#mod_development

1 messages · Page 392 of 1

drifting ore
#

if getDir~=nil then
dir = getDir("RED-Pak")
else
return
end

Balls. Yeah. Only nil.

#

if object:isDismantable~=nil then

Should work unless I'm totally out to lunch on Lua syntax. I probably am.

cursive roost
#

@winged lotus You should check the Java class of object in that case

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@winged lotus player-made will be IsoThumpable (as will moved object), so instanceof(object, "IsoThumpable") will be true

drifting ore
#

Oh, it's an isoboject or something? Then I really am off. 😄

#

Why'd I get up today. 🙃

cursive roost
#

gotta go now, family demands attention. Will be back later o/

winged lotus
#

ah okay thank you ^^

#

I'll try this and tell you, but the "as will moved object" scares me a little

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because some of these objects doesn't have the isDismantable function

drifting ore
#

That function is only part of IsoThumpable

#

So BlindCoder's example above is what you want.

winged lotus
#

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 ?

cursive roost
#

instanceof is a function returning true or false, it checks if object is of the java class you supply

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or one of the java classes inheriting from it (ie: an IsoPlayer will also be an IsoCharacter)

winged lotus
#

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

cursive roost
#

any reason why?

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I mean, even moved stuff will be IsoThumpable, but it's not really "playermade"

winged lotus
#

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

drifting ore
#

Yes, as said: only IsoThumpables have that function. Non-player made objects must be using a different function.

lament dune
#

<@&136624934184026113> what is this channel for?

drifting ore
#

To crush the hopes and dreams of thsoe who dare enter.

To talk about mods and how to create them.

lament dune
#

rlly?

drifting ore
#

I'm afraid so.

lament dune
#

so not radio frequency's and scanners and stuff

drifting ore
#

If you're making a mod for them, I suppose it'd fit here.

lament dune
#

mod?

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moderator?

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do yall know about scanners and trunking here?

drifting ore
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mods as in modifications for the game.

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Though I see how it can be confused with moderator discussion.

lament dune
#

what game

rose leaf
#

The game this discord server is primarily about, Project Zomboid

winged lotus
#

😅

lament dune
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wtf

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i didnt know that was a game

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lol, never heard of it

fleet folio
#

Then how did you get here in the first place?

rose leaf
#

Well, welcome anyway! 😃

drifting ore
#
winged lotus
#

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 ?

winged lotus
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Because ISWorldMenuElements.ContextDisassemble().dismantle = function( _data, _v ) [...] is clearly not working 😅

cursive roost
#

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
winged lotus
#

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 😃

cursive roost
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unfortunately, the way it's written makes the self.disassemble function kinda private

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though not rearlly

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with my second code, you can then override the retVal.disassemble any way you want

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without affecting the rest of the functions

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also, you won't have to recheck every version of PZ if something in that code changed

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that's something the waterpipes mod suffered from

iron salmon
#

@Sabby I am curious how the story ends :D

How did you get here?

iron salmon
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oh he gone

winged lotus
#

Finally...! Huge thanks to @drifting ore & @cursive roost helping me through this update, you guys are gold spiffo

Handmade. Wooden. Dowels. Update 1.5 for Build 36 axe

http://steamcommunity.com/sharedfiles/filedetails/?id=498634342

winged lotus
#

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" ?

cursive roost
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wow, didn't think you could manipulate the shaders

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well, I'm not really blind, despite my name

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but I'd go for the first

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the second one feels too detailed

winged lotus
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That's what I thought too 😃

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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 😦

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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 !

vernal jackal
#

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).

drifting ore
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There's a workshop mod that uses different shaders or overlays. Not sure which.

vernal jackal
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IIRC there only are two fragment shaders right now

drifting ore
winged lotus
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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 😦

vernal jackal
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Looks more like a vignette-type of effect

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aka transparent .png over the whole screen

winged lotus
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the overlay one just fade a big .png file over the screen yup

vernal jackal
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sweet idea though

winged lotus
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Yup, did the same with the blind trait mod, but I would like to add grayscale and "shadow" player skin

vernal jackal
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The light-related code has been used to a c++ core, right?

drifting ore
#

Far as I know.

vernal jackal
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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

winged lotus
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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.

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But if the game loads the core & shaders before lua... Well I won't be able to do this

vernal jackal
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You can't read files in the shader code itself, but in theory we could send the values

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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

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@inland gull cough cough 😄

winged lotus
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🤗

worthy ivy
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keeps being reinvigorated by staying in this channel, isn't sure if bad or good.

winged lotus
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@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
        }
    }
vernal jackal
#

Not sure what you mean

winged lotus
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In fact I'm not sure if I can use any c++ code in the .frag file, can I ?

vernal jackal
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you can't

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it's GLSL

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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.

winged lotus
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Ah. Well. I'm fucked 😐

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Suddenly checks if there is functions in GLSL to read info from file

vernal jackal
#

you can't

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basically it's code that runs on the gpu

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but of course you could send parameters to it from the game

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IF we would have access to that code

winged lotus
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Awn so I'm really super stucked here 😥

vernal jackal
#

you can still do a lot of fun stuff with it

winged lotus
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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 😋

vernal jackal
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Do we have accesss to os.rename? ^^

winged lotus
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I... hope so...?

vernal jackal
#
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)
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Not trying to be a party pooper 😛 It's just stuff I had to find out the hard way back in the day ^^

winged lotus
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😖

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I could write the file...? Ah, nah, no io. daaamn 😫

winged lotus
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Ah. It feels like I run out of ideas now 😦

inland gull
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i added global function to access a filewriter

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check the mainoptions.lua where i play with the keys.ini

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(didn't read the whole discussion, idk if that help really :D)

winged lotus
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My hero 💕

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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

vernal jackal
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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.

winged lotus
#

Yeah but I'll have to get some sleep right now 😅 I'll try this and keep you updated 😃

winged lotus
#

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 :

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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 😴 spiffo

winged lotus
#

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 ?

winged lotus
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Well. It's not possible in fact. I loaded shaders only and then desactivated the mod but got kicked ou anyway

winged lotus
#

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 rat
http://steamcommunity.com/sharedfiles/filedetails/?id=546189296

livid zinc
#

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

vernal jackal
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Are you looking to create spawnpoints for a map or for a profession?

livid zinc
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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?

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I'm sorry if that doesn't help you much, I just started my custom map today.

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Should i just ignore spawnpoints and try to set it later in server settings when I run a map test?

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Would showing you the tutorial vid I was talking about help explain at all?

vernal jackal
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Unfortunately I never worked on custom maps.

livid zinc
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I understand, I do appreciate someone replying either way 😃 ty

vernal jackal
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I just know how to set custom spawnpoints for modded professions ^^

livid zinc
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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

vernal jackal
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but maybe you could just download one of the other maps on the forums and see how they set them up 😃

livid zinc
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do you know which file it is for profession spawnpoints?

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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

vernal jackal
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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 😉

livid zinc
#

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).

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that's assuming I figure it all out ^^

vernal jackal
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Tutorials are always a good thing for the community and the rest of mankind!

livid zinc
#

Ok does anyone have experience loading custom map lot files in SP?

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lol i learned how to make PZ not load SP anymore 😃

livid zinc
#

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 😃

vernal jackal
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Sweet 😃

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It's a great that feeling :3

livid zinc
#

yeah, still haven't gotten deep into setting up foraging/item spawn yet but my test dumpsters have garbage in them so rock on!

cursive roost
#
#

developed and uploaded on the train in < 1 hour

#

and yes, it's a personal need again 😃

winged lotus
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Oh god that's awesome ! 💯

cursive roost
#

thanks 😃

#

still needs some love to make it joypad friendly, translatable and have some error handling

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but it works (and already catches mods in presets that have been removed)

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5k of code over 190 lines

winged lotus
#

Wow, you are eitheir very productive, or spending a lot of time in trains... Or is it both ? 😅

cursive roost
#

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

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probably helps that I'm active in PZ modding for a few years already, so I know a lot of the Lua code already

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so, I guess it is "productive"

naive tree
#

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

vernal jackal
#

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

placid delta
#

i=1 i think

river plinth
#

change the inventoryline to this and it should work: local inventory = otherPlayer:getInventory():getItems();

naive tree
#

@river plinth Maybe it is. I try

placid delta
#

and getDisplayName() is what you want

river plinth
#

I used it in my (nonreleased) trading mod

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local items = player:getInventory():getItems(); local itemsTable = {}; for i = 1, items:size() do itemsTable[i] = items:get(i - 1); end

placid delta
#

what he said

naive tree
#

Thanks

livid zinc
#

Any mappers on by chance?

livid zinc
#

well that sucks

fleet folio
#

Pretty sure all mappers left dissappointed because of yesterdays discussion

vernal jackal
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@fleet folio cryptic messages are cryptic. Which discussion?

fleet folio
#

Oh wait

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Wrong chat lol

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Never mind that

livid zinc
#

lol wait why did mappers leave?

vernal jackal
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they didn't - it was just a misunderstanding

livid zinc
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hah if anything that comment was cryptic

river plinth
#

can I somehow determine how much pixel a string is using?

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or in other words: how can I center a text within an UI window?

drifting ore
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getTextManager():MeasureStringX(UIFont.Small, getText("IGUI_invpanel_Condition")

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Found in ISItemEditorUI.lua

river plinth
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thanks BB!

placid delta
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<@&136624934184026113> test

drifting ore
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Ban?

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Ban!

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/s for thoes who are suddenly scared.

pine vigil
#

Ahhhhhh I have been summoned from my slumber

drifting ore
#

Like any of us can sleep at this point.

pine vigil
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I was using it in the theoretical sense of course

drifting ore
#

I'll allow it.

placid delta
#

was what I did just now reffered to as a "ping" or is that something else

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sorry for my discord noobness

drifting ore
#

It's a notification. It can be for a group or an individual. e.g. @ everyone @ Butter Bot

placid delta
#

so if someone said " you'll need to ping the mods on discord. " is that notification what they were reffering to?

drifting ore
#

More or less.

placid delta
#

odd

drifting ore
#

Coughs

#

THERE IS NO CONSPIRACY. MOVE ALONG.

drowsy trail
#

I am risen, who dares disturb my slumber?

novel seal
#

WHERE AM I?

drifting ore
#

Is it any stranger than where you usually are?

novel seal
#

not really

drifting ore
#

We'll have to work on it then.

cursive roost
#

what on earth is this place?

vernal jackal
#

workshop is the new mods Ben

drifting ore
#

Could have also called it Modding, but it's too late now.

vernal jackal
#

tbh I'd have preferred Happy Place

drifting ore
#

Don't tempt me.

rose leaf
#

/topic Modding PZ

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:/

#

Better

drifting ore
#

Oh, neat. I didn't know you could set topics.

river plinth
#

any up-to-date guides on how to load a custom texture so it can be added to a square?

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unfortunately Turbos ObjectTutorial is broken (throws error on tex:getData())

drifting ore
#

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. 😄

placid delta
#

i seriously need a better way to save and load IsoPlayer class instances

drifting ore
#

Chances are that sort of thing won't be touched on until NPCs are re-added.

But what do you mean, specifically?

placid delta
#

i just wanted to add some survivors to spawn in predermened locations with predetermined orders

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like police guarding police storage, or survivors in houses etc.

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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

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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

placid delta
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there is this

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public void save(String fileName)

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in isoPlayer.class but even looking at the java not sure what it does exactly

drifting ore
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No clue how it works or if it's even used by anything.

cursive roost
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it will write an entire isoplayer instance to a filename

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first opening the filename provided, opening a bytebuffer on that filename, then passing that to the save(bytebuffer) function doing the actual saving

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it does not look save to me

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there's no check on the fileName

placid delta
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it doesnt work?

cursive roost
#

oh, it should

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but you could overwrite system files witnh it

placid delta
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i tried it once but didnt know where it saves the file

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didnt seem to work for me

cursive roost
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probably relative to projectzomboid64.exe

placid delta
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would be sick if i can get it working

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i guess load() will load the save?

cursive roost
#

load(fileName)

placid delta
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right under save in the class file

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so like playerObj:save("bob.txt")

cursive roost
#

yes

placid delta
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i see it is makeing files

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how can I get the single player save file name?

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seems like it worked

cursive roost
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\o/

placid delta
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wow it even deletes the file for me when he dies

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just need an intelligent way to detect the need to spawn them from these files when i enter the cell

cursive roost
#

moddata on the isogridsquare?

placid delta
#

so what like constantly check current square and add the survivors ID to a table in it? and remove it from last square?

drifting ore
#

That'd be the only way since there's no way to tell when a square is no longer active.

river plinth
#

the event LoadGridsquare fires when a square is loaded in

#

wouldn´t Nolans thingie be possible with this?

placid delta
#

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

placid delta
#

the reusegridsquare fires before or square is unloaded right

placid delta
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for whatever reason. the IsoPlayer:save() does not save the players name

drifting ore
#

Ah, I didn't realise reusegridsquare was a thing. Well that's helpful then.

placid delta
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im not sure, thats what i "think" it does

placid delta
#

how can I equiped a container on back via lua

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backoack etc

placid delta
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Anyway I got the isoplayer save and spawn thing working good. Thanks for the suggestions / help <@&136624934184026113>

pine vigil
#

You're welcome!

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I'm glad my contribution of nothing helped. :p

iron salmon
#

I knew you had it in you, Connall

placid delta
#

Now if only I had a "Runto" timed action

placid delta
#

Is it possible to make one myself? I took a look at walk to timed action once but didn't understand how it works.

drifting ore
#

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.

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There are some AI states for walking toward things, but I imagine they have nothing to do with it.

placid delta
#

I do slightly set higher movement speed, but its pretty cheesy looking, and it makes getting caught by zombies slow not work at all

placid delta
#

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/

cursive roost
#

so, apparently code in media/lua/server is run clientside

#

who knew...

drifting ore
#

PZ is a chimera of client/server.

placid delta
#

I noticed that too sometime ago. seems to be just separated for organizational purposes?

placid delta
#

and there it is folkes:

#

local filename = Core.getMyDocumentFolder()..getFileSeparator().."Saves"..getFileSeparator().. getWorld():getGameMode() .. getFileSeparator() .. getWorld():getWorld().. getFileSeparator() .. "Survivor"..tostring(ID);

vernal jackal
placid delta
#

why do you hate it?

vernal jackal
#

LOOK AT IT

#

pokes it with a stick

#

is that your workaround to the setID function?

placid delta
#

no, its just how to get the location to the active save directory

vernal jackal
#

oh shame, but cool nonetheless

placid delta
#

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.

vernal jackal
#

aye makes sense

cursive roost
#

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

vernal jackal
#

👍

placid delta
#

@cursive roost are you talking about Gravity mod? You found a way to "Hurt" Zombies?

cursive roost
#

I did

#

but right now it only works in SP

placid delta
#

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

cursive roost
#

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

cursive roost
#

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 😄

versed elbow
#

Ayy! That's good :D

cursive roost
#

yeah

#

no more item duplication in MP 😄

versed elbow
#

Never knew that existed

cursive roost
#

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

placid delta
#

if (not isClient()) and (not isServer()) then

isnt that condition impossible to meet?

cursive roost
#

no

#

that condition is true for singleplayer

#

isClient() returns false in SP, as does isServer()

#

I found that in @river plinth mod CoxisShop

drifting ore
#

@placid delta Take a look at camping.lua's addCampfire function. Does the bizarre Lua stuff Ben mentions.

river plinth
#

glad that my kludgy code helped @cursive roost

placid delta
#

okay i got campfire spawning

#

but tent asks for sprite as a parameter. not sure whereim supposed to get that from though

drifting ore
#

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"
},

placid delta
#

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

short shell
#

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?

livid zinc
#

Hey @short shell need some help still?

novel seal
#

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

placid delta
#

@novel seal list of events + parameters that stays up to date.

short shell
#

@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.

novel seal
#

@placid delta I have no idea what this means, but will talk to people who do

short shell
#

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.

novel seal
#

@short shell cool stuff, I'll look into getting something written down too

#

thanks for the nudge on this

livid zinc
#

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

short shell
#

@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

livid zinc
#

nice, I was just as confused as you were so when I finally got it I knew I had to do a new writeup

novel seal
#

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

livid zinc
#

😛

#

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

vernal ferry
#

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.

livid zinc
#

^^ 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.

vernal ferry
#

that's why we have creative mode planned, it wont be an issue then

livid zinc
#

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?

vernal ferry
#

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

livid zinc
#

Ok so that does make it was easier. Awesome news!

vernal ferry
#

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

livid zinc
#

Now i'm not going to ask for an ETA, but just wondering what is holding up the creative mode?

vernal ferry
#

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

livid zinc
#

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

cursive roost
#

new version of Obey Gravity fixes two NPEs and marks stairs as support structures!

short shell
short shell
#

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

iron salmon
#

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

dim dome
#

I wish someone would make an skill tab mod lol XD. too big too much wasted space T_T

short shell
#

skill tab mod? you mean a new menu that shows your skills, but one that takes up less space?

livid zinc
#

@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.

short shell
#

Thanks! I'll check this out when I get back

livid zinc
#

I'm not sure why the 2015 one's dont work

#

when i click it it just gives me an error

livid zinc
#

(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

livid zinc
#

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

vernal jackal
#

🐸

livid zinc
#

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.

short shell
#

Cool.. thanks

livid zinc
#

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

cursive roost
#

how are you trying to do it?

#

it usually should let you

livid zinc
#

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

placid delta
#

I need a experienced map maker to join me on an exciting endeavor

livid zinc
#

What have you been working on/thinking about Nolan?

placid delta
#

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

livid zinc
#

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?

placid delta
#

yes all wood

#

looks like player made it

livid zinc
#

are we talking castle big or like fits on screen big?

placid delta
#

as big as the volunteer wants to make it is fine

livid zinc
#

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?

placid delta
#

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

livid zinc
#

hahaha, the progress you've made already is pretty awesome

#

Yeah i picture something Ultima Online

#

ish

#

like orc forts 😛

placid delta
#

ya more than good enough

#

needs doors though. cant be rope access only

livid zinc
#

Yeah, that makes sense. Do players actually defend themselves now or still copy player behavior?

#

i mean Npc's*

placid delta
#

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

livid zinc
#

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.

drifting ore
#

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

placid delta
#

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.

drifting ore
#

So they can feed themselves now?

#

If so that's pretty kewl

livid zinc
#

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

placid delta
#

i didnt know pz walls had interiors and exterior sides

livid zinc
#

lol yeah that's the part that get's confusing for me somtimes

drifting ore
#

I guess the walls you can see and the walls you can't see?

livid zinc
#

that's how houses have siding on the outside and painted walls on the inside

drifting ore
#

Ah

livid zinc
#

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

placid delta
#

don't go all out just yet. just wip up something basic so I can test that this can all work

livid zinc
#

Now are they survivors actions tied to any specific room in houses?

placid delta
#

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

livid zinc
#

Well when creating rooms, it dictates where things spawn. Should I leave doors off or are they able to open them

placid delta
#

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

livid zinc
#

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

placid delta
#

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

livid zinc
#

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)

placid delta
#

ya sure, that way i can confirm everything will work as expected before you do too much work

livid zinc
#

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

placid delta
#

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

livid zinc
#

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

placid delta
#

u sent?

livid zinc
#

compiling it, going to test it out that it loads up right, then sending

#

testing it now

livid zinc
#

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

placid delta
#

if its overlapping the highway push it more north west away from the highway

livid zinc
#

Well I can do that, but i just sent what I had for now (im using a 1x1 cell testmap for now)

placid delta
#

thats fine

livid zinc
#

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

placid delta
#

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

livid zinc
#

yeah, like i said using my testmap

placid delta
#

anyway, map loaded and survivors spawned in it so, no problems

livid zinc
#

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

placid delta
#

cant u just find a near by cell that is purely forest or field

#

then make your cell start with purly foresty or field

livid zinc
#

exactly so it will take some looking around to find a good spot, I originally used this testmap where bedford use to be

placid delta
#

try cell 39 26

#

start with just a grass field dont have foresty parimeter

livid zinc
#

yeah across the road

#

testing new coords now

placid delta
#

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

livid zinc
#

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

placid delta
#

so you cant make anything smaller than 1 cell?

livid zinc
#

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

placid delta
#

ya i see what you mean. load up the normal cell then just add stuff

livid zinc
#

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

placid delta
#

file format is different than the stuff the game runs?

livid zinc
#

yeah world building converts tmx to .lotheader files

#

.bin

#

.lotpack

#

which is why this was way easier just for testing, again i apologize 😃

placid delta
#

well, if you make the entire survivor made base the size of the cell. it wont look like it was just patched on there

livid zinc
#

yeah it's also going to take some good vegetation map planning as well

#

trying to make it seamless

placid delta
#

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

livid zinc
#

yeah so i just tested across the road

#

it doesn't overlap the highway so that's good at least

placid delta
#

what do you need to look for? im not following

livid zinc
#

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

placid delta
#

ya but i could already tell based on the cell coords the map shows

livid zinc
#

Think that might work for you?

placid delta
#

not down a road. start the wall right at the top left of the cell

#

so its visible from the road

livid zinc
#

ahh ok

#

yeah changing anything later is a PIA so planning is a must when it comes to mapping 😛

placid delta
livid zinc
#

nice, is that what you were thinking?

placid delta
#

doesnt have to be that basic. but see how it will be visible from the road.

livid zinc
#

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 😛

placid delta
#

does that mean you can load a cell and edit it?

livid zinc
#

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

placid delta
#

when you have a wall and huts or w/e send me.

livid zinc
#

No prob, working on it as we speak

short shell
#

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

livid zinc
#

yeah, what a pain 😛

short shell
#

@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..

long jetty
#

I'm interested in modding and map editing, been looking for a project to work on.

short shell
#

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.

livid zinc
#

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!

short shell
#

just finished with the videos. I'm rendering now and will start uploading it tomorrow morning.

livid zinc
#

Anyone know of a fix for WorldEd not displaying in the Cell View?

short shell
#

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

livid zinc
#

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

short shell
#

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

livid zinc
#

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

short shell
#

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

livid zinc
#

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)

short shell
#

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.

livid zinc
#

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

vernal ferry
#

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

livid zinc
#

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

placid delta
#

@livid zinc thanks

livid zinc
#

np

placid delta
#

i dont want the spawnpoint though

livid zinc
#

@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?

placid delta
#

survivors mod doesnt work mp. its just sp

livid zinc
#

oh yeah that's right errrrrrrr

placid delta
#

just delete the spawnpoints lua files?

livid zinc
#

yeah let me test that and see if it works with no spawn (obviously you'll then have to spawn in WP or Muld)

placid delta
#

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

livid zinc
#

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

placid delta
#

Yeah just make the spawnpoint spawn in muld or wp

livid zinc
#

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

placid delta
#

but name the spawnpoint "DONT USE THIS"

livid zinc
#

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

placid delta
#

Hmm come to think of it, I guess its not a big deal to have it as a spawnpoint

livid zinc
#

I thought i had it, i deleted the map.info file and the spawn selection disappeared but so did the base lol

placid delta
#

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

livid zinc
#

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?

placid delta
#

ya sounds good

#

no alarms or locked doors . kind of kills the mood

livid zinc
#

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)

placid delta
#

if its easier just have door frames and no doors

#

rather than doors that might be locked

livid zinc
#

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?

placid delta
#

windows fine

#

sounds great

livid zinc
#

cool, testing it now to see if food spawns again

placid delta
#

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

livid zinc
#

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 !

placid delta
#

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

livid zinc
#

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?

placid delta
#

so you have to make the spawn point in that cell?

livid zinc
#

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

placid delta
#

maybe half a screen length north of the highway

#

right on the highway might be too close

livid zinc
#

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

placid delta
#

im trying to fix this problem with my load preset survivors so it will work spawning right inside

#

boo yeah

#

ok i fixed it

livid zinc
#

Nice!

placid delta
#

just leave the spawn point where it was XD

livid zinc
#

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 ?

placid delta
#

just outside is betterthan inside

livid zinc
#

k

#

i'll try to keep it away from the walls as much as possible if that helps?

placid delta
#

no need

#

just somewhere outside near the door is good

livid zinc
#

k

#

zipping and emailing

placid delta
#

then i just should figure out how to change the preview image and the name and description

livid zinc
#

oh if your ready for that let me know I can do that

#

lol

placid delta
#

okay. i guess call it "Hilltop Survivor Camp"

livid zinc
#

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

livid zinc
#

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.

placid delta
#

sorry, just trying to sort out some final bugs with my spawning system

placid delta
#

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

livid zinc
#

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

placid delta
#

Looks as if this camp could survivor on its own long enough for everyone to starve and turn on each other

livid zinc
#

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

placid delta
#

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

livid zinc
#

😛 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?

placid delta
#

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

livid zinc
#

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.

livid zinc
#

@placid delta Are your NPC's capable of shooting other players/go rogue?

#

also think i found a bug

placid delta
#

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

livid zinc
#

it might be on my end

#

but if you click "walk to" a survivor then they go apeshit

#

they just keep talking endlessly

#

lol

placid delta
#

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

livid zinc
#

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

placid delta
#

good. I hope TIS will add the simple java function i need so there is no need for pasting stuff into install dir

livid zinc
#

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?

placid delta
#

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

livid zinc
#

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

placid delta
#

there is already police guarding the PD in westpoint

#

hostile police

livid zinc
#

hahaha

#

nice

#

so you can script them to intentionally attack you?

placid delta
#

right now i can just set them to hostile or non-hostile

#

hostlile means they will attack you or other non-hostile survivors

livid zinc
#

ok, but could you make them guard a certain area, or follow a scripted path?

placid delta
#

guard yes.

livid zinc
#

How hard would it be to get it to follow a path via maybe tile x and y positions to create a prescripted event?

placid delta
#

how long of a path?

livid zinc
#

down a road?

placid delta
#

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

livid zinc
#

yeah i would figure player walks near survivors, triggers event, npc's follow scripted route down road to town, guard/attack nearby zeds

placid delta
#

would be hard to keep him alive though

livid zinc
#

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

placid delta
#

id be so impossible in a high z pop area like in town though

livid zinc
#

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

placid delta
#

can you use a lotpack file to load and edit a cell?

livid zinc
#

I asked that but no one told me how yet

#

can i feed the NPC's that don't follow me?

placid delta
#

um, the ones that are pre-set i think yes

#

drop food by their feet

livid zinc
#

i did but they just ignored it maybe its an angle thing

#

they just took on a full zed assault at my base

#

awesome

placid delta
#

oh those survivors

#

probably cant give them as it is now

livid zinc
#

i was in the kitchen getting food for my followers and i heard crazy shots going off, ran out to see them slaughtering zombies

placid delta
#

the neutral survivors

#

i can fix that though

#

will need to be able to feed them if you want to live in that camp

livid zinc
#

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?

placid delta
#

yes they should

#

even if pvp is off. they will abadon thier post

#

when hunger hits 90 out of 100

livid zinc
#

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 😛

placid delta
#

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

placid delta
#

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

livid zinc
#

hahahaha

#

evil is good

placid delta
#

if we make another camp. i want it to be a hostile camp

placid delta
#

@livid zinc we have problem. The base does not spawn unless you choose it as the spawnpoint when you start the game

livid zinc
#

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

placid delta
#

i asked the All map share guy if he can add the base to his map ws

livid zinc
#

nice, did he have any other suggestions by chance?

placid delta
#

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

livid zinc
#

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)

placid delta
#

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

livid zinc
#

realllllly

#

i need to do some testing

#

i think

placid delta
#

check his code

livid zinc
#

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?

placid delta
#

even new game

#

only appears if you chose it as the spawnpoint when you start

vernal ferry
#

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

livid zinc
#

k let me try it

#

spawning in west point since its not far

#

initial infection

#

before i was testing using sandbox mode

placid delta
#

@vernal ferry will making a spawnpoiunt with the same name as the default spawnpoints overwrite the default ones?

livid zinc
#

can just edit the default ones

vernal ferry
#

you do not want to be overwriting the vanilla files, your mod should be in its own folder

placid delta
#

not overwrite files,

#

overwrite the spawnpoint options

#

if you make them with the same name as the defaults

vernal ferry
#

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

livid zinc
#

still running from WP

placid delta
#

@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"

vernal ferry
#

because you aren't choosing "spawn points" per se, your choosing a vanilla world, you have to choose your mod as the world

placid delta
#

I don't beleive there is any option to choose a "world" when you start a game, so im not following

livid zinc
#

ok i see what your saying

vernal ferry
#

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

livid zinc
#

that is odd

vernal ferry
#

the choose spawn point screen need to be renamed imo, that should be a second layer screen with one above saying "select world"

livid zinc
#

So is there an easy work around to that currently? via replacing the spawnpoint file?

vernal ferry
#

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

livid zinc
#

ahh so we'd have to add it to the spawnregions.lua file which references that spawnpoints.lua in our mods folder ok.

vernal ferry
#

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

livid zinc
#

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

vernal ferry
#

well im almost finished a comprehensive sticky post that i will put up soon, should make all the infoa lot easier to find 😃

livid zinc
#

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

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

livid zinc
#

Nice, so in sense it act's like a map load trigger?

vernal ferry
#

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

livid zinc
#

sorry, that's some interesting stuff.

#

lol im a dork, but i love learning anything mapping related in games

vernal ferry
#

😄 its all good, learning is fun when its something you enjoy

livid zinc
#

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

vernal ferry
#

if you get rid of the bedfordfalls line you should be good

livid zinc
#

yeah^^

#

Alright going to test, fingers crossed. (hate 0 sprint running lol)

placid delta
#

Necroforge ghost mod to have mad run speed

#

Mode*

livid zinc
#

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

vernal ferry
#

if you got a spawnpoint option pop up after selecting your mod then i guarantee its worked 😉

livid zinc
#

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

vernal ferry
#

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?

livid zinc
#

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

vernal ferry
#

ah gotcha, susbscribed copy and local copy 😄 yep that gets confusing

livid zinc
#

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

placid delta
#

i can update if you send me

livid zinc
#

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

placid delta
#

updating done

#

have to restart pz for it to take effect for you though

livid zinc
#

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

vernal ferry
#

yes its exactly like servers how to set up their maps when including multiple mods

livid zinc
#

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

placid delta
#

huh, i guess i have to click ok after it says finish

#

finished*

livid zinc
#

😛

#

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

placid delta
#

dosent seem different

#

the menu. anyway

livid zinc
#

yeah thats what i meant

#

running to test since i didn't get it either

placid delta
#

@vernal ferry said i should get asked what spawnpoint after choosing Survivor "spawnpoint"?

vernal ferry
#

if you dont get that popup that paradox got earlier then something hasnt been done right

livid zinc
#

yeah, i got the popup in my mod alone, but in nolan's with his survivors it didn't pop up this time

vernal ferry
#

different folder name/structure that needs to be changed in the spawnregions.lua?

livid zinc
#

i don't know, nolan can you take a screenshot or copy over the filepath to my map/mod?

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you could always try to adjust the spawnregions.lua yourself if you feel comfortable and see the change yourself

placid delta
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sorry have not been paying much attention here. let me catch up

livid zinc
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is there a place i can find downloaded mods in my own PZ with the same structure? @vernal ferry

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so maybe i can figure out what's different than mine

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108600?

vernal ferry
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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

placid delta
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everything is in\Contents\mods\Survivors\media\maps\Hilltop Survivor Camp

livid zinc
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of course the last folder in my listlol

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C:\Program Files\Steam\steamapps\workshop\content\108600\786130456\mods\Survivors is what mine is

vernal ferry
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then Survivors is where the error is, named differently to the ref in spawnregions

placid delta
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i dont see whats wrong with ""media/maps/Hilltop Survivor Camp/spawnpoints.lua""

vernal ferry
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actually scratch that

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yeash i was mixing myself up

livid zinc
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.........err is it because the folder before my map name is different?

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C:\Program Files\Steam\steamapps\workshop\content\108600\786130456\mods\Survivors\media\maps\Hilltop Survivor Camp

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should i rename my map to Survivors?

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would that even matter?

placid delta
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rename it where?

livid zinc
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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

vernal ferry
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no thats ok

livid zinc
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ok

vernal ferry
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but i think in the spawnregions.lua the name need to be the same as that folder

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{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },

livid zinc
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ahhh

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testing it out now modified the workshop spawnregions.lua to use the one i sent you nolan

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copied your survivors mod, adding it to my zomboid folder to test if it works with the change in spawnregions.lua now

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yeah, even with it modified i still don't get the popup screen

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gonna have to try a few things to see what's up unless anyone has an idea

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It's so strange, i don't get why it works in my mod, but when you combine them they are different?

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maybe make both their own separate mods would fix it?

vernal ferry
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just subbed and tested my end, and with the line changed in spawnregions.lua that i posted above it works fine

livid zinc
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realllllllly

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oh shit i missed that post

vernal ferry
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i did notice that the map.info was screwy too tho

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lines joined together instead of seperated onto seperate lines

placid delta
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what line in spawnregions did you change?

vernal ferry
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{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" } - was {name = "Hilltop Survivor Camp"......

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that name needs to match your first folder

livid zinc
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yeah earlier remember when I asked if the folder name mattered ? 😛 guess it does effect it

placid delta
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yeah that does it

livid zinc
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awwwwwwwwwwwesome

vernal ferry
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check the convo log, i said you dont need to change your folder name, you need to change the ref line in spawnregions :p

livid zinc
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hahaha not enough coffee man never enough

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thank you so much ringo

vernal ferry
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no worries man

livid zinc
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first time i've combined my work with someone else so this part is new to me 😃

placid delta
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so i get how choosing "Survivor" is like choosing a world. then you chose a spawnpoint within said world

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how do i rename the "spawnpoint" inmy survivors world

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as it is now I choose "Survivors" World. then I choose westpoint muld or "Survivors"

vernal ferry
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change the name of the Survivor folder (and then also its reference name in the spawnregion.lua)

livid zinc
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^^^

placid delta
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wait so they cant be different?

livid zinc
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thats what i was talking about earlier

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about changing the name

vernal ferry
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the top folder and the name in spawnregions has to match yes, like i said earlier 😄

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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" },

livid zinc
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yeah

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so if you rename the Survivors folder doesn't that change your mod structure nolan?

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hell the whole name of your mod

placid delta
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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?

livid zinc
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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?

placid delta
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then it will change the name of the MAp / world to that also

livid zinc
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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

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would be really stupid though if people don't know that because then it will just spawn no fort in that cell

placid delta
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i guess thats the only way

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seems overkill to do that though

livid zinc
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workshop doesn't want us to be together nolan 💔

placid delta
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try making a ws for the hilltop survivor camp and lets see how that will work

vernal ferry
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ok ignore me, that name can be anything you want

livid zinc
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looooooool

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what

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but it didnt work before i thought?

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brain explodes infecting the room with the zombie virus

vernal ferry
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i think you guys might be getting things crossed with files etc

livid zinc
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yeah that's why 2 seperate mods might be better, i'll try uploading it to workshop

vernal ferry
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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

livid zinc
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yeah but my map wont load if you choose anything but it

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even with the regions file

vernal ferry
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i thought we'd been through this 😄

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you HAVE to chose your map as the world

livid zinc
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i know, but i think he doesn't want that

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ohhhhhhhhh

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i see

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one sec

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so the popup only happens when selecting mine first?

vernal ferry
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yes

livid zinc
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gotcha

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makes way more sense

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so can't I remove the Muld/WP options and just make mine popup?