be notified of what has changed when they update.
i can be pedantic and say reverse chronological is better because reading it only requires you to keep going down, whereas chronological makes you go down and then up again repeatedly, but we have to be really stretching to pretend that actually matters
I think it'll always ultimately come down to preference, assuming it's not written to adhere to some standard that requires one or the other
I do plan to add a block for configuration/links to add to the buttons. So maybe I'll include a order- by the UI just grabs the last one either way. And unless it's my notepad when I open it it shows the bottom?
Yeah I think that's universal for notepad, it's just not the case for when documents are displayed (like on GitHub) rather than edited
hi guys how do you force refresh the floor container? I am using this ISInventoryPage.dirtyUI() but it only refresh the zombies inventory
yay lifestyle updated for B42
I checked, and it seems locking the trunk only locks the "TrunkDoor" or "DoorRear" part (only one of them so can't use that). Maybe change the trunkDoor:getDoor():isOpen() to one of the other doors, so it is locked with them?
Where is the code?
BaseVehicle.java
public void setTrunkLocked(boolean var1) {
VehiclePart var2 = this.getPartById("TrunkDoor");
if (var2 == null) {
var2 = this.getPartById("DoorRear");
}
if (var2 != null && var2.getDoor() != null && var2.getInventoryItem() != null) {
var2.getDoor().setLocked(var1);
if (GameServer.bServer) {
this.transmitPartDoor(var2);
}
}
}
Use one of the passenger doors, because DoorRear is just alternative to trunk door
Wait, no. Because TrunkDoor exists so it'll ignore DoorRear.
Yes
One of the RearDoors then?
Does your countach have rear doors?
Not sure if exposed to lua, but there are also vehicle:isAnyDoorLocked() and vehicle:areAllDoorsLocked()
None.
Locking the trunk doesn't lock the doors though?
Ah of course... you can just use trunkDoor:getDoor():isOpen(). Just use the actual trunk door, not the front trunk door
What?
local RearTrunkDoor = vehicle:getPartById("TrunkDoor")
if not RearTrunkDoor:getDoor():isOpen() then
return false
end
that should use the locking status of the rear trunk for the front trunk
I was just over thinking. You don't have to actually lock the front trunk, just check if the rear trunk is locked
What about the isOpen() though? Isn't it supposed to check if the front trunk's door is open and not the rear trunk's?
It checks if the specified door is open, but if you want the normal trunk dash icon to control both of them, you can just check the "normal trunk" for both
You can only control one of them (the actual "locked" state of the part) with the dashboard without editing it
Ah. isOpen() is if its actually open... So that should use the front trunk. Then you have to find and edit the code that tests if it can be opened and use the rear trunk locked state there instead of the front trunk
function Countach.ContainerAccess.FrontTrunk(vehicle, part, character)
if character:getVehicle() then
return false
end
if not vehicle:isInArea(part:getArea(), character) then
return false
end
local frontTrunkDoor = vehicle:getPartById("CountachFrontTrunkDoor")
local rearTrunkDoor = vehicle:getPartById("TrunkDoor")
if rearTrunkDoor:getDoor():isLocked() then
frontTrunkDoor:setLocked(true)
end
if frontTrunkDoor and frontTrunkDoor:getDoor() then
if not frontTrunkDoor:getInventoryItem() then
return true
end
if not frontTrunkDoor:getDoor():isOpen() then
return false
end
end
return true
end
```I am not sure if this will work but it's worth a try.
Nice. Maybe use the isLocked as value for the setLocked, so it works both ways
Or maybe I can replace this? I don't know I'll test the one above first.
That way it is only called when you actually interact with the trunk.
What are you trying to do exactly ?
Yeah, I can replace that and then check if the rear trunk door's lock is locked, if it is then I'll lock the door and then do the action.
My front trunk cannot be locked, only the rear trunk can.
Wouldn't it be because of the timed action ?
Check the video above.
Here.
That's a trunk at the front ?
Yes, the engine and trunk is at the back, there's a smaller trunk at the front.
Why don't you have a container appearing in the list when opening it ?
In the other video you do tho
Unless that's related to the code you wrote I guess
Also I've seen other vehicles with different trunks
I replaced the door item that's why.
Other vehicle mods that add different trunks don't lock ?
I don't know I haven't tested.
Perhaps check that out
Hope this works.
I've checked their files, I wouldn't be here if it was that easy.
May I invite you to this small read 
https://pzwiki.net/wiki/Mod_optimization#Caching
Just for your future codes, very important aspect of coding in PZ
Oh, right.
I was just doing it quickly. Trust me, you should see my Python files in GitHub.
I'm a style freak lol
That's perfect
This should be better.
tho idk if that will do what you want
Indeed
Simplifies the code, since you do that setLocked anyway
Looks good
Putting the code out here incase somebody comes across the same issue.
function Countach.Use.FrontTrunkDoor(vehicle, part, character)
if not part:getInventoryItem() then
return
end
local frontTrunkDoor = part:getDoor()
if not frontTrunkDoor:isOpen() then
-- Since the vehicle doesn't update the front trunk door's :isLocked() value
-- We have to lock/unlock it ourself
local rearTrunkDoor = vehicle:getPartById("TrunkDoor"):getDoor()
frontTrunkDoor:setLocked(rearTrunkDoor:isLocked())
if frontTrunkDoor:isLocked() then
ISTimedActionQueue.add(ISUnlockVehicleDoor:new(character, part))
end
ISTimedActionQueue.add(ISOpenVehicleDoor:new(character, vehicle, part))
return
end
ISTimedActionQueue.add(ISCloseVehicleDoor:new(character, vehicle, part))
end
Hey I just tried asking in the pz_chat about where I could drop suggestions, and I didn't get a response, I know people have probably already thought of the ideas that I thought of but it would be awesome to see it put to life or know that its already out there as a mod. Is this a good place to share suggestions or would it become annoying and there is a better chat?
Nice !
What kind of suggestion is it ?
Related to modding ? The API ? Or the game ?
I don't know why I thought about that only just now -.-
I kept thinking it was an issue with the script.
Ah, damn, found a bug. Front trunk cannot update if the rear trunk doesn't exist.
Is there a way to check the vehicle's trunk locked value? The button on the dashboard.
Well my suggestions are probably already thought of but if it was modded, added to base game, or even considered by someone who has the power to code I would be really happy anyway, like new vehicles, renewability or end game goals, I see that they're already on a heavy load trying to get build 42 out so I thought modders would take more kindly or would know where I can make suggestions to devs without being annoying
does anyone know what line and in which file picks the texture for the world object version of an item
i see that the base game has 2 files called the same for both wearable and world items, and they have separate models
I was thinking about an Ice Cream truck today, or a more in-depth vehicle modification system
look in scripts for model scripts
the clothing won't be in there but the world items will be
the folders structure in this game is such a mess heh
vehicle:isTrunkLocked()
oh ok found it thx
AHH, even if I do that, the vehicle won't update if the rear trunk door is not there.
You have to move the frontTrunkDoor:setLocked(rearTrunkDoor:isLocked()) outside of the fronTrunkDoor:isOpen
lol just realised i had this in my other mod already, idk what i'm doing lmao
What it broke the trunk locking?
Yeah, can't update the front trunk if the rear trunk door doesn't exist.
Does someone know what could make the world black when entering a vehicle ? https://youtu.be/rZhVVcv4J6Y
Ah. That is expected. Well you can't get "accurate" value for the locking if you don't have the part that is controlled by the dash, but you can always set it to either locked or unlocked when the rear trunk doesn't exist
Actually if you name the front trunk to a RearDoor, then the trunk locking might control the front trunk when TrunkDoor is nil
---@param vehicle BaseVehicle
---@param part VehiclePart
---@param character IsoGameCharacter
function Countach.Use.FrontTrunkDoor(vehicle, part, character)
if not part:getInventoryItem() then
return
end
-- Since the vehicle doesn't update the front trunk door's :isLocked() value
-- We have to lock/unlock it ourself
-- NOTE: front trunk door will unlock if rear trunk door doesn't exist
local frontTrunkDoor = part:getDoor()
frontTrunkDoor:setLocked(vehicle:isTrunkLocked())
if frontTrunkDoor:isOpen() then
ISTimedActionQueue.add(ISCloseVehicleDoor:new(character, vehicle, part))
else
if frontTrunkDoor:isLocked() then
ISTimedActionQueue.add(ISUnlockVehicleDoor:new(character, part))
end
ISTimedActionQueue.add(ISOpenVehicleDoor:new(character, vehicle, part))
end
end
```I don't have to check if the rear trunk door exists since removing it automatically updates `BaseVehicle:isLocked(false)`.
Guys anyone has a guide of how to make doors animations for vehicle, I created it on blender, following an steam forum guide, but when putting the things up on the main file of the vehicle, in the game de doors don't spawn, only the body. Anyone can help?
I see
Did you include the door objects as separate models in the script?
Called it.
Yeah
If I remember correctly, you might need init functions for models that set them visible. (For parts other than the body and wheels)
What do you think of this loot table?
is there a way to disable vehicle regions?
What could go wrong with giving players a flare gun!
Anyway, anyone know if there is an event for when an attack hits a wall? I know about OnHitTree, but I would assume that returns trees.
How can I do that? Is there a guide that shows what those functions are or a wiki?
Nothing new on that side
The events at the bottom of the list are the new ones
(the old ones are ordered alphabetically)
Oh awesome, this is more up to date than the pz wiki yeah?
yes
Dope, I appreciate the link!
Oh I see it way at the bottom lol
Anyone know what this error is? Lua doesn't get errors, it's just a print.
i hate these bats so much
but im a victim of sunk cost fallacy
so i gotta finish this backporting
so, does the position of a model matter
like in blender
because the scrap weapons chain bat opens with the head facing down
but the sheet reinforced bat i'm bringing to b41 opens facing up
could that be the cause of the models not showing up in game?
uhhhhhhhhh
i have no clue about origin
(i have no experience with blender, it took me like ten minutes to figure out adding textures)
alright
try moving that around or rotating it 180
blender confuses me so i have a trial and error approach but it worked for me
VehicleDistributions.CountachGloveBox = {
rolls = 1,
items = {
"Book_Rich", 2,
"BusinessCard", 1,
"CameraExpensive", 10,
"CameraFilm", 10,
"CordlessPhone", 10,
"Corkscrew", 1,
"CreditCard", 10,
"Diary2", 10,
"Flask", 0.5,
"Glasses_MonocleLeft", 0.001,
"Gloves_FingerlessLeatherGloves", 1,
"Gloves_LeatherGloves", 1,
"Gloves_LeatherGlovesBlack", 1,
"Hat_PeakedCapYacht", 0.01,
"Lighter", 4,
"Magazine_Rich", 10,
"MenuCard", 10,
"Money", 10,
"Money", 20,
"Paperback_Rich", 8,
"Paperwork", 10,
"Paperwork", 20,
"ParkingTicket", 10,
"ParkingTicket", 20,
"PenFancy", 2,
"Pills", 1,
"PillsAntiDep", 1,
"PillsBeta", 1,
"PillsSleepingTablets", 1,
"Pistol2", 0.8,
"Pistol3", 0.6,
"Pocketwatch", 2,
"PokerChips", 10,
"Revolver", 0.8,
"SpeedingTicket", 10,
"SpeedingTicket", 20,
"StockCertificate", 1,
"StockCertificate", 2,
"Whiskey", 0.5,
"WristWatch_Left_Expensive", 0.001,
"HottieZ", 1,
},
junk = ClutterTables.GloveBoxJunk,
}
```Does `rolls` mean that it'll populate the storage with `rolls` amount of items from the table?
i think it tries to spawn each item in turn, potentially spawning nothing, and goes through the list "rolls" amount of times
scripting question here, I am trying to overwrite a function from ISReloadWeaponAction, but the original function stays active `require "TimedActions/ISReloadWeaponAction"
ISReloadWeaponAction.OnPressReloadButton = function(player, gun)
log(DebugType.Action, '[ISReloadWeaponAction.OnPressReloadButton] '..tostring(player)..' reloads '..tostring(gun))
if ISReloadWeaponAction.disableReloading then
return;
end
-- If you press reloading while unloading a mag, dump the mag
if player:getVariableBoolean("isUnloading") then
if gun:getMagazineType() then
log(DebugType.Action, '[ISReloadWeaponAction.OnPressReloadButton] '..tostring(gun)..' reloads '..tostring(gun:getMagazineType()))
ISTimedActionQueue.clear(player);
local newMag = instanceItem(gun:getMagazineType())
newMag:setCurrentAmmoCount(gun:getCurrentAmmoCount());
gun:setContainsClip(false);
gun:setCurrentAmmoCount(0);
player:getCurrentSquare():AddWorldInventoryItem(newMag, 0 , 0, 0, true);
Sound = player:getEmitter():playSound(gun:getEjectAmmoSound());
Sound = player:getEmitter():playSound("PZ_FootSteps_Concrete_03");
player:Say(getText("Reload"))
ISTimedActionQueue.queueActions(player, ISReloadWeaponAction.BeginAutomaticReload, gun)
end
end
-- If you press reloading while loading bullets, we stop and rack
if player:getVariableBoolean("isLoading") then
ISTimedActionQueue.clear(player);
ISTimedActionQueue.add(ISRackFirearm:new(player, gun));
else
-- See ISFirearmRadialMenu.onKeyReleased()
end
end
`
sorry that was my best guess.. maybe if you compare the one that works properly with the one that doesn't? see where the origins are and how they are rotated?
i just dont know what the problem is
the pathing should be correct for the models and textures
here's the base file stuff for the bat in question
and the mesh: weapons\2handed\BaseBallBat_UnusableMetal_Hand.fbx
and the texture: weapons\2handed\BaseBallBat_UnusableMetal.png
oh, ive misunderstood your problem and thought your item was showing up upside down
d'oh
troubleshoot it by replacing the fbx with a renamed one that you know works?
Is it possible to choose what tire type a vehicle can use? Just like skins?
tried that
got nothing
that suggests that it's not a model problem
part Tire*
{itemType=Base.OldTire;Base.NormalTire;Base.ModernTire,} like that?
No, the tire model.
You could Look at tsar Mustang ITS using 2 types of wheels.
where are weapon sounds stored
OK, thanks.
Check C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\sounds
im having problems with mesh showing up
no such mesh/texture
this is my very first mod ever i have no clue what im doing
has anyone ever had this?
what sort of item
I really want to make a map that redoes all of Rosewood, is there a tool that makes map making easy? Like a map builder
Tysm
no problem
There are 2 main tools in the PZ mod kit. TileZed & WorldZed. Not too sure about Tiled but I think i saw a couple of others tools on Github.
Anyhow, you can download them on steam by looking for Tools.
Here are some guides:
https://www.youtube.com/@daddydirkiedirk/videos
I love you, no homo though
this looks like clown vomit but I kind of like it
mb if i'm not scrolling far enough but did you release that somewhere?
Release what?
Uhh, lemme check my extensions.
i am losing my mind
if anybody here knows about models for weapons, can i have some help?
the one thing holding my backporting project back is weapon models not showing up at all
i've tried rescaling models, converting to fbx, i dont know why it isn't working
It definitely looks better with Python cause that's how I found it.
https://marketplace.visualstudio.com/items?itemName=BeardedBear.beardedtheme
It's called Bearded Theme Monokai Terra
Pairs very well with the material icon pack too.
How are the ISScoreboard and MainOptions lua files accessing VoiceManager?
I tried: VoiceManager:getServerVOIPEnable() == true
However, it errors:
Object tried to call nil
Is a mod that rotate gates/doors possible? or new assets are needed?
iirc voice manager is the one single special case in the game where it is not automatically exposed and instead specific functions have been picked to be exposed
You could add properties for them if they had sprite for all diections, but a lot of moveables, do not have sprites that cover all directions. You'd probably have you modify some of the build code as well. So yes, most of them would need new assets.
So they have more than two orientations for opening?
So, I should at least be able to use the methods that are being used in the lua files. Guess i can test some others. Thanks Albion!
Is it possible/doable to make a mod that gives you a trait so you start with a vehicle?
What's the thickness of the mechanics overlay base outline? Is it 2-3px?
Yes
Cool now I'll have to figure out how to do it lol
Yup, lol. Too much on my mind to figure it out but I have an idea. Can always ask questions here through your journey.
I'll give it a go later or maybe tomorrow.
i wrote a tool to generate those files.
It's easier to draw the base, so what's the thickness?
I'm using 2px though, does it look good to you?
i don't see an issue with it?
Uhh, I don't know the size xD
i mean it would work just fine.
No, the image size.
yeah, so they can open towards south or north, east or the other one i always forget
not how they are now that they only open towards one direction, and especially for vehicle gates, makes them very annoying
Ah, 263x600
And do the same for stairs, so there are two stair orientation that are near impossible to use. 😛
I get why they limited it to two directions for an isometric game, but having the option to go the other way would be nice and map makers/builders just have to not use those where they will cause problems.
yeah, its REALLY annoying. And i honestly cant see a reason why they dont exist.
Only having two orientations is half the work, that's my guess why.
Gates especially, since i cant rotate it to open to outside, i have to back up the truck all way against the wall and then barelly have space to open it (luckly)
For normal doors, it also means the open & closed door is entirly on the same tile. That may matter for drawing order etc
can we not table.insert(ProceduralDistributions.list["WardrobeMan"] clothing anymore?!
Use WardrobeGeneric
in case of the gates and doors, its literaly just flipping the sprite. Altough that part of the tile would make sense.
WardrobeMan and WardrobeWoman are copires of WardobeGeneric, but in that bizzare LUA way that means some things only work on the original
but i seen mods add that already. Their looked the exact same, i dont renember if it was different "models" techinally tough
BedroomDresser still exists though right?
They would need to be different objects, since teh two existinig orienattion are different objects
I've only seen errors for the gendered wardrobe locations in mods. I assume most locatiosn are unchanged
i was like DONT MAKE ME HAVE TO REDO THIS WHOLE FILE BCUASE THEY GOT GENDERED?!
right, but would it be hard to just grab the vanilla objects, copy and flip them and make them a new object? Like, can a total modding noob do it?
ProceduralDistributions.lua does this: WardrobeWoman = WardrobeGeneric,
Is there a simple reason why in LUA that means table inserts work on WardrobeGeneric but not WardrobeWoman?
Or is this "be quiet, you do not what to know what evil goes on when LUA makes a copy of something" type of thing?
so no errors but fuck if i can find anything i spawned lol.
Which mod add the semitrailer? I saw Tsar Autolib got a B42 update, so I'm guessing more vehicle mods are showing up now
EDIT: found it, unofficial Petyarbuilt port to B42
lol i'm braindead, i was trying to fix a mod i was testing on a save i broke, and there was nothing wrong with the mod cuz i already fixed it 😵
i was like wtf is wrong with it, went through all the files like 5 times and couldn't figure it out xD
my "here's a sample of how to make clothing" mod can be updated for b42 lol
the simple reason is they did it wrong
WardrobeWoman = WardrobeGeneric doesn't reference ProceduralDistributions.list.WardrobeGeneric, it references the undefined global WardrobeGeneric, which is nil
wrong. PZK VLC
also to clarify, lua never implicitly copies anything but primitives
Ah, so it's done inside ProceduralDistributions to create ProceduralDistributions.WardrobeWoman BUT that is broken.
seriously, i know nothing about this stuff and i keep seeing stuff that doesn't make any sense, like in one file directory will have "/" and in another "", they do stuff like type_color and then color_type in different one, etc
Thanks, that's a lot of vehicles.
Inconsistent devs.
Computer doesn't care about type_color vs color_type, it just sees a string of numbers. But good coding proactice is consistent variable names, line formatting, indentation, etc etc.
But I end up being inconsistent in one small mod, so a decade-long prohect by a team is bound to have issues.
Guys, if there is anyone among you who knows how to make cars in Project Zomboid, then write to me in a personal message, please.
what you need?
Cars developing
function CommonTemplates.Create.FreezerT(vehicle, part)
local invItem = VehicleUtils.createPartInventoryItem(part);
if part:getInventoryItem() and part:getItemContainer() then
part:getItemContainer():setType("freezer")
end
CommonTemplates.createActivePart(part)
end
``` what part is nil with this... what changed?
what part of developing lol.
i've made a bunch of cars.
Super!
I mean, we're looking for a developer to make us cars. Do you need a list of cars we want?
are you comissioning them? or comWISHioning them?lol
Of course comissioning 😁
are you are positive they dont exist yet?
Unfortunately yes. We need cars from 2010-2016
We really like the quality of the K5 machines. I don’t quite understand how he manages to achieve such detail, but unfortunately there is no way to contact him, I tried.
We will be glad to see such quality cars.But if someone is ready to make it even cooler, that would be great. And if it’s level K5, we’ll pay even more.
You mean KI5?
But it looks small, in real life this car is much larger
yeah
very, but all vanilla like and i think he is counting variations in the total number of vehicles
His models are mostly mid-poly, more than 10k triangles that's why they can achieve such high quality.
In general, we don't just need machine designers. If you know how to work on tiles or you are a mapper or something else, then we will find tasks for you
you do know that the game is 83 (93?) right?
Anyway, how does this look?
Yes. But we have already made telephones, we are making computers and the Internet.
Mobile applications by type of bank, etc. Similar to GTA 5
Default date in start in July 1993
This game is a sandbox, it's okay that it has a different style. You can turn it into whatever you want, it's like Garris Mod.
but you can change that in sandbox settings, and with mods to make it match
Yeah I mean you can mod in Halo vehicles for goodness sake 😄
For example, we are porting maps from Stalker and turning 3D objects into 2D tiles for our second server for Stalker in Zomboid.
The only limit is your imagination. (or pocket book, if you need to commission the mods)
Zomboid 2020 for a futuristic version, for example. 😂
eh, idk, i feel that going too far ahead is a bit too much. I do understand you tough, dont worry. I just kinda preffer to stay around the time
that is a overhaul style of mod. Not just random stalker stuff plopped into pz
That's right, buddy.
I don't quite understand what you mean, sorry
Could set it in 2015...
Well, if any of you decide to do this, leave your message to me in a personal message. I will definitely answer you, we always have vacancies for money..
send me the name of thec a you want the most and i'll look into it
Someone who is ready to make cars
what car are you most interested in?
Or do you mean the names of the cars?
I'll send you a list
wait
'10 Toyota Prius
'12 Chevrolet Cruze
'12 Dodge Grand Caravan
'14 Ford Focus III
'15 Cadillac Escalade
'15 Dodge Charger SRT
'15 Ford Explorer
'15 Ford Explorer Police Interceptor
'15 Ford F150
'15 Subaru Impreza WRX STI
'15 Ford Explorer
'15 Ford Explorer Police Interceptor needs to be reworked
'10 Toyota Prius Taxi Yellow Cab needs to be continue work
'14 Ford Transit
'15 Chevrolet Silverado
'13 Ford Taurus Police Interceptor
'15 Dodge Charger Police Interceptor
'15 Dodge Charger Police Interceptor
'10 Mitsubishi Lancer X
'12 Honda Civic
'10 Mitsubishi L200
'08 Lexus RX
'16 Toyota Camry VII (XV50) (new) '16 Toyota Land Cruiser(new ) '07 International MAXXPRO MRAP (new) '15 Land Rover Discovery(new) '16 Land Rover Sport (new) '15 Ford F350 (new)
Mil200
Renault Magnum 4 step.FREIGHTLINER CENTURY
There is a voiceban command. It seems to not be used anywhere aside from being able to use it manually.
Am I missing some type of voice ban functionality?
The VC mute in scoreboard list is for personally voice muting a player - does not ban them from being heard by other players as the voiceban command does.
Nah, a list would have {} around it. 😛
What's happened?
😄
The timeline will be long, that's obvious
It looks beautiful
Do your cars have door animations?
Skizot has made some awesome vehicles. Always have his vic mods on our server.
Do they have door animations?
door opens up fancy sports car thing?
Lambo doors?
Me talking about cars:
lambo doors are possible.
Scissor doors are literally just animated going upwards instead of sideways.
Right foot button goes faster, left foot button goes slower, spin the big spinny thing to avoid obstacles.
Some older cars have an extra foot button and a stick, you can use those to make cool mechanical grinding noises
This batch rename extension has been real useful to me everytime.
See those numbers?
They're gone now.
Can an object reference be passed in a sendClientCommand? for example if I wanted to pass a door object, can I pass the door as the argument or would i need to pass the x,y,z and then re-find the door object server side?
Objects won't pass
i made a tool for making cars.
gibs
i linked it already, it's also in the modelling pins
I wanted to play some Zomboid. But adding in Day One means dealing with bandits which means wearing protective gear to avoid death by gunfire which means discomfort goes up so fast so then I start making a mod to slow discomfort and now I've spent five minutes playing Zomboid and two hours modding.
I'm still fighting with getting the bag to show up in my hands-
Don't ya just love skinned models
Define Skinned models?
As in not static like a hat, a skinned or part of animations like a bag
Is there a way to resize a weapon model without importing/exporting in blender
scale = 0.5,
where would this value go
erm
How do you guys get the offset for your mechanic overlay parts?
is there a baseline guide for making melee weapons so I don't have to come back here for questions
Ah, like how the bags wiggle when worn?
sub to my axes & blades mod and copypaste it 😄
melee weapons are very easy to do but kinda meh to explain
I can't install mods currently 💕
I have no wifi
Well I can dm you the folder lol
that would work
I feel like I'm missing something really really simple. With all the talk of Attachment Points and animations but no clear answers or points of reference that I can find I'm at a loss
Magic! ✨
I have internet techincally..
I have my phone connected to my computer with a USB, and I have it set to tether my data
but some services think it's a ddos or something, I can't connect to steam servers or connect to discord calls (RTC never connects)
Can't dm ya, you got a friends only setting on
Thanks, but not vehicles. Clothing items. particularly bags
He still has to download the folder from Discord xD

