#mod_development
1 messages · Page 392 of 1
if object:isDismantable~=nil then
Should work unless I'm totally out to lunch on Lua syntax. I probably am.
@winged lotus You should check the Java class of object in that case
@winged lotus player-made will be IsoThumpable (as will moved object), so instanceof(object, "IsoThumpable") will be true
Oh, it's an isoboject or something? Then I really am off. 😄
Why'd I get up today. 🙃
gotta go now, family demands attention. Will be back later o/
ah okay thank you ^^
I'll try this and tell you, but the "as will moved object" scares me a little
because some of these objects doesn't have the isDismantable function
That function is only part of IsoThumpable
So BlindCoder's example above is what you want.
Oh, you mean if I get do local objectToCheck = instanceof(object, "IsoThumpable"); the object will have the method isDismantable() even if it's a "not made by the player" object ?
instanceof is a function returning true or false, it checks if object is of the java class you supply
or one of the java classes inheriting from it (ie: an IsoPlayer will also be an IsoCharacter)
Erf, so it won't work as I want it... Because I want to find a way to check if the object has been created by a player or not
any reason why?
I mean, even moved stuff will be IsoThumpable, but it's not really "playermade"
Because the new dismantle system uses sprite of items to determine what is droped while the old uses the items used to create it
So I want to check if it's player made, and if it is, trigger the old system of dismantle. This way, furnitures made with dowels would drop dowels (the new dismantle system make them drop nails now, while the old dismantle system worked perfectly fine)
And I found out "object:isDismantable" is the old function that returns true if the item is player made (and dismantable), but it does not exists at all within objects not made by player which causes stacktrace when I want to use it
Yes, as said: only IsoThumpables have that function. Non-player made objects must be using a different function.
<@&136624934184026113> what is this channel for?
To crush the hopes and dreams of thsoe who dare enter.
To talk about mods and how to create them.
rlly?
I'm afraid so.
so not radio frequency's and scanners and stuff
If you're making a mod for them, I suppose it'd fit here.
mods as in modifications for the game.
Though I see how it can be confused with moderator discussion.
what game
The game this discord server is primarily about, Project Zomboid
😅
Then how did you get here in the first place?
Well, welcome anyway! 😃
http://store.steampowered.com/app/108600
Joooiinnnnn ussssss.
Guyz. GUYZ..!
function self.disassemble( _data, _v )
if _v and _v.moveProps and _v.square and _v.object then
print("destroying item ".._v.moveProps.name, _v.square:getObjects():contains(_v.object));
if _v.moveProps:canScrapObject( _data.player ) and _v.square:getObjects():contains(_v.object) then
if _v.moveProps:scrapWalkToAndEquip( _data.player ) then
-- If the object is player-made it destroys it to get the items used to build it
-- If it's not, use the new dismantle system
local isObjectThumpable = instanceof(_v.object, "IsoThumpable");
local isPlayerMade = false;
-- checking if the object is dismantable according to the old dismantle system : in other words, is it player made
if isObjectThumpable then
isPlayerMade = _v.object:isDismantable();
end
if isPlayerMade then
-- The item HAS been builted by a player, use the old dismantle system
ISTimedActionQueue.add(ISDismantleAction:new(_data.player, _v.object));
else
-- The item HAS NOT been builted by a player, use the new dismantle system
ISTimedActionQueue.add(ISMoveablesAction:new(_data.player, _v.square, _v.moveProps, "scrap" ));
end
end
end
end
end
This. Is. Working !
Now I need to find a way to overide the function self.disassemble( _data, _v ) from the base game file ISContextDisassemble.lua with mine, but I never did such a thing in the past, has anybody done it ? Is there a clean way to do it ?
Because ISWorldMenuElements.ContextDisassemble().dismantle = function( _data, _v ) [...] is clearly not working 😅
that's actually pretty easy
require "Context/World/ISContextDisassemble.lua"
local myMod = {}
myMod.ISWMEContextDisassemble = ISWorldMenuElements.ContextDisassemble;
ISWorldMenuElements.ContextDisassemble = function()
-- doStuff
end
that way you can do stuff like
require "Context/World/ISContextDisassemble.lua"
local myMod = {}
myMod.ISWMEContextDisassemble = ISWorldMenuElements.ContextDisassemble;
ISWorldMenuElements.ContextDisassemble = function()
local retVal = myMod.ISWMEContextDisassemble(self);
-- do stuff with retVal
end
Ah ! Per-fect ! I was thinking of something like that, witing for ISContextDisassemble to be loaded to overidfe it, but in my case, the function I want to replace is within the ContextDisassemble, it's called self.disassemble but your method should work anyway
thanks 😃
unfortunately, the way it's written makes the self.disassemble function kinda private
though not rearlly
with my second code, you can then override the retVal.disassemble any way you want
without affecting the rest of the functions
also, you won't have to recheck every version of PZ if something in that code changed
that's something the waterpipes mod suffered from
@Sabby I am curious how the story ends :D
How did you get here?
oh he gone
Finally...! Huge thanks to @drifting ore & @cursive roost helping me through this update, you guys are gold 
Handmade. Wooden. Dowels. Update 1.5 for Build 36 
http://steamcommunity.com/sharedfiles/filedetails/?id=498634342
Steam Workshop: Project Zomboid. Mod IDs for servers :
- Workshop ID: 498634342
- Mod ID: 498634342
A realistic alternative to nails and screw !
-
Craft handmade wooden dowels from wood.
-
Craft structures and furnitures w
Okay ! Working on the dowel mod made me want to update my other mod, th Blind trait mod ! So I'm messing up with shaders right now and I would like to have some feedback, from these two pictures, what would you say is the best for a "Blind peson perception" ?
wow, didn't think you could manipulate the shaders
well, I'm not really blind, despite my name
but I'd go for the first
the second one feels too detailed
That's what I thought too 😃
You can manipulate the shaders quite easilly in fact ! You need to edit values in screen.frag & basicEffect.frag, but it becomes tricky when you want to alter these shaders only in certain condition... For now, I don't know how to trigger a particular shader from lua 😦
So with these, a not blind player would see the world in grayscale, so it's not possible to use them as they are. I saw @inland gull played with shaders a few weeks ago on twitter, so maybe there is a way to edit tem from lua after all 😅 I'll have to look more into it !
If you find out, let us know. I played around with the PZ shaders a few years ago ... I think @drifting ore still has a screenshot of those shenanigans. But I didn't find a way to write entirely custom ones (or a way to pass custom values to them).
There's a workshop mod that uses different shaders or overlays. Not sure which.
Steam Workshop: Project Zomboid. 改变了游戏中默认的着色器效果,使得游戏中的颜色效果更鲜艳!
Modify game default shader configuration, to make the game better color effect!
Workshop ID: 619313691
Mod ID: New
IIRC there only are two fragment shaders right now
http://steamcommunity.com/sharedfiles/filedetails/?id=533622988&searchtext=overlay Also this.
But I doubt it uses shaders.
Steam Workshop: Project Zomboid. Adds overlays based upon your current moodlets. Making it easier to get a feel for the suffering your character is enduring, as well as the gravity of the situation faced. See how comfortable your mis
Hum... I'll check it but it feels like it's doing the same think as I do, overiding the .frag files from the game that manage shaders, my Idea would be to activate the shader on game load for players with a certain trait 😦
Looks more like a vignette-type of effect
aka transparent .png over the whole screen
the overlay one just fade a big .png file over the screen yup
sweet idea though
Yup, did the same with the blind trait mod, but I would like to add grayscale and "shadow" player skin
The light-related code has been used to a c++ core, right?
Far as I know.
Would be cool if the shader api could be exposed. It would be nice if we could write a shader that loads and uses LUTs for lighting ... and by that I don't mean "Lower Urinary Tract Symptoms" but something like this
Maybe on game load we could write something on a file with lua, then read this file in the frag file and do a simple "if" on it to determine which shader to use.
But if the game loads the core & shaders before lua... Well I won't be able to do this
You can't read files in the shader code itself, but in theory we could send the values
I think the problem here is that PZ uses Kahlua which is a Java-reimplementation of the Lua compiler IIRC. So I doubt it could be used to talk to the c++ parts of the engine (directly), but obviously one of the devs would know more about this
@inland gull cough cough 😄
🤗
keeps being reinvigorated by staying in this channel, isn't sure if bad or good.
@vernal jackal if it's c++ I should be able to do :
std::fstream myfile("isBlind.txt", std::ios_base::in);
int isBlind;
while (myfile >> isBlind)
{
if (isBlind == 1) {
//do shader blind code
} else {
//de standard shader code
}
}
Not sure what you mean
In fact I'm not sure if I can use any c++ code in the .frag file, can I ?
you can't
it's GLSL
OpenGL Shading Language (abbreviated: GLSL or GLslang), is a high-level shading language based on the syntax of the C programming language. It was created by the OpenGL ARB (OpenGL Architecture Review Board) to give developers more direct control of the graphics pipeline without having to use ARB assembly language or hardware-specific languages.
Ah. Well. I'm fucked 😐
Suddenly checks if there is functions in GLSL to read info from file
you can't
basically it's code that runs on the gpu
but of course you could send parameters to it from the game
IF we would have access to that code
Awn so I'm really super stucked here 😥
you can still do a lot of fun stuff with it
Oh I'm not done yet ! Listen to this Idea ! I will store the shaders in a folder called "shadercrate" and take them out via os.rename("shadercrate/screen.frag", "/shader/screen.frag") on game load and boom !
I need to try this 😋
Do we have accesss to os.rename? ^^
I... hope so...?
Missing functions
The following functions are not implemented in Kahlua: * io.* * debug.* * string.dump (but you can dump a closure into an InputStream from Java) * loadstring, loadfile, load, dofile (but loadstring is available if you link with LuaJ) * gcinfo * xpcall * os.execute, os.exit, os.setlocale, os.getenv, os.remove, os.clock, os.tmpname, os.rename * newproxy * gcinfo (deprecated in lua)
Not trying to be a party pooper 😛 It's just stuff I had to find out the hard way back in the day ^^
in case you want to read some more: https://code.google.com/archive/p/kahlua/wikis/KahluaManual.wiki
Ah. It feels like I run out of ideas now 😦
i added global function to access a filewriter
check the mainoptions.lua where i play with the keys.ini
(didn't read the whole discussion, idk if that help really :D)
My hero 💕
I'll try to use this to write the file of a shader before the game is loaded. It's a long shot but it might be a way to use custom shaders only under certain circumstances instead of overiting the game shaders
Keep us updated. You might have troubles though since the shader code has to be compiled and I'm not sure if you could do that. But still worth a shot.
Yeah but I'll have to get some sleep right now 😅 I'll try this and keep you updated 😃
Well. Insomnia, I had to try this. @vernal jackal I ran into a couple of issues in fact : the biggerst being that the getFileReader targets directly the folder "Users[NAME]\Zomboid\Lua" making it nearly impossible to change files from the mod.
And even when I manage to write the shader file inside the media/shaders of my mod folder before launching the game. They don't get interpreted.
Even reloading lua doesn't make them interpreted. It is mandatory to re launch the whole game for shaders to be properly loaded 😥
This leads me to think that as long as we won't be able to load specific shaders from lua / reload shaders from lua, I won't be able to make my Blind Trait Mod look like this :
Without messing up with the sight & shaders of every non-blind characters 😖
Well, at least I tryed... Maybe later we'll be able to play with shaders and I'll be able to make this work.
But for now, I would like to thank you guys @inland gull, @vernal jackal and @drifting ore for trying to help me out on this point, and good night everybody 😴 
I am not near my computer right now but I have a question for you guys, when you play on a server, it checks if your client is using the same lua files as the server one right ?
So if I want to play on a server with custom shaders and I don't want all the server players (and the server itself) to have this. Knowing that shaders are GLSL related, I should be able to do it right ?
Well. It's not possible in fact. I loaded shaders only and then desactivated the mod but got kicked ou anyway
Well, I played with the shader & blind trait for a moment and had a really good time... over a few characters 😅
So I decided to update the mod anyway with a tutorial on how to activate/desactivate the shaders when you are playing a blind character.
Here we are : Blind Trait Mod - Update 1.1 for Build 36 
http://steamcommunity.com/sharedfiles/filedetails/?id=546189296
Steam Workshop: Project Zomboid. MOD ID for SERVERS : 546189296
The game features 5.1 sound, Vo-Ip, and a lot of ambiant sounds like zombies footsteps, etc... So I decided to give you the ability to play a blind character, to focus
Quick question, i'm follow Thuztor's spawnpoints tutorial and it is telling me to use MainCreationMethods.lua to change add my custom maps spawnpoint. But when I load it up in Notepad++ I noticed it doesn't match his youtube video. Did something change in how this works? (does it no rely on server settings?) Thanks
Are you looking to create spawnpoints for a map or for a profession?
Well I'm unsure what to do at this point TBH. I was just following all of his tutorials and I got to the spawnpoint one and since his LUA file differs from mine I'm not sure how to add one?
I'm sorry if that doesn't help you much, I just started my custom map today.
Should i just ignore spawnpoints and try to set it later in server settings when I run a map test?
Would showing you the tutorial vid I was talking about help explain at all?
Unfortunately I never worked on custom maps.
I understand, I do appreciate someone replying either way 😃 ty
I just know how to set custom spawnpoints for modded professions ^^
Making the custom map doesn't seem so difficult, but now i'm getting towards the end where you get it ready to test in PZ which is significantly more difficult than actual mapping
but maybe you could just download one of the other maps on the forums and see how they set them up 😃
do you know which file it is for profession spawnpoints?
actually i think downloading New Denver just helped explain it a little more. so thanks for the good suggestion. I'm guessing Thuztors tutorials were before workshop was around
Yeah Thuztor's tutorials were created even before the game hit Steam IIRC
good luck with the project and make sure to post here when you are done 😉
Yeah, who knows maybe i'll even make an updated tutorial. From what i've seen so far Tut's for showing how to add your map to compile/add to the game seems to be very lacking. (especially if you want a custom map as opposed to adding to the vanilla).
that's assuming I figure it all out ^^
Tutorials are always a good thing for the community and the rest of mankind!
Ok does anyone have experience loading custom map lot files in SP?
lol i learned how to make PZ not load SP anymore 😃
Hey @vernal jackal finally figured out how to set up spawns, loaded up my map and now I can select it in the character creation menu. I love that feeling when you finally get it and stuff just works 😃
yeah, still haven't gotten deep into setting up foraging/item spawn yet but my test dumpsters have garbage in them so rock on!
The sellout did it again! http://steamcommunity.com/sharedfiles/filedetails/?id=842935811
Steam Workshop: Project Zomboid. Switching mods often? Having trouble remembering that great combination you played with last month? Just want some order in your daily mod routine?
FRET NO MORE!
Mod Presets lets you save your mod s
developed and uploaded on the train in < 1 hour
and yes, it's a personal need again 😃
Oh god that's awesome ! 💯
thanks 😃
still needs some love to make it joypad friendly, translatable and have some error handling
but it works (and already catches mods in presets that have been removed)
5k of code over 190 lines
Wow, you are eitheir very productive, or spending a lot of time in trains... Or is it both ? 😅
hehe, I don't spend as much time on trains as I used to, and the gravity mod got developed in small sittings over months
probably helps that I'm active in PZ modding for a few years already, so I know a lot of the Lua code already
so, I guess it is "productive"
Hi
Can anyine say why in for-line I have error NIL?
local inventory = otherPlayer:getInventory()
if(inventory ~= nil) then
for i=0,inventory:size()-1 do
local itemName=inventory:get(i):getName()
print(itemName)
end
end
It's hard to say without seeing the actual stack trace, but a guess is that maybe inventory:get(i) returns an object that hasn't a getName method
i=1 i think
change the inventoryline to this and it should work: local inventory = otherPlayer:getInventory():getItems();
@river plinth Maybe it is. I try
and getDisplayName() is what you want
I used it in my (nonreleased) trading mod
local items = player:getInventory():getItems(); local itemsTable = {}; for i = 1, items:size() do itemsTable[i] = items:get(i - 1); end
what he said
Thanks
Any mappers on by chance?
well that sucks
Pretty sure all mappers left dissappointed because of yesterdays discussion
@fleet folio cryptic messages are cryptic. Which discussion?
lol wait why did mappers leave?
they didn't - it was just a misunderstanding
hah if anything that comment was cryptic
can I somehow determine how much pixel a string is using?
or in other words: how can I center a text within an UI window?
getTextManager():MeasureStringX(UIFont.Small, getText("IGUI_invpanel_Condition")
Found in ISItemEditorUI.lua
thanks BB!
<@&136624934184026113> test
Ahhhhhh I have been summoned from my slumber
Like any of us can sleep at this point.
I was using it in the theoretical sense of course
I'll allow it.
was what I did just now reffered to as a "ping" or is that something else
sorry for my discord noobness
It's a notification. It can be for a group or an individual. e.g. @ everyone @ Butter Bot
so if someone said " you'll need to ping the mods on discord. " is that notification what they were reffering to?
More or less.
odd
I am risen, who dares disturb my slumber?
WHERE AM I?
Is it any stranger than where you usually are?
not really
We'll have to work on it then.
what on earth is this place?
workshop is the new mods Ben
Could have also called it Modding, but it's too late now.
tbh I'd have preferred Happy Place
Don't tempt me.
Oh, neat. I didn't know you could set topics.
any up-to-date guides on how to load a custom texture so it can be added to a square?
unfortunately Turbos ObjectTutorial is broken (throws error on tex:getData())
I'd be surprised if it changd.
Place a png with the texture in the /textures/ folder, call from game with the directory path.
Should be that simple.
But obviously I'm talking out my ass or I'd be able to give an example, so. 😄
i seriously need a better way to save and load IsoPlayer class instances
Chances are that sort of thing won't be touched on until NPCs are re-added.
But what do you mean, specifically?
i just wanted to add some survivors to spawn in predermened locations with predetermined orders
like police guarding police storage, or survivors in houses etc.
was easy to spawn them but need to save them somewhere. otherwise they just spawn everytime even after you kill htem. or they just spawn once. and disapear when you leave cell
i currently save survivors parrty members in tables in the main players moddata but its very hackjob. not something i can start building on top of
there is this
public void save(String fileName)
in isoPlayer.class but even looking at the java not sure what it does exactly
No clue how it works or if it's even used by anything.
it will write an entire isoplayer instance to a filename
first opening the filename provided, opening a bytebuffer on that filename, then passing that to the save(bytebuffer) function doing the actual saving
it does not look save to me
there's no check on the fileName
it doesnt work?
probably relative to projectzomboid64.exe
load(fileName)
yes
i see it is makeing files
how can I get the single player save file name?
seems like it worked
\o/
wow it even deletes the file for me when he dies
just need an intelligent way to detect the need to spawn them from these files when i enter the cell
moddata on the isogridsquare?
so what like constantly check current square and add the survivors ID to a table in it? and remove it from last square?
That'd be the only way since there's no way to tell when a square is no longer active.
the event LoadGridsquare fires when a square is loaded in
wouldn´t Nolans thingie be possible with this?
if i can keep track of where survivors are by setting a table in gridsquare data with who is on that square, and keep it up to date often enough, then i could use loadgrid square to spawn them but the first part is the harder part
the reusegridsquare fires before or square is unloaded right
for whatever reason. the IsoPlayer:save() does not save the players name
Ah, I didn't realise reusegridsquare was a thing. Well that's helpful then.
im not sure, thats what i "think" it does
Anyway I got the isoplayer save and spawn thing working good. Thanks for the suggestions / help <@&136624934184026113>
I knew you had it in you, Connall
Now if only I had a "Runto" timed action
Is it possible to make one myself? I took a look at walk to timed action once but didn't understand how it works.
You could just set the movement speed higher for the duration of the timed action, if you just want to cheese it.
But no, looking at it, I have no idea how it does the things it does. Magics.
There are some AI states for walking toward things, but I imagine they have nothing to do with it.
I do slightly set higher movement speed, but its pretty cheesy looking, and it makes getting caught by zombies slow not work at all
now I jsut need to be able to save these survivor files into the actual save folders. I know I can use getWorld():getGameMode() + getWorld():getWorld() to find the save folder location within the users saves folder. but how can I find the path to his save folder? eg c:users/bob/zomboid/saves/
PZ is a chimera of client/server.
I noticed that too sometime ago. seems to be just separated for organizational purposes?
and there it is folkes:
local filename = Core.getMyDocumentFolder()..getFileSeparator().."Saves"..getFileSeparator().. getWorld():getGameMode() .. getFileSeparator() .. getWorld():getWorld().. getFileSeparator() .. "Survivor"..tostring(ID);
why do you hate it?
no, its just how to get the location to the active save directory
oh shame, but cool nonetheless
so that i can save files into the active save, rather than in a shared location
in the survivor mod. im saving the survivor instances to files. so i needed to find the diretory of the save file being uses so i could save the files there. otherwise there would be conflicts if someone is switching between multiple saved games both using survivors mods.
aye makes sense
okay, I'm on a good way, but too tired to continue
the item dupe bug is gone, but hurting players and zombies is broken now
uploaded a SP-only version to the workshop for now
👍
@cursive roost are you talking about Gravity mod? You found a way to "Hurt" Zombies?
is there a way to spawn a campfire and or a tent on a tile? I want to make like "survivalist" kind of survivors spawn in the forrest
okay, dafuq
apparently it did work all along groan
just tester being stupid (ie: me)
@placid delta there should be, I just remember tents and campfire being weird in regards to creating them
you need to make an iso....something AND add the object to a global lua table
if (not isClient()) and (not isServer()) then
:puke:
I mean, I understand, I really do
but it's still ugly
YES! YES YES YES!
Gravity now works properly in SP and MP 😄
Ayy! That's good :D
Never knew that existed
only when more than 1 player is present
so 1 player, 1 copy, 5 players 5 copies, and so on
it's actually a side effect of floors not being proper containers
which leads to all sorts of weird shenanigans in the code
if (not isClient()) and (not isServer()) then
isnt that condition impossible to meet?
no
that condition is true for singleplayer
isClient() returns false in SP, as does isServer()
I found that in @river plinth mod CoxisShop
@placid delta Take a look at camping.lua's addCampfire function. Does the bizarre Lua stuff Ben mentions.
glad that my kludgy code helped @cursive roost
okay i got campfire spawning
but tent asks for sprite as a parameter. not sure whereim supposed to get that from though
local tentSprites = camping.findTentSprites(tent:getSpriteName())
Camping.lua, line 345
Returns the back and front sprite.
Which I don't really get, but just go with it.
camping.tentSprites = {
sheet = {
frontLeft = "TileIndieStoneTentFrontLeft",
backLeft = "TileIndieStoneTentBackLeft",
frontRight = "TileIndieStoneTentFrontRight",
backRight = "TileIndieStoneTentBackRight"
},
tarp = {
frontLeft = "camping_01_3",
backLeft = "camping_01_2",
frontRight = "camping_01_0",
backRight = "camping_01_1"
},
so i guess i gotta spawn each half of it in the right order... i think i'll just pass on this. campfire good enough
well damn, i cant make any maps, as every tut is outdated and I can't import my town.png and town_veg.png files.. any ideas?
Hey @short shell need some help still?
okay so we 100% need to get that area of the forum smartened up with some decent tutorials etc - what's most needed right now?
speak, and I shall make it a for-realsies reality
@novel seal list of events + parameters that stays up to date.
@livid zinc I've spent a good few hours figuring it out. I finally found what I was looking for.. @novel seal After I figured some stuff out I made a crude 30min tutorial video getting started with what to download, how to quickly map a map with map Zoids and how to edit it in tiled and world ed. It's sloppy and I plan to make a better, more pro one once I got it good. As of right now we could use an up to date tutorial on how to test the custom map as I have not figured that out just yet.
@placid delta I have no idea what this means, but will talk to people who do
I am also going to make a tutorial video on how to make a new item, and add it to the suburbsdistribution the proper way.
@short shell cool stuff, I'll look into getting something written down too
thanks for the nudge on this
Haven't prettied it up yet but in case you need it
@short shell It covers what you need, veg maps, base layout map, loading it up in the editor and also testing out a custom map via a Mod
@livid zinc nice work, I'll put it to work when I get out of work today. If I learn enough I'll make a video on it
nice, I was just as confused as you were so when I finally got it I knew I had to do a new writeup
this is suoer-good stuff guys
thanks so much, and sorry it was a mess when you found it all 😦
I think we do have slightly updated tools to release too, but it's mainly tweaks and not like... a whole new world
😛
dude that would be awesome
You know the tools aren't half bad, it's just if you make any changes or update something it all goes to shit lol
If anyone knows a way of editing the veg map without replacing all the things you do in the editor (propwise) let me know
Unfortunately, the way TileZed works, you will always have to finalise your bitmaps before adding world detail in the editor as any changes/-re-imports means Tilezed has to re-export and overwrite all cells.
^^ that
If that wasn't an issue I think the tools wouldn't be so bad
When I made my test map I detailed it out like crazy, realized I knew how to do it and then wanted to expand my custom map after confirming that it worked only to lose hours of prop/detail work. It was discouraging so I waited to do anything else.
that's why we have creative mode planned, it wont be an issue then
That would make a world of difference, also I think mappers would benefit from a terrain editor as opposed to the vegmap/base layout map process
is there any change to that in creative mode?
well creative mode doesnt have you creating bitmaps, you're literally "in-game" with paintbrush style tools to delete things (trees, grass, buildings etc) and blueprints you can copy/paste etc, so for example you could load up in a forest and within minutes de-forest it, and some roads and some pre-made buildings and you have the start of a town, much much faster than the current TileZed way is
Ok so that does make it was easier. Awesome news!
But in the meantime im looking into tidying the current TileZed threads etc up to make it less daunting for new modders, more centralised info and downloads etc
Now i'm not going to ask for an ETA, but just wondering what is holding up the creative mode?
I'm not really the right person to ask, or answer, that question to be honest, but in general it's just how things have been prioritised
Yeah, I only asked because I know custom mapping will explode when you guys release it. But for me if it's after animations it will be no use for awhile because im on of those people still rocking a intel 965 gpu so my PZ action stops after that :\
It's funny everyone else has fingers crossed for the animation update. I might just be the only one hoping it doesn't come out soon haha
new version of Obey Gravity fixes two NPEs and marks stairs as support structures!
hmm. mapzoid works, but am getting unknown color errors when importing to worldzed, using paint, and tried photoshop, same issue. Also using this color chart http://imgur.com/a/6dfh3 saveing as png, but are there some fine tuned settings in saving that are causing problems?
alright so far so good, except for this little bump holding me up. @livid zinc you dropbox guide is good to the point of tile definitions. when trying to test the map I have an error on where to specifiy the locaiton of the tiles. well i did, but the program is not excepting the location. here is a pic of my 4 monitors showing the error and the location of the tiles. http://i.imgur.com/8KeigNl.jpg I've looked around if it wants something else, but cant find it. any ideas?
you will have to zoom in to read the directory
animations.
oh wow there was a lot more chat than that
thanks discord for not scrolling 😄
@livid zinc Creative had some work done but when it went into internal testing, it turned out it would need more work as it wasn't really intuitive to build stuff. Sir Twiggy streamed some of it back in the day. Then animations came around and it was just that we couldn't work on both things for once, so animations took priority due to the fact they are also the first step towards 1.0
it's not off the table, just took a lower priority due to animations and what they bring
I wish someone would make an skill tab mod lol XD. too big too much wasted space T_T
skill tab mod? you mean a new menu that shows your skills, but one that takes up less space?
@short shell did you turn off anti aliasing? that can change color hues sometimes.
@short shell i figured out what was wrong with the tiles btw, ZomboidMapTools1_1.zip via http://www.moddb.com/games/project-zomboid/downloads/zomboid-map-tools-64bit is what worked for me. For some reason the tilesets I linked too on PZ didn't work when I tried.
Thanks! I'll check this out when I get back
(note:Depending upon how you extracted it there might be a Tools\Tiles folder inside of the tiles folder you created earlier).<<<<<< This might explain why even I was confused. Apparently in my tired coffee fueled mapping I realized something was wrong but couldn't remember lol
Ok tutorial updated to reflect new download link to 2014 files, tools/tiles folder directory, and also the link to the txt document version of my tutorial.
😈
discord has some of the strangest emoji's lol
🐸
also @short shell updated tutorial to include color palette's off of suomiboi's tutorial, copy and paste to your paint program, use color picker tool and it makes life a hell of lot easier after mapzoid creates a basic layout, just go from there.
Cool.. thanks
No prob, crappy part is everytime i edit my tutorial I realize there is something more to add lol then i mess up format, re-edit.........
Is there a reason why my post wont let me add images?
in the TIS forums i mean
It finally let me but its at the bottom of my post
I couldn't drag it to where i wanted without it disappearing so I just put a note its at the bottom and made my links clickable where i referenced to pop to another window
I need a experienced map maker to join me on an exciting endeavor
What have you been working on/thinking about Nolan?
i need a big "player made" looking base to be added to rural parts of the maps
and I will preset NPCs to spawn in them as large survivor groups
ahhh, I would offer assistance but I haven't played with the building editor as much as the rest of the tools. Sounds interesting as hell tho!
Are you thinking Carp/log look to it?
are we talking castle big or like fits on screen big?
as big as the volunteer wants to make it is fine
Cool, assuming i'm done editing my tutorial for the 5000th time, I'll give it a shot just to see what I can do.
Is this going to be added to the existing world or a new town/city?
basically just imagining a large log wall perimeter and some small huts inside
i need to put it way out of town were there is low Z pop
i have made groups spawn in buildings in town. but they get overun in a few hours so
if its far out of town, they should be able to handle defending against the few Zs that come attacking
hahaha, the progress you've made already is pretty awesome
Yeah i picture something Ultima Online
ish
like orc forts 😛
But with more huts
Yeah, that makes sense. Do players actually defend themselves now or still copy player behavior?
i mean Npc's*
i posted a java file you can paste into zombie/ install folder to fix the "copy player behaviour" problem
then they move on their own
Nice, you know awhile back I was wondering if it would be feasible to use the zombies behavior as a base to be modified for enemy NPC's. At least that seemed like the most practical way of simulating NPC behavior to me.
NPC's had a zombie-like behaviour tho. Standing doing nothing, then as soon as the player showed up they started following him.
At least from what I remember
well i made aa handful of different types, some that run to find shelter in house. some that just flee from zombies they see. some that fight zombies they see. some that just spawn in groups and guard thier territory and loot bags, and some that sit around a campfire or sit by a corpse and "mourn"
still they get ravaged in no time if they spawn downtown
thats why i need to make large groups spawn way outside down, in woods or feilds. so there wont be many zombies near and they can actually survivor for a while.
Yeah, im actually testing out a survivor base for you now. Just trying to figure out how to force it to let me use exterior walls on the interior
i didnt know pz walls had interiors and exterior sides
lol yeah that's the part that get's confusing for me somtimes
I guess the walls you can see and the walls you can't see?
that's how houses have siding on the outside and painted walls on the inside
Ah
for now. can you put it here: http://map.projectzomboid.com/?desc=Survival_1xL0#0.5737998477788664,0.18777856972457563,95.39621664406894
i've still yet to find tiles for log walls though, but the player made walls are there
between dixie and wp? np
that actually helped quite a bit because now i know what kind of dimensions to work in so TY
don't go all out just yet. just wip up something basic so I can test that this can all work
Now are they survivors actions tied to any specific room in houses?
please explain
most likely i will just make them either stand ground or patrol back and forth in certain areas
guards standing by the entrances. in lookout towers if it has any. and people wanderin around inside. maybe a group leader doing something unique
Well when creating rooms, it dictates where things spawn. Should I leave doors off or are they able to open them
having doors is fine. no doors isnt really a problem either
if you can add fireplaces to the ground
ill make some people standing around the fire
ok, I have a really basic first floor base with 4 interior rooms. I think the way I am going to do it though is create one big building(not actually a building, but a wall protecting survivor buildings inside of it) and then I can add details like wells, tents, campfires etc
if were talking loot spawns. make a few buildings be zoned to spawn food. some other huts to spawn tools etc
but thats all fine tuning as far as im concerned.
i'd like to see it working as basic first
well i can give you that crappy first floor building to test with if you want but it's not zoned, or how I would picture a survivor (base/complex)
ya sure, that way i can confirm everything will work as expected before you do too much work
zip and send me the whole map folder? nolan.ritchie@gmail.com
grrrrrrrrrrr
there we go that's my first rendition when I was testing out interior exterior walls to get a feel for the building editor
if you think that would be ok for testing before I go super crazy (and I will now that im getting a feel for it let me know)
I'll email it to that address above
is that one building within the outer wall? or is that the whole thing?
either way ya send me the files so i can try to see how to add it
that's just a test building not anywhere close to my finished idea
i'll load it up and send it over for now just to let you move on and continue working on what were talking about (building editor can be a pain so it's better to test out what your thinking to see the pitfalls then attack what your trying to do after) which is where I'm at now
u sent?
compiling it, going to test it out that it loads up right, then sending
testing it now
Ok, it works, though the way my testmap and the spot you picked overwrites the highway so i set it up so you spawn in my testmap right by the building
later i might be able to modify the game map directly so I don't have to overlap all that shit, but that's down the road when we commit to some stuff
zipping and sending over now
if its overlapping the highway push it more north west away from the highway
Well I can do that, but i just sent what I had for now (im using a 1x1 cell testmap for now)
thats fine
im going to move it across the road and try to line it up better for now either way, your right at the seam of a bunch of cells so its just testing and seeing what works best with my testmap
where is it? i cant tell
oh i think i know
it cant have any roads though
has to look like it was all rigged up in days
yeah, like i said using my testmap
anyway, map loaded and survivors spawned in it so, no problems
awesome
if anyone has a link to raw TMX files for the vanilla map I can load up that cell and edit it otherwise it isn't so easy
I looked at the old ones but there isn't any raw tmx files I could edit from the 2014 tools
at least not for that cell location
cant u just find a near by cell that is purely forest or field
then make your cell start with purly foresty or field
exactly so it will take some looking around to find a good spot, I originally used this testmap where bedford use to be
and i kind of need the main wall be visible from the road. so you may need to move all your stuff right up to the north west side of your cell
yep, the whole map is going to need to be redone (this was just faster for your testing purposes and mine as well)
Gotta edit the base layout map that creates roads, veg map to prevent veg spawn in pathways/buildings, then I have to line it up properly with the highway, create a better player base we were talking about........ and a few more things
so you cant make anything smaller than 1 cell?
not from what i can tell, if i had the raw tmx files for that cell I could just modify it and avoid all this custom cell crap
ya i see what you mean. load up the normal cell then just add stuff
I might be able to load the whole map, rip out the cell we want to use and do it that way, but I'd have to figure out how to revert them from lot files
yeah
file format is different than the stuff the game runs?
yeah world building converts tmx to .lotheader files
.bin
.lotpack
which is why this was way easier just for testing, again i apologize 😃
well, if you make the entire survivor made base the size of the cell. it wont look like it was just patched on there
yeah it's also going to take some good vegetation map planning as well
trying to make it seamless
most people wont care if you can see the seem of where the cell was added though
if you can make the whole cell just that yellow grass it should look fine
then add the buildings + wall
yeah so i just tested across the road
it doesn't overlap the highway so that's good at least
what do you need to look for? im not following
Oh, the cell you suggested I just tested my test map on
I think it will work well it leaves enough room in that wide open yellow grassy area to give an entrance to the player base
ugh i was going to show you where the corners would line up on the pz map but it wont save my POI
dont mind the center dot that was my mess up but the 4 outside ones is the cell we choose
ya but i could already tell based on the cell coords the map shows
not down a road. start the wall right at the top left of the cell
so its visible from the road
ahh ok
yeah changing anything later is a PIA so planning is a must when it comes to mapping 😛
nice, is that what you were thinking?
doesnt have to be that basic. but see how it will be visible from the road.
yeah, I can do it just like that or make it look more natural easement on the corners
really doesn't matter much to me but at least we found a good spot 😃
rofl
easypickins just uploaded new tilesets and tools
that's awesome 😛
does that mean you can load a cell and edit it?
downloading now
damn nope
im going to ask for them though, we'll see what happens
either way I'll work on building a more realistic player fort while we wait for a reply
when you have a wall and huts or w/e send me.
No prob, working on it as we speak
new update to Map Tools & Tiles for Build 36, NICE! and thank you working on stuff now. @livid zinc turns out my AntiAliasing was on and the cause for the issues
yeah, what a pain 😛
@livid zinc in your tutorial when at editing the spawnpoints.lua your example has errors in it, you need a close bracket on each profession. This is your example: function SpawnPoints()
return {
constructionworker = {
{ worldX = 43, worldY = 36, posX = 180, posY = 180, posZ = 0 }
fireofficer = {
{ worldX = 43, worldY = 36, posX = 180, posY = 180, posZ = 0 }
parkranger = {
{ worldX = 43, worldY = 36, posX = 180, posY = 180, posZ = 0 }
policeofficer = {
{ worldX = 43, worldY = 36, posX = 180, posY = 180, posZ = 0 }
securityguard = {
{ worldX = 43, worldY = 36, posX = 180, posY = 180, posZ = 0 }
unemployed = {
{ worldX = 43, worldY = 36, posX = 180, posY = 180, posZ = 0 }
}
}
end
This is what it is supposed to look like:
function SpawnPoints()
return {
constructionworker = {
{ worldX = 35, worldY = 29, posX = 196, posY = 182, posZ = 0 },
},
fireofficer = {
{ worldX = 35, worldY = 29, posX = 196, posY = 182, posZ = 0 },
},
parkranger = {
{ worldX = 35, worldY = 29, posX = 196, posY = 182, posZ = 0 },
},
policeofficer = {
{ worldX = 35, worldY = 29, posX = 196, posY = 182, posZ = 0 },
},
securityguard = {
{ worldX = 35, worldY = 29, posX = 196, posY = 182, posZ = 0 },
},
unemployed = {
{ worldX = 35, worldY = 29, posX = 196, posY = 182, posZ = 0 },
},
}
end
Reguardless of this error your tutorial is solid and I finally got a simple tutorial map working from start to finish!! Thank you soo much for your help!! I'm going to get working on a nice tut video for the more visual learners out there..
I'm interested in modding and map editing, been looking for a project to work on.
cool, I just finished a 1hr and 30min vidoe tutorial start to finish on how to make a map. I'm working on organizing it and I will have it uploaded asap.
Awesome that might just be a formatting error from when i copied and pasted it. I appreciate looking it over. I spent over an hour trying to walk through it again.
updated the tutorial, for the closed brackets using my latest file as an example. Again I appreciate your help. So glad you got to making a map. When you make your video let me know I'll add the links to the page to make sure enough people know how to get mapping!
just finished with the videos. I'm rendering now and will start uploading it tomorrow morning.
Anyone know of a fix for WorldEd not displaying in the Cell View?
yes, there is a checkbox you must click. I'll provide a link to my tutorial video in 1 sec
here is the video navigate to 25:23
"assign generated maps to world" is the box you need to check while doing bmp to tmx
yeah that worked in the old tools, but not in the new ones i just downloaded :\
so I'm still using the old ones
@short shell awesome video
I just took a look at it and was shocked you went and did an hour long video, from what I saw though it is the most comprehensive tutorial I've seen yet!
Good work dude👍
Also added a link to it on my tutorial
Thanks! This game and community deserves it. Plus after sitting around waiting for so long, my own laziness, I decided to do the work and research.. figured I'd help everyone in the process and make a video to save time for others.
Strange, as I'm using the new tools and tilesets released yesterday by easy Pickens
And works perfectly. I
Yeah when I create a new project and drag over the files as per normal, then I double click it in WorldEd to open the Cell view to do things like place buildings
and it just is totally grey
the buildings appear but the terrain acts as if i never enabled it in the options
That happened to me before, and clicking the option fixes it for me.. I'll look into when I get out of work and see if I can recreate the issue
Yeah no worries, just wondering did you notice anything new about the new tools?
other than the new tiles I didn't see too much (so hopefully the old working version will be fine for now till I fix this issue)
I have little time in the tools, but while using the new tools and I have not noticed big changes, I could be wrong. The only change I've see was the 2x tiles. in the tiles folder.
Thanks, I was wondering because after trying all these downloads I have like 2-3 versions floating around my PC
@placid delta sent you an email with an updated survivors base
Yes i beleive you will only get a grey box in worlded when opening a cell if you do not have "assign generated maps to world" ticked when you use BMP to TMX, if this is definitely ticked im not sure what the issue is, try ticking/unticking the graphics options in worlded preferences
Yeah, I have 3 versions of tilezed/worlded 2014/2015/new 2016-2017 one from yesterday. Only one of them works. So i just stick with the one that works lol
@livid zinc thanks
np
i dont want the spawnpoint though
@vernal ferry So I tried it again, what I realized is if you do it once without clicked assign generated maps to world. From then on it won't work. If you start the project over and bmp>tmx with that clicked before doing anything the problem goes away. But you can't go back and try to redo it and expect the grey map to go away without starting a project over.
@placid delta That's no prob, I just put it there to make it easier for your testing purposes. Did you plan on using this in a server? or SP? or just for testing?
survivors mod doesnt work mp. its just sp
oh yeah that's right errrrrrrr
just delete the spawnpoints lua files?
yeah let me test that and see if it works with no spawn (obviously you'll then have to spawn in WP or Muld)
and if not its fine but if possible not have the doors be locked
otherwise it looks great.
what should i call this survivor base i wonder
Yeah, and obviously I can change the name of it (moat was a testmap name)
There
err
there's a way to add map files to the game without making it a mod (but it requires replacing vanilla lot files) so this way when you load the game it will be like vanilla but with this cell customized
yeah error message if I disable spawns
So the option is to either copy the map files to your vanilla map (backup vanilla files) or I can set the spawn points to somewhere else(Muld or WP) though that would be confusing when selecting this town from the spawn menu
Yeah just make the spawnpoint spawn in muld or wp
I wish there was a way to disable it appearing from spawn selection, still keeping it as a mod, but not having to alter vanilla files either. Thus fixing the issue by removing Moat as a spawn location
but name the spawnpoint "DONT USE THIS"
exactly^^ that would have to be the option
im going to do some more digging into that to see if I can prevent it from popping up in the city list. I was also thinking of making the walls have a 2nd floor to walk the perimeter but I wasn't sure of the full capabilities of your Survivors so that might be useless?
And I believe the game dictates what (non player made) doors are locked or not from the sandbox option. So I could remove exterior doors as a workaround?
think i figured a way to disable spawning there from the city menu testing it now
Hmm come to think of it, I guess its not a big deal to have it as a spawnpoint
I thought i had it, i deleted the map.info file and the spawn selection disappeared but so did the base lol
spawn point is fine.
if i have too ill just call it "Certain death" so no one chooses it or something
but id really like the doors not be locked so i can set some guys to patrol from building to other building
otherwise they just get stucj at the locked door
let me see if i use another door if it works like the outhouse door
maybe those won't lock
testing it now
lol not only did it not work but this time i set off a house alarm rofl
maybe if I create a foyer area, with a doorframe but no door, then create another doorframe in the foyer to the house with a door that one won't register as a exterior door?
testing that idea now
@placid delta yep the foyer idea worked
so if I make a doorway with no door, then a foyer with a door it will always be unlocked
Do you want me to do that to all the survivor buildings?
well I'll see what I can do about the alarms, maybe instead of making the rooms part of a house I'll designate them a custom room so alarms won't trigger
Though that might make food/item spawning difficult for your survivors
not sure we'll see how it goes i guess (see a lot of playing around and testing)
if its easier just have door frames and no doors
rather than doors that might be locked
well, i just modified the buildings and added foyers to another door that will never lock
i also changed the room names hoping that custom names might cause alarms to stop
so im going to test that now
@placid delta good news, foyers work great, and renaming the rooms prevent alarms
I might redo the building with the kitchen that spawns food(right now it's not spawning because of the room name change) but I think I can fix that too
The windows still lock, but they don't seem to set off any alarms, I could always change them to playermade windows with no glass, but im not sure if that matters or not to you?
cool, testing it now to see if food spawns again
okay my survivors dont spawn if you select moat as spawnpoint. so i need you to change the spawn location to like the gas 2 go that is just down the road rather than right outside the survivor camp
hmmm do you think it's because it's too close to the fort? or because it's a custom cell?
btw food is spawning again, no alarms, no locked doors !
no something wrong with my preset survivor spawning system. it doesnt work in the first area you start a game in is all
it will work if you walk there from somewhere else though
I could make it on the highway by the clearing? would that be better?
that's a different cell
highway is 38x26 base is 39x26 or I can just pick a spot in the gas station parking lot?
so you have to make the spawn point in that cell?
I can make it in any Cell (but you were saying survivors won't work in the same area) so I was wondering if the highway would work because it's technically a different cell
but closer than the gas station
up 2 you
maybe half a screen length north of the highway
right on the highway might be too close
k, like in the clearing where we originally wanted the survivors base?
testing now, and if it looks good i'll re-zip and send you the updated files
im trying to fix this problem with my load preset survivors so it will work spawning right inside
boo yeah
ok i fixed it
Nice!
just leave the spawn point where it was XD
lol was just about to say tested new spawn point
since i have to change it back now, is there a spot you'd prefer? like in the base instead of outside of it ?
just outside is betterthan inside
then i just should figure out how to change the preview image and the name and description
okay. i guess call it "Hilltop Survivor Camp"
alright, if you want to test the latest build well I play with preview/titles/screenshots for it and when I finish I'll send that over
cause i just emailed you the updated version
testing
@placid delta sent Hilltop Survivor Camp, feel free to modify the screenshots or descriptions
It just didn't feel right sending it to you all half assed 😃
I'm gonna fix some more coffee and have a smoke tell me what you think.
sorry, just trying to sort out some final bugs with my spawning system
ok seems like i finally fixed my suvivor spawning thing. so ill take a look at the latest version
@livid zinc Okay I pushed the update live with the base now
made a demo vid: https://youtu.be/Hdbn4W3lSIs
hahahaha NOICE
oh shit why is the alarm still going off.......
guess i didn't fix that sorry man 😦 I'll see what I can do about that later tonight
dude im lmao watching this vid tho
LOVE IT gj @placid delta
Looks as if this camp could survivor on its own long enough for everyone to starve and turn on each other
dude, you've come soooooooooo far with the npc's its really amazing
any additions, removals or requests to the map let me know. I could always add sniper towers (with stairs of course) in the corners too
I just didn't want to go crazy with details too much considering you were going after a player made base, so I refrained from adding wall objects and props
I'm still mad impressed...... i mean WOW dude 😃 pat yourself on the back
Well the moderators pointed out there was a proper save and load functions that work for the survivors in the IsoPlayer class. Once I confirmed that worked I got some renewed motivation to do more work on it.
because building on top of a hack job sucks but if I have a good base I will want to build on it. So thank the moderators for giving me attention.
Towers would be Kool. I'd give scopped hunter rifles to the guys I put in them
😛 I'll be working on that later tonight then for sure. As far as the plain grass surrounding the base, do you want me to leave that? Should I add more details to the base? Like log stacks or supplies or just leave it plain?
Ya add details if you want. As log as it still seems like it was a base rigged up in a short time
Or make more bases in other places if your up for it. I'd love to add some all over the map
Good stuff! Mapping is way more fun when you have a purpose to map, can't wait!
Man that damn alarm is driving me crazy though, I put it on very often under sandbox settings to test it out and none of them went off. Guess I'll have to do more testing for that.
@placid delta Are your NPC's capable of shooting other players/go rogue?
also think i found a bug
yes ish
what is the bug
if pvp is enabled rogue survivors can appear and battle each other. it just doesnt work well because the will friendly fire the sh*t out of each other lol
it might be on my end
but if you click "walk to" a survivor then they go apeshit
they just keep talking endlessly
lol
is it your firsst time using this mod?
there is something you have to install separtly from subscribing
read the top of the desc of workshop
yeah i recently reinstalled a fresh PZ
i was like wtfffffff
but at least my PZ runs again so hey, pick your battles right?
oh yeah its working perfect again
good. I hope TIS will add the simple java function i need so there is no need for pasting stuff into install dir
omg this is hilarious
if you ever want someone to write some lines or anything let me know
So could you script their whole behavior to do a zombie killing campaign?
I was thinking a goodthing to do next since i can spawn in preset locations,
would be to spawn quest survivors
like bob spawns in x house and ask your to help him find his wife
Yeah it'd be badass if you ran into a mob of survivors ready to go into town and clear it out
find them in the PD holding it down
all kinds of sick stuff
right now i can just set them to hostile or non-hostile
hostlile means they will attack you or other non-hostile survivors
ok, but could you make them guard a certain area, or follow a scripted path?
guard yes.
How hard would it be to get it to follow a path via maybe tile x and y positions to create a prescripted event?
how long of a path?
down a road?
thatd be fine as long as the main player stays near them
they cant do anything unless player is in the area
if you mean like, he leads the way and I follow him that would be possible
yeah i would figure player walks near survivors, triggers event, npc's follow scripted route down road to town, guard/attack nearby zeds
would be hard to keep him alive though
yeah if he lead the way and you followed that would be killer
maybe an escort mission guarding the mayor of muldraugh or west point
id be so impossible in a high z pop area like in town though
Yeah something that big might work better in a custom town/city that zombie spawn can be more controlled in
I posted something on the forums asking how to do challenge maps, if I could figure that out it would probably be great with this
can you use a lotpack file to load and edit a cell?
i did but they just ignored it maybe its an angle thing
they just took on a full zed assault at my base
awesome
i was in the kitchen getting food for my followers and i heard crazy shots going off, ran out to see them slaughtering zombies
the neutral survivors
i can fix that though
will need to be able to feed them if you want to live in that camp
that's cool, i just thought they were like screw you im not your follower lol
yeah, picking a remote spot was a great idea
the survivor npc guarding a base is totally immersive
will the neutral survivors turn on me when they starve?
yes they should
even if pvp is off. they will abadon thier post
when hunger hits 90 out of 100
Nice i can't wait lol
I'm thinking i should add more food counters to the other houses
lol fing gov "I still miss tv" love it
hahahaha they are going crazy killing people
shit they are all coming to me on the roof now
it's a total mutiny
this one npc hoarded 3 bottles of water 2 cans and one chips
and im dead 😛
should i make it so even if pvp is turned off, once someone turns hostile from hunger, pvp gets auto switched on? lol so evil
oh i got it. even if you turn off pvp. if it detects someone trying to attack the main player when pvp is off it will just turn it on. so you can cheat by keeping it off
if we make another camp. i want it to be a hostile camp
@livid zinc we have problem. The base does not spawn unless you choose it as the spawnpoint when you start the game
really?
might need to add the map the other way
directly to the vanilla lotfiles
which means like the zombie.zip people will have to replace lot files on the map with these ones
That's pretty annoying
i asked the All map share guy if he can add the base to his map ws
nice, did he have any other suggestions by chance?
you could do what he does. which is make his own Westpoint and Muld spawnpoints within your map mod
and just tell everyone not to use the default westpoint and muld spawnpoints
Yeah but that just fixes spawning, I'm guessing he changes the lot files directly then?
Cause if you just copy and paste them to the map files and overwrite, you can still setup a spawn point without the mod
but it's quite a bit different from the mod structure (first way I learned to test it before making it into a mod)
idk how really but he makes his own WP and MULD spawn points. eg Wespoint - ALL MAPS ACTIVATED
if you choose the normal wespoint then non of the mod maps load
check his code
Steam Workshop: Project Zomboid. As of the latest game update, opening TWD prison doors will crash the game (not my fault.) Use at your own risk!
Removed New Denver for now. Also Heard that Downtown spawn points have caused problem
cause choosing spawnpoints shouldnt change the map from appearing/disappearing alone
yeah it looks like he's directly replacing the lot files
I'm going to load it up now and test some stuff. So choosing muldraugh/wp people run to that spot and it's not there? or is it not appearing in old saved games?
create a spawnregions.lua file and save it in the same folder as your mods spawnpoints.lua, include this code (example) function SpawnRegions()
return {
{ name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" },
{ name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" },
{ name = "Bedford Falls", file = "media/maps/BedfordFalls/spawnpoints.lua" },
}
end
k let me try it
spawning in west point since its not far
initial infection
before i was testing using sandbox mode
@vernal ferry will making a spawnpoiunt with the same name as the default spawnpoints overwrite the default ones?
can just edit the default ones
you do not want to be overwriting the vanilla files, your mod should be in its own folder
not overwrite files,
overwrite the spawnpoint options
if you make them with the same name as the defaults
i dont get what you mean, your mod should have its own spawnpoints.lua file in its folder, which includes any spawn points you have added for your mod, if you also use the spawnregions.lua i listed above, after chosing your mod as the new world, you will then have the option of spawning at one of the games original spawn points, or your mod spawn point
still running from WP
@vernal ferry The problem we are experiencing is that our map does not show up when we choose the built in spawnpoints eg "Muldraugh, KY" or "West point, KY"
because you aren't choosing "spawn points" per se, your choosing a vanilla world, you have to choose your mod as the world
I don't beleive there is any option to choose a "world" when you start a game, so im not following
ok i see what your saying
when starting a new game, in vanilla, you select either west point or muldraugh, they are effectively different spawn options for the same vanilla world, when you make a mod that changes or adds to the vanilla world, it shows up in that menu, so i agree it seems a bit weird, but if you dont select your mod on that screen then you are effectively telling the game to just use the vanilla map, hence the use of the spawnregions.lua to give you the choice of spawn point after selecting your mod as the "world" on the first screen
that is odd
the choose spawn point screen need to be renamed imo, that should be a second layer screen with one above saying "select world"
So is there an easy work around to that currently? via replacing the spawnpoint file?
yes the easy workaround is creating the spawnregions.lua file i posted above and include in your mods folder with your mods spawnpoints.lua
in game you then select your mod on the spawn point screen and it will give you a pop up asking if you want to spawn in west point, muldraugh or your mod
ahh so we'd have to add it to the spawnregions.lua file which references that spawnpoints.lua in our mods folder ok.
create a spawnregions.lua for your mod which references the spawnpoints.lua files in the vanilla map folders, as well as your mods spawnpoints.lua file yes
function SpawnRegions()
return {
{ name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" },
{ name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" },
{ name = "Bedford Falls", file = "media/maps/BedfordFalls/spawnpoints.lua" },
}
end
the contents of your spawnregions.lua should look something like this
ahh its like a listing file nice
I guess you found a new part to add to blackbeard's mapping video? lol
part 2 Mapping Returns
well im almost finished a comprehensive sticky post that i will put up soon, should make all the infoa lot easier to find 😃
Yeah, I understand it's a lot to cover.
Well I guess I'll try to set that up for our map and see how it goes. Thanks @vernal ferry
no worries, you can also use this method to easily create "mega mods", you can download multiple maps, put all their lotpack files etc in one folder, change the names of all their spawnpoints.lua files to say bedfordspawn.lua, california.lua etc and have your spawnregions.lua reference them like above, allowing to have multiple map mods running at once without running into the problem of them only spawning if your actually spawn there
Nice, so in sense it act's like a map load trigger?
kind of, when you create a new game it copies the contents of the vanilla map folders along with the map mod you actually selected, so if your wanting to run multiple map mods, you want all their files in the same folder as you can only select 1 map mod on the spawn/world select screen, the spawnregion.lua just allows you to list and choose all those different mod spawns and vanilla spawns for the player to choose ffrom
after selecting that mod as the world
sorry, that's some interesting stuff.
lol im a dork, but i love learning anything mapping related in games
😄 its all good, learning is fun when its something you enjoy
function SpawnRegions()
return {
{ name = "Muldraugh, KY", file = "media/maps/Muldraugh, KY/spawnpoints.lua" },
{ name = "West Point, KY", file = "media/maps/West Point, KY/spawnpoints.lua" },
{ name = "Bedford Falls", file = "media/maps/BedfordFalls/spawnpoints.lua" },
{ name = "Hilltop Survivor Camp", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },
}
end
ugh discord misaligned but that's what I added
if you get rid of the bedfordfalls line you should be good
i don't have that mod 😛 to be honest other than survivors and map mods (redboids excluded) that's all i have
So your's must be special because I didn't download anyone elses haha
if you got a spawnpoint option pop up after selecting your mod then i guarantee its worked 😉
niiiiiiiiiice
fitness instructor running to confirm 😛
haha zombie munched me while typing already
errrrrr
musta done something wrong,
initial infection>spawn select(saw my hilltop survival spawn)> choose WP instead > ran to hilltop > not there.
mmmmmmm
i know why i think
I have a mod for my hilltop survival map under zomboid, and im subscribed to his NPC mod with my map
when you created the new game, you defo chose hilltop survival as your map and you then got a popup asking wheteher you want to spawn in west point, muldruagh or hilltop correct?
I think i changed my map mod, but that doesn't change his subscribed NPC mod lol
which includes my map mod
so another retest
ah gotcha, susbscribed copy and local copy 😄 yep that gets confusing
yeah cause we merged to form one mod 😛
so I was just editing my end but not his, and running his mod with both of our old files still rofl
so now i have to disable his, and enable mine, run test and then have him add my mod to his, and hopefully it should work with that file
i can update if you send me
k ill send it over
i just rezipped the whole thing and sent it with the new file
w00t
i see the popup your talking about
under my map mod,
like your joining a server, getting a spawnpoint selection screen
phew
Nice 😃
I didn't get the update yet, last update was about an hour ago so I'll let you know when it hits i guess
yes its exactly like servers how to set up their maps when including multiple mods
yeah, that's pretty cool and easy.
Makes way more sense when you see it in action. lol I haven't finished my first cup of coffee yet and glad this was a smooth fix 😃
I was like really............. I have to put off building sniper towers............ yay back to building sniper towers
more coffee, brb I'll let you know when your survivor mod update hits my PZ @placid delta and test it out when I get it.
think i just got it
😛
dude, im still in a sleep haze lol
so it would of sat there for 5 hours if it was me right now
I didn't get the popupscreen this time so fingers crossed
@vernal ferry said i should get asked what spawnpoint after choosing Survivor "spawnpoint"?
if you dont get that popup that paradox got earlier then something hasnt been done right
yeah, i got the popup in my mod alone, but in nolan's with his survivors it didn't pop up this time
different folder name/structure that needs to be changed in the spawnregions.lua?
i don't know, nolan can you take a screenshot or copy over the filepath to my map/mod?
you could always try to adjust the spawnregions.lua yourself if you feel comfortable and see the change yourself
sorry have not been paying much attention here. let me catch up
is there a place i can find downloaded mods in my own PZ with the same structure? @vernal ferry
so maybe i can figure out what's different than mine
108600?
all subscribed mods are stored in your steamapps/workshop/content folder, if you sub to bedford, its folder number is 522891356, and im pretty sure zomboids folder number is 108600 so, steamapps/workshop/content/108600/522891356 will be bedfords mod
everything is in\Contents\mods\Survivors\media\maps\Hilltop Survivor Camp
of course the last folder in my listlol
C:\Program Files\Steam\steamapps\workshop\content\108600\786130456\mods\Survivors is what mine is
then Survivors is where the error is, named differently to the ref in spawnregions
i dont see whats wrong with ""media/maps/Hilltop Survivor Camp/spawnpoints.lua""
.........err is it because the folder before my map name is different?
C:\Program Files\Steam\steamapps\workshop\content\108600\786130456\mods\Survivors\media\maps\Hilltop Survivor Camp
should i rename my map to Survivors?
would that even matter?
rename it where?
C:\Program Files\Steam\steamapps\workshop\content\108600\786130456\mods\Survivors\media\maps\Survivors instead of C:\Program Files\Steam\steamapps\workshop\content\108600\786130456\mods\Survivors\media\maps\Hilltop Survivor Camp
no thats ok
ok
but i think in the spawnregions.lua the name need to be the same as that folder
{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },
ahhh
testing it out now modified the workshop spawnregions.lua to use the one i sent you nolan
copied your survivors mod, adding it to my zomboid folder to test if it works with the change in spawnregions.lua now
yeah, even with it modified i still don't get the popup screen
gonna have to try a few things to see what's up unless anyone has an idea
It's so strange, i don't get why it works in my mod, but when you combine them they are different?
maybe make both their own separate mods would fix it?
just subbed and tested my end, and with the line changed in spawnregions.lua that i posted above it works fine
i did notice that the map.info was screwy too tho
lines joined together instead of seperated onto seperate lines
what line in spawnregions did you change?
{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" } - was {name = "Hilltop Survivor Camp"......
that name needs to match your first folder
yeah earlier remember when I asked if the folder name mattered ? 😛 guess it does effect it
yeah that does it
awwwwwwwwwwwesome
check the convo log, i said you dont need to change your folder name, you need to change the ref line in spawnregions :p
no worries man
first time i've combined my work with someone else so this part is new to me 😃
so i get how choosing "Survivor" is like choosing a world. then you chose a spawnpoint within said world
how do i rename the "spawnpoint" inmy survivors world
as it is now I choose "Survivors" World. then I choose westpoint muld or "Survivors"
change the name of the Survivor folder (and then also its reference name in the spawnregion.lua)
^^^
wait so they cant be different?
the top folder and the name in spawnregions has to match yes, like i said earlier 😄
RingoD123 - Today at 6:55 PM
but i think in the spawnregions.lua the name need to be the same as that folder
{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },
yeah
so if you rename the Survivors folder doesn't that change your mod structure nolan?
hell the whole name of your mod
that does not make any sense to me. shoudlnt there be able to be multiple spawnpoints? if the spawnpoint name must be the same name as the map folder then how can you have multiple spawn points?
I guess the choice is rename the survivors folder to something you want to appear in the spawnpoint menu, or choose survivors as a spawnpoint?
then it will change the name of the MAp / world to that also
a work around might be to release your survivors NPC with the dependency of my hilltop survivors mod and thus it would appear correctly with no folder changes
would be really stupid though if people don't know that because then it will just spawn no fort in that cell
workshop doesn't want us to be together nolan 💔
try making a ws for the hilltop survivor camp and lets see how that will work
ok ignore me, that name can be anything you want
looooooool
what
but it didnt work before i thought?
brain explodes infecting the room with the zombie virus
i think you guys might be getting things crossed with files etc
yeah that's why 2 seperate mods might be better, i'll try uploading it to workshop
yep, just re-subbed and tested, the survivors mod that downloads works fine in terms of letting me choose that world and then offering me spawn points
i know, but i think he doesn't want that
ohhhhhhhhh
i see
one sec
so the popup only happens when selecting mine first?
yes