#mod_development
1 messages ยท Page 393 of 1
no, thats vanilla game
no
and if we want to have multiple survivor camps. and have spawn points for each with the names of each camp. then each has to be its own mod
no
like i was explaining to paradox earlier, using the spawnregions.lua you can bundle multiple map mods together into a single "mod world"
like servers do
it specifically wouldnt work if each was its own mod as you can only apply one map mod at a time, so any camp you didnt spawn at, wouldnt be there when you ran to it, just like the problem you were getting here when you werent selecting your map mod
but didnt we determin that
{ name = "Survivors", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },
the "name" must be the name of the mod that the "media/maps/... exists in
no, it can be anything you want, was stated above
I thought that was you being sacastic
RingoD123 - Today at 7:28 PM
ok ignore me, that name can be anything you want
Capt_Paradox - Today at 7:28 PM
looooooool
what
but it didnt work before i thought?
brain explodes infecting the room with the zombie virus
RingoD123 - Today at 7:29 PM
i think you guys might be getting things crossed with files etc
no, like i said, your mod, when downloaded works exactly as its supposed to without any changes
so we might as well change the name back from survivors
yes you can literally name it whatever you want in that spawnregions.lua
man, talk about confusing for players though if they select anything different than my spawnpoint
well to be fairt the title of the screen is select map, and then it comes up with select spawn when you select your map
dont forget to also add the rosewood spawn option in your spawnregion.lua iof you want ppl to have to the option of spawning there
so is it possible to have on the Select Map / World Screen the option "Survivors World"
then have multiple spawn points for different camps. eg
- hilltop survivor camp
- woodbury
- alexandria
show upon the spawnpoints
thats what you have now..
no, they both say "Survivors"
they are always the same
if i change
{ name = "Hilltop Survivor Camp", file = "media/maps/Hilltop Survivor Camp/spawnpoints.lua" },
then the Map name is "Hilltop Survivor Camp" and so is the spawnpoint called "Hilltop Survivor Camp"
the name of your map is hilltop survivor camp
you currently have your hilltop spawn called survivor
that can be called whatever you want as is set in your spawnregions.lua file
yeah, then for every base we add (map file) we just add that to the region file
^
So { name = "Alexandria", file = "media/maps/Alexandria/spawnpoints.lua"
if the camp was named Alexandria
you put all your bases files in the same map mod folder and you can have multiple spawnpoint files with different names that the spawnregions file refers to
it changes when i change the spawnpoint
the name= part sets it under the selection screen
pretty much just copy the regionspawn.lua out of the zip in the email I sent you and it will say hilltop again
take a look at some other map mod folder structures in your zomboid workshop folder
before we modified it
then when we add new bases, i'll create new maps, add it to the regionspawn.lua to update it
and each will be it's own "Mod" so the can choose from Hilltop, alexdandria, holdout point etc example names
and after click one of those, then they can select that spawnpoint or Muld/wp
no, each cannot be its own mod
all bases in same map folder, each base with own spawnpoint file (named for example, hilltopspawn.lua, alexandriaspawn.lua) and one spawnregion file
gotcha
i was wondering if I could do C:\Users\0\Zomboid\mods\Hilltop Survivor Camp\media\maps\Hilltop Survivor camp
C:\Users\0\Zomboid\mods\Hilltop Survivor Camp\media\maps\alexandria
?
if you want them to be seperate mods you can
thats all i was trying to figure out past 20 minutes
yes exactly nolan
lol
then in the description, you can say, this includes the whole vanilla world as well as these survivor bases etc
good call^^
is it me or does it seem like there's always 2-3 ways to do things ๐ lol
always ๐
@placid delta maybe change the image icon then to a world picture? or if we get more bases we could make a picture with all of them listed plus Muldraugh/WP so people know it's an option?
instead of my hilltop survivor base picture under the spawn menu. I'll be nice and just say not everyone reads so maybe a visual aid could help too
yeah, loading it up now
that tells the game that these files belong with any vanilla map files
I like the World option
makes more sense when looking at the spawn screen
Well today was crash course in modding ๐
im guessing its not possible though to use this with other map mods like all map share
If you got him to add it to his (that was the link you sent me earlier right?)
of course if you want I could build a few bases first, then after we have 3-4 maybe send it to him to add to his mod?
i have used multiple map mods at once before though
as i explained above, multipler map mods is easy, put all lotpack files etc into same folder and create multiple spwanpoint files with different names that your spawnregions points to
i think that's what that dudes mod was
yes it is, its also how multiplayer servers with map mods work
a mega mappack mod
yea
whether I add my bases to his megamap mod, or add all the custom maps to my base mod. It could be done
then like ringo said just list them in spawnregions
but i have used 2 different map mods at the same time before. just enabled and both locations worked
didnt package anything
yeah
yes cos they probably already had set themselves up that way
e.g. both mods actually already contained both maps
can we set it up that way? forget spawnpoints. just have the maps olverlayed over base map?
like you guys found out, if your not selecting that mod as your world, then it doesnt use that mod, and you can only select one map at a time
thats why one mod might be better^^ otherwise seperate worlds per each mod map
one map is the only way, not just better
so we have to go download other map mods and paste the lot files into our mod?
combine all map files plus my custom map files, make a new regionspawn.lua listing them all
yep
it'd be one mega NPC Map Mod ๐
yes every map mod you want included need to have all of their lotpack files etc in the same folder, you can then rename each mods spawnpoints.lua so they dont overwrite each other, then point to them all in your spawnregions
nolan do you want me to try to do that and add more npc bases later? or wait till i have a couple more built? up 2 u
@placid delta Nice spawnpoint title change
i dont like this idea of having to download other peoples maps and paste them into our mod. if you want to work on it id say make more bases / camps
it is best to always get their permission first too if your going to include their mod as part of yours
might be hard to make the road line up with your cell though
looking now
really sucks how you can open up a cell and just edit
oh you mean cant? yeah no raw tmx's
I could make a new custom cell perhaps at the end of the road?
where it's black
so it doesn't effect the vanilla map
can you do that? if so sure yeah
well ND is way off the vanilla map so i don't see why not
I'll try it out. I gotta run to the store in a few, but when i get back i'll be mapping my heart out.
Maybe continue the road into my custom cell and then setup the military blockade/base
if that works. here would be a good place for another base: http://map.projectzomboid.com/?desc=Survival_1xL0#0.8323529072600734,0.11430555800668908,106.8673003138444
lol same spot?
ah heres a great spot
cell 34 35
there is a little path through the trees that would lead to the cell
off of a main road
yeah, right where the path starts is the new cell so that would be good
Running to the store now be back in 15/20 mins feel free to leave more coords
back, apparently everyone realized it was snowing and decided to go shopping at the same time. Gotta love long lines
@placid delta ok before new bases get underway, more food cabinets & Sniper Towers in corners? anything else to hilltop?
towers would be kool. nothing else necessary, just nice to have
k
idk if its easy to do. but you could just like rotate the first camp 180 then just change a few things to make a quick 2nd one
like maybe remove 1 building and just put dirt for farming or something
yeah i was thinking of adding a farm
wasn't sure if it was going to be outside or inside the base, but that makes it easier
houses are easy to change so that's no bigger either
errrrrrrg mapping issues fun
@livid zinc I've been keeping up with the chat. I have completely forgotten about spawnregion.lua. I will add a new video update tomorrow morning with the fix..
@livid zinc i added a spawnpoint option to spawn in woodbury. funny though because the guards wont let you leave
@short shell Yeah i read about it awhile back, but never used it till yesterday so that was a learning process
@placid delta haha where's woodbury? I knew we had the walking dead prison but i didn't know about woodbury.
its just that walled construction area south of giga WP.
oh ok
im actually working on that extension of the WP/Valley station area by the water as we speak
for the military blockade idea
It connected perfectly, the road and water is seamless so the terrain mapping on that cell is finished
sounds great
Sadly i can edit the Hilltop survivors camp I made for you to add sniper towers (next base I guess) I lost the TMX files the other day something got messed up and overwrote that map (still have all the buildings though so that's good)
But I'll use the sniper towers in future bases.
thats fine
@short shell or anyone else, I noticed there are new railings in the latest tilesets, but for some reason I can't find the new railings in the building editor? any ideas how to fix that
nvm found them under tilesets instead of furniture
Why do some railing tiles take up a floor tile too? so silly makes a space between my railing wall and my room have a hole in it
not sure, I've been looking for railings that can go next to stairs or a catwalk, but cant find em. Is that what your talking about? Also I'm uploading the spawnregions.lua fix video today
yeah, i found some railings in the new tilesets that are concrete with a bar at the top
the problem is that the railing are right side railings
so when using them on the left side of my building it takes away a floor tile
if they had a left side/right side or the ability to flip the tile so you can reuse it that wouldn't happen
so now one of my sniper towers only has railings on half the building
front facing and right side,
and the only way i can add them is going under Tiles instead of ISO view...... confusing. Still can't find those railings used in Muldraugh warehouse 2nd floor either
Hey guys, just put a new thread live on the forums, a (hopfully) comprehensive guide to mapping in tilezed, from scratch, to steam workship, if you could peruse it at your leisure and let me know of any glaring errors or omissions, i would be most welcome, a few things still need to be added, such as guide to making buildings as well as tips, faq's and more guides: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/
Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop. Step 1) Install...
oo, nice i was looking for that~
yeah you can only find them under Tiles view
under fixtures>railings
but you see how next to the left side stairs it removes the floor tile?
i do, interesting. I'll see what I can find out. I am also making a watch tower..
Nice ๐
I didn't see any prison tiles either have you?
@vernal ferry good tip to make street lines quick (just browsing through your guide) that will be useful for sure
A lot of people don't realize how painful it is to recreate the same stuff over and over without copy/paste
........
click Tiles below ISO view
then in the bottom right click Tilesets tab instead of furniture
then go to fixtures_railings_01
But the West* side of your tower will have no floors if you use them
but the South side and East* side looks fine
lol and i can't find a roofing cap that doesn't look wrong......
and i hate how changing exterior walls changes it for the whole building depending on how you do it
oo, It was hiding. I found it. It does create a whole on the floor. I'm thinking its for the stairs, otherwise there could be some tiles missing or just not have been made
here is the roof i chose, looks okay for now...
nice i found there are more roof tiles under Tiles as well
problem is if I do a cap instead of flap it doesnt let me finish it
errrrrrr one sec
you see I can't finish the top corner :\
nevermind
i had to offset it on the tile below it
phew
@short shell Did you ever upload that video?
I have uploaded the video that explains the spawnregions.lua, I have also uploaded a new buildings video
here is a playlist of all tutorial videos I have for Project Zomboid https://www.youtube.com/playlist?list=PLwV27NP3RkJl27tveCa9EMMvAdjmGXZsf
I need to start learning everything. I want to make some mods, maps, and etc.
I was really into it in Amnesia days, and it's been so long since I've made a mod?map
Well, You should have everything you need in my video tutorials. There are also written guides that where recently updated, you can check them out here https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/ and here https://theindiestone.com/forums/index.php?/topic/21932-project-zomboid-mapping-instructions-vegmap-to-testing-custom-map/#comment-251579
Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop. Step 1) Install...
UPDATE:Tiles for 2015 didn't work for me or BlackBeard so I linked to 2014 tiles which still work. I have modified the tutorial to reflect this! If someon...
if you have any questions you can find them here or on the forums, you could also make a new post or ask here if it is not covered
Thank you. I'll start right now.
Are you making a prison?
It's a base for the NPC Survivors mod
that's the entrance where the highways ends at the edge of the map in valley station
@short shell you ever have it where TileZed doesn't show your added buildings but WorldEd Does?
yes, no buildings show in tilezed, except where you add things in with tilezed. not sure why, but I just go with it and in the end things are fine
you know, i didn't have that problem with the old tilezed, sometimes i forget to use the new one and it throws me off
As long as it's not just me ๐ lol
@short shell you ever have issues using the BMP to layers tool either?
no, what issues?
I used it earlier to create a road, now when I'm trying to use it again it's just not painting anything regardless of what i choose to tilezed
tried all layers too
i can stamp stuff still, but not bmp to layers painting
oo, try select levels tab and click each FloorOverlay, and try one by one and see if it works. I explain this part in my video at the 31:59 time mark
with the bmp layers thing use the vegetation overlay instead of floor
yeah didn't work, that works for stamping just fine
but the bmp to layers makes a more natural looking tiles for big areas
otherwise if i stamp grass by single tile it will take forever and look like crap
guess i should of planned better lol
ok, for more trees you should be able to hit options tab and brush size
and it should paint a random set of tress and bushes
yeah, that's what i normally use instead of stamp but no matter what I select after clicked my world (with a huge 10 tile brush) it leaves the ground unchanged
who knows maybe later it will magically start working again lol
I did notice it says "Map missing "street_trafficlines" tileset" under warnings in the Bmp layer tool wonder if that is something holding me up......
doh
think i just fixed it
Man gotta love how cramming all this mapping info makes you forget how you did something just earlier
Ok question number 532, Is there a way to make doors never lock?
anyone know why these grey spots popped up on the building i was working on? https://dl.dropboxusercontent.com/u/237104401/Screenshot 2017-01-29 16.25.21.png
it doesn't show up in my building editor https://dl.dropboxusercontent.com/u/237104401/Screenshot 2017-01-29 16.24.50.png
that area shows the entire perimiter of the building. It's cosmetic to the editor and will not show in game.
if you resize the building tiles in the building editor you can remove it
Yeah it's a strange shaped building so i was wondering if that was it, because i've never seen that before
thank you
stuff like that will make me mess with it for over an hour till i figure out how to fix it
Moving along faster than I thought.. Small map, but my first based on a mil base
I like your setup
It seems like mapping isn't even the hard part, it's remembering the tricks of how to do what you want ๐
I can build 2-3 buildings then all the sudden i do something the wrong way and spend forever trying to fix it, only to realize i was just being stupid - stop being stupid=problem solved
yep.
So @vernal ferry or @short shell either of you know how to keep doors from being locked? (i know there's a way in sandbox settings, but just wondering if there was way to prevent it from ever locking in TiledZed/WorldEd
not sure
So far my workaround for that has been making a doorframe and foyer to buildings, but no door. Then a tile in making another door(considered interior) and it never locks that door. Just looks strange
Interior doors are not locked
so maybe making the whole place an "interior" would allow doors to not be locked
Some interior doors are locked. Eg PD gun storage WP
Oh, yeah, forgot about those. But, only the ones located inside those specific buildings. all PD's, Gun stores and I believe the banks have some locked doors. But you don't find locked bathroom doors, or I have not found locked bathrooms anyway
looks like that one security door likes to be about 99%locked when testing the my map.. Also has anyone figured out why the weapon closet (Furniture - Storage) (building editor) Only spawns general locker gear instead of weapons gear?
@drifting ore ^^ that's what i was saying, my work around is to leave an empty doorway, into a 1 tile foyer, then make another door (that's considered interior) and it won't ever be locked. But @short shell that concerns me because I used the security doors too.
So certain doors must have a higher % of being locked than others
i've manage to usally find 1 out of approx.. 20 that is unlocked
i've notice on the vanilla map in west bank PD, the armory door is locked 99% of the time. Must have been an update in the past that changed it
yeah I wish we could get some info on which doors lock or how to make one never lock.
I really hate making dumb looking foyers
but it's the best way in regards to nolan's NPC's
any ideas on how they made the bunker in bedford falls? industry bunker tiles are not working as i thought they would and there are no grass roof tiles...
interesting. I found out. Definetly easier than I thought..
Oh, nice!
yea, it's hard to explain, I probably should make a video on it..
@short shell you beat me to it, I was just playing around with bunker tiles last night. It looks great
Simple curiosity, are the foraging tables moddable ( I mean making a certain item only be forageable in a certain area / removing spawn of some items from spawning at all)
I found this wonderful method IsoPlayer:setSafety() but it doesnt seem to do anything in single player. if global pvp is off cant hit anyone else whether it is on or off. and if global pvp is on. you CAN hurt anyone else whether it is on or off. what gives @DEV
@vernal ferry /anyone - Any word on lockable doors? still would love to find out more about if there's a way to keep them unlocked/which don't lock?
you could probably search through the tilesdefinitions files in the game install's media folder, it lists every tile along with their various properties
but in general, indoor doors never lock (apart from the odd exception) and all other doors have a chance of being locked
Ok, so residential indoor doors is what I should be using then? I'll take a look thank you
Yeah, i see now what you mean. Good call @vernal ferry
errrrrrr i hate how it doesn't display my screeny's sometimes
Either way^^ for those wondering like @short shell it will say forceLocked= if it starts off lockable. This will def help
Thanks again Ringo, you have no idea how much time this will save me and also ugly foyers.....
Nice! Thanks for the info
yeah, im stoked, now all I have to do is change all my security doors lol
no worries, happy mapping ๐
๐
Anyone ever have windows remove a wall when placing on the interior walls? Exterior works fine, but using the sunstar motel walls they just vanish leaving a floating window.....
@livid zinc never had that issue. Not sure
yeah it was one texture. changed it and it's fine. Do you happen to know what vending machines are listed under? I can't find any
Nvm Location_shop_accessories was where it was
anyone know the room name offhand the spawns medical supplies?
https://theindiestone.com/forums/index.php?/topic/5461-full-list-of-current-room-definitions/ solved my own dumb question lol TY again Ringo
Hey guys, for all who are making buildings etc using the latest version of Tilezed/BuildingEd, heres the current list of "internal names" that need to be us...
ZOMG! This topic just fixed my many issues with loot! Thanks!! 
Np, I just re-zoned a bunch of my buildings after finding that. Still tweaking some too.
That building did create errors in the grey spots. In-game it's black tiles..... not really sure what to do to fix it other than rebuild it.
If anyone knows of another fix, that'd be cool too
@fallen kernel how did you get the wall by the door of your bunker in a brick triangle?
roof caps ahhhhhhhh
So you seems to be active right now Captain' I have a question ๐ do you know if there is a way to edit the foraging tables of loot / regions for a custom map ( I mean making a certain item only be forageable in a certain area / removing spawn of some items from spawning at all) ?
@winged lotus I haven't gotten that far yet. But maybe Ringo might know?
@livid zinc Basically with the bunker, it is just a regular wall. When the roof is displayed it appears to be a triangle wall. The idea with building bunker is simple. Distort reality and defiy phyisics.. if that make scense
yeah, I figured it out right after (roof cap)
or more correctly a Dormer, but I hate the edge of the triangle on the interior
still tolerable, considering your not suppose to be able to build bunkers yet
Here's a little screenshot of a military outpost/base taking over a part of the highway in Valley Station
Military Outpost/Base
Apparently Uploading the image makes it display but not pasting a link anymore :\
@vernal ferry I looked at the definitions in the tilesets and saw security doors had forced locked, but other than that I can't identify which doors don't ever lock for the Exterior of a building. Any other ideas?
nvm, just going to use my foyer workaround
what should i do for a map? i was thinking about making an abandoned factory off the road down near bedford
but i'm undecided
@drifting ore how about an airfield? have not seen one made, I am making one, but will take time.. could also do a hospital
@short shell you and I must have the same mindset, because I just thought about an airfield (that highway I have was making me think about it.) Though I figured maybe later, as other things have distracted me.
@short shell oooh an airfield sounds very nice, i might have to do that ๐
Yeah, it'd be really cool. It'd be awesome to see someone do an airport
@placid delta you ready to test out that map I was making in Valley Station? I'll email over the lot files, just add them to Hilltop Survivor Camp with the others and it will work.
emailed
Yeah when I get home I'll start working on an international or just normal airport
International wouldn't make much sense seeing as they're small town
But it would have some nice loot and be another cool place like the mall
Does anyone know why I get this error when updating my translation mod? ๐ฉ
Funny enough, any airport with a connecting flight out of the country is considered International
In Wilmington, NC they have a International Airport the size of my bus station here(small). They have a couple of 737's every once in awhile come in, but for the most part it's small prop planes and learjets. Tiny airport, but they still call it international even though they only have a few flights a week
k_EResultLimitExceeded=error 25
@solemn pebble is your file bigger than 1mb?
what about Wilmington, NC airport?
Oh i was using it as an example of how even rural airports that are small can be called International, I use to live there and remember laughing when I thought about it.
you ever been there @short shell ?
yes
was making a map of wilmington, nc to include the airport and nation guard depot just sout of it
@solemn pebble https://forums.gearboxsoftware.com/t/solved-steam-workshop-item-size-limit/188572 Someone in this thread said it was held up for a wrong thumbnail size
really lol?
I did a lot of work down there, Airshow at the airport, did the drywall way out in the sticks at the coastguard station. Also went up to cherry point/camp lejeune to replace all the old computers there.
Hated the humidity inland, but wrightsville beach was amazing (way above my price range though)
lol, I live in wilmington, about 10-15 min from wrightsville, beach
no shit lol
was stationed at Camp Lejeune, got out and settled in wilmington
I use to live on wrightsville ave by dawson/colonial dr
The thing that I hated is no matter where I worked it wasn't unusual to drive 45-60 miles if not more every day for work one way.
Yeah I spent about 6-7 months piledriving pilings on Carolina Beach. Those memories wanted me to make an island like wrightsville beach/carolina beach.
did that help at all ditoseadio?
@livid zinc mod size is about 400kb
do you have any thumbnails, if so whatsize?
The thread i was reading said there's size limitations but I don't think that's your problem.
i'll keep looking for other ideas
I've never had trouble to update...
yeah it seems pretty common. If the image sizes are too big, mod sizes are too big, (yours isn't) sometimes people had problems if they tried making it public after they uploaded it just to share for friends. Some waited and tried later and it worked, others tried 200 times and it didn't
one guy on the unreal forums "Fixed, thank you Boris and everyone else who helped. Deleting the modtools folder and validating steam fixes it."
So I'm not going to delete this thread just in case anyone else runs into this problem. To solve it, I simply opened the workshop uploader manually as admin without steam running, and it worked.
^^ that was a quote from another thread
"My text description was too long!
So your description text must be 8000 characters or less to publish to Steam Workshop!" another thread
Apparently error 25 could be for a lot of crazy reasons
here's a good linke for the error codes for future reference, https://facepunch.com/showthread.php?t=1244179&p=41457853&viewfull=1#post41457853
Windows/Linux/OSX:
These files are available in the bin folder of your Garry's Mod install.
Publishing an Addon to Workshop
Detailed tutorial on creating Steam Workshop addons can be found here:
http://wiki.garrysmod.com/page/Workshop_Addon_Creation
I am going to assume you have already created your gma file using this tool.
Other than submitting a ticket or keep trying I'm not sure. Sorry @solemn pebble If I find anything else i'll let you know
I know there are thousands of posts about it, trust me, I have googled it. For 4 days it has refused to work, At first I thought it might have been my con...
it seems a common mistake in the last few days
i'll wait then... ๐
Yeah, im still reading threads on it, so far nothing
wait, is it possible to add our wn translation as a mod? ๐ฎ that would be amazing, i'm forced with the italian translation and it's bloody awful, i asked the guy to let me fix it a bit and he doesn't care in the slightest
this would be a great workaround
I think so
here's a way to translate stuff in mods https://theindiestone.com/forums/index.php?/topic/9535-how-to-translate-every-mod-a-z/
Once upon time i want to translate mods, for playing with friends, and found that the feature of Project Zomboid its especially encoding, that can not corre...
[CURRENTLY UPDATED TO B29] I created these spreadsheets to make my translations easy and i think you guys might be able to use them too. Just add the transl...
Hello, here is all the vanilla English files, I'll keep this thread update when I add more things to translate.! IMPORTANT NEWS !When there's a commentary (...
and this is the main forum link @abstract plank https://theindiestone.com/forums/index.php?/forum/56-pz-community-translations/
Help us translating the game into your awesome language!
thank you very much ^^ if it was just for me i would play in english, but my friends need a translation so i'll dig into it asap. thanks again ^^
Np man, good luck and if you need anything just ask ๐
@livid zinc it's not what I imagined but it is wonderful and I will certainly use it. All i WAS imagining was like sandbags blocking the road and some tents and stuff lol. i'll tell you when i populate it so you can see how it looks all lively.
one kind of problem is that you can just walk right around it though. there is a 1 tile space
okay. and can you make the rear fence look like a gate or something that is open. however it is blocked off with sandbags
because i want it to be "possible" for someone to walk beyond the blockade, but the guards will fire on anyone who tries to
Sure, I could do that, I was planning on expanding that area but for now no problem
Actually i can't find any sandbags.... are those non-vanilla?
nvm
found it
@placid delta you said you want it to be passable, but do you mean just pretend passable? Or really passable?
where are the sandbags? been looking for them
@placid delta sandbags are placed. fences open with walkable path through the sandbags. Do you want me to block the path or leave it open?
here my fences, and re-done the ECP for LA
Uh that looks good yeah
Cool, it'll be added to the redo-later list. I'll send it over
I did the pathway to the right of it too
Sent
Btw that looks great @short shell
figured i saw you made one and i was currently working on it.. so why not..
ugh. finally. friggen fences are tedious on this map.. hopefully i don't have to do that again..
anyone know where the radio is located in building editor?
cool!
Well damn, just completed the bulk work of my first map mod. Need to add foraging support, but otherwise it'll be ready tonight or tomorrow!
@placid delta i came
lol
gave the snipers level 10 aiming so
I was going to say, I wish I could shoot like that
it looks like I might need to fix the towers so they can get better shots by the gate, were they just standing guard at the front window(tower) or could they get a line of sight to the front concrete barricades?
Oh yeah, lightswitches on the next go around might be smart too ๐
agree
@short shell have you played with house lighting/light switches yet?
Yes, I just add the switches in the room and it works
i'll have to look for switches later, TBH I never noticed them (kinda like sandbags) lol
the only thing that was odd about the sniper towers to me was that they are shooting through the glass, lol.
I had railings first, but for some reason guns hit railings in this game, the line of sight was horrible
I was barely able to shoot down at the fence/yard area
I might need to make a catwalk around it I think
Those were the railings
but like I said the line of sight was crap :\
cant just remove the windows?
the survivors wont fall down they set to stand ground
with those kind of windows. even after you break them and clear the glass. you still have to "jump" through them to get by
Yeah those aren't actually windows you see in that pic it's a type of railing so you can't break them. Catwalk won't be hard, I think that might be the best fix
those short cement block wall things. can you remove those. they are buggy and block all vision
sure no problem. should i replace it with a fence or sandbags?
@vernal ferry or anyone with experience adding custom tiles, need some help with trying to add my own
i dont personally but if you check the "other helpful guides" section of the new tilezed mapping thread there's a thing or two in there that might help
Yeah, I took a peek. I got my PNG file with a few custom tiles. But now I'm stuck trying get it to load into tilesets
made a couple new walls, lined it up properly tried click add new tilesets and mine just doesn't appear. Think i might of missed a step but im not sure
i think this is the most helpful thread: https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/ - suomiboi has a rather helpful post towards the bottom too, failing that you could try giving Easy Pickens a nod in the new tilezed build thread
Custom .pack files If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load. This can be done using t...
yeah, for some reason it only worked when I pasted it into my 2x tiles folder
๐ so at least I got it to add!
cool
Sorry, I know I have a habit of being like wtf then fixing my problem lol.
haha its all good man
Nah no sand bags in the front
@placid delta k, @vernal ferry can you ask EasyPickins to pop in if you see/talk to him? I got them to load but now my tiles are ...... half the size as vanilla tiles? maybe something to do with 2x I'm not sure
yeah, i think i used a tutorial for 1x tiles just noticed my PNG is like half the size lol
yep that fixed it!
Now im trying to add it to my building editor menu (ISO instead of just tiles tab)
lol it didn't like me adding me own category at all
any mappers have any ideas on how to help Xeonyx here? https://theindiestone.com/forums/index.php?/topic/21946-map-files-not-loading-properly/#comment-251974
It is I, Xeonyx, using a different account because of that hack a while back made it impossible to sign in to my original account; the clincher? My email ...
Taking a look now, @novel seal know anyone who knows about creating multiple tile objects?
I think Tim/EP has jumped in actually
so hopefully the issue is on its way to being sorted
I wasn't sure if he was online
re: multiple tile objects - dunno myself, may be an RJ/Turbo question
@inland gull
Yeah, just saw EP posted. That's good. Yeah i'm currently working on a large object and I broke it up into 24 or so parts but it won't load. Thanks either way ๐
does anyone know if tiles are 128x256 now? one tutorial has these grid lines I was using and they are 64x128 but that was before 2x
errr nvm
not sure...
I read somewhere that if there are a lot of tall 5+ floor buildings in one area it will cause lag.. Is this true?
yes, the more large/multi story buildings in a close area, the more the game will lag
something that we'll be optimizing in future, clearly
man, still working on trying to line up a big tiled item, not as easy as it looks
I thought there was a program somewhere on the forums that converted google maps pictures to PZ map pictures, but I canยดt find it anymore
yeah, I remember seeing it around is this it? https://theindiestone.com/forums/index.php?/topic/11998-google-maps-to-zomboid-terrain-map/#comment-153470
I was playing around with ways of making a terrain map from Google Maps. I found a way of rendering the Google Maps data using colours needed by the WorldEd...
thanks @livid zinc , that was exactly what I was looking for
Np, hope it goes well. I'm going on day 3 of trying to do multi-tile object ๐
omg! soo much good stuff in here.. Yes! thanks for this google link thing.
Np, easy to get distracted trying to do cool stuff for maps ๐ takes me away from actually mapping
Ok finally got my tiles in TileZed aligned right .....YES now time to figure out how to get them to load in game
Alright I know I say this a lot but I hit a brick wall again, I've aligned and added my tilesets to TileZed. I've even created a pack file. But my textures come up as question marks in WorldEd and it won't let me generate lot files until I get my tileset correctly added to the game........ Any suggestions @everyone ?
well now it shows in my editor (config paths were screwed) just gotta figure out how to get my black tiles to turn into textures now hah ๐
anyone have experience with pack files?
If anyone can help my texture pack is not showing correctly? any advice would be extremely helpful
thank you! someone finally responded
I didn't create any xml files nor did i see it mentioned in pack tutorials
of course im going off of a 2014 tutorial https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/
Custom .pack files If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load. This can be done using t...
lol TY so much i've been trying to do one texture for 4 days
the strange part is, it looks like a perfect 4 tile texture in TileZed/WorldEd
ah, tiles... I've only done object packs
anyway, tilezed should do it correctl
y
im trying to do a floor overlay(even though I'm using tiles)
no matter what I do it comes out messed up looking or just black.
can you send me the .pack file?
sure
I also wasn't sure how to save it as a pack since the tutorials aren't updated and there is new options since 2014
is there a way to send it via discord or do you want me to email?
I thought there was via discord, I might be wrong
send it to packfile at wegwerf.anderdonau.de
you can use that one, too
done
got it
that's really odd
Sorry, I'm afraid I can't help you there ๐ฆ
I was wondering if it was because of 2x now?
I also wasn't sure what res to save it as, my current png file is 1024x2048
the size doesn't really matter
ok
it just identifies how many tiles are created inside the .pack
ahh bigger tilesheets?
cause the variation is huge when looking in the tiles folder
and I noticed it only works when using the 2x folder now instead of the 1x
I think so, yes
This is driving me crazy, I would of thought aligning the texture,chopping it up, and doing it at a isometric angle would of been the hardest part
that's what it looks like in world ed (created a building with no walls set it as floor (defined tile textures as indoor tiles) is that it maybe?
It won't show up at all if I use stamp in tilezed at all so this was my only other way
maybe play around with tiledef properties and try to see if it renders another way?
it almost looks as if the tiles are bigger the the game tiles
This is my texture testing area, where I tried it like 5 different ways, indoor, outdoor, roof tiles, stamp(invisible in game)
it's like my texture is too big to fit in 4 squares even though in the editor it's 4 squares
this is what it's suppose to look like
I'm guessing 2 things 1, it's offset like you said 2, that's probably because it's rendering at a higher size than the Tile/WorldEd probably because of packing options I didn't correctly set
also i run my game in 1x mode......
omg
that was it
I was running 2x tiles in 1x mode
now they all work perfectly including the stamp
now i guess i just have to figure out how to load 2x and 1x packs at the same time
\o/
so the question now is if i save another pack file as silo1x and edit my mod.info to include both, it will display in 1x correctly as well as 2x? lol i hope so
btw thanks for trying to help, i've been going insane @cursive roost
you'rew lecome, though I really didn't do much ๐
yeah, but sometimes it's easier to figure out problems when you have someone else to bounce ideas off. Ask everyone here/look at my forum help posts - by the time I ask or discuss it I'm usually facepalming because i figured out why it wouldn't work. So yes you were helpful ๐
ok so good news is I got it to work in both, bad news is it looks like crap because i think it's confused about which pack to use so it's using both
So im going to remove the 2x pack file from mod.info see if it looks better if so, that means I might need to create a 2x and 1x map mod....... which is pretty silly
nope still looks crappy so im guessing maybe because my pack file is 512x512 better repack them at a higher res......... and try again
:\ sucks i can't figure out how to not make it look like crap in 1x, maybe make a new tileset thats at 1x size? since most are 512x1024? instead of mine which are 1024x2048
yep that makes sense because my tiles look like crap when I scale them in Gimp so that explains why the 2x tiles pack looks like crap in 1x
eh most of it though was my crappy image to start with, back to the drawing board!
Is there a way to load 1x tilesets into TileZed? for some reason it only adds them if I put it in my tiles/2x folder?
or do i just have to scale all of my images and then let the pack creator do the work for me?
Does anyone know if it's possible to create a script that reads options.ini and if texture2x=true it will set to 2x.pack? or if texture2x=false it will set to 1x.pack?
I've realized I can't have both, and at the same time I don't want to make 2x look crappy to make 1x work......
Hi, i was looking for more thiles to add on my tile sets. Is there any more package that i could download? I have searched for the mill but i couldn't find it. I saw that it is on Hidrocraft. There's any pack of tiles of Hidrocraft that i could download?
Hershel Greene's Farm
looks great. That's not an easy house to choose ๐ I don't know of any custom textures to download, but i'll take a look
can't find any either
The Walking Dead Project is a Project Zomboid game server, which is divided into seasons and which is based on the well known TV series. The peculiarity ...
Thanks,work in progress ๐
CDM - Centre Disease Prevention TWD (Work in progress)
Comparison Hershel Farm 8x
CDM (Second version)
Awesome stuff!
Thanks โค
noice, e sei pure italiano ๐ฎ
good luck with that, i'll get it on my server if that will get released on the workshop
i'm also thinking about joining yours, since mine is just a small co op server and i want my friends to meet random internet people. welp, enough off topic from me. sorry bout that
hey guys, i've been wondering a thing for a while:
i have the map files of an old map i'm really fond of, and it was made before the 2x map update, is there any way to convert it without data loss?
completely newb to mapmaking myself
There is a way to check if a certain mod is enabled in lua right? i recall hearing about that sometime ago. how do you do it?
@placid delta https://theindiestone.com/forums/index.php?/topic/21748-how-to-get-if-a-mod-is-active/&do=findComment&comment=250096
Well i tried with this code but nothing happens... Mi still nil ... :/ MI = nil; local mod = getModInfo("mods/morefishingitems/mod.info...
still trying to figure out how to place a blue object on a tile
I tried to follow this guide but canยดt get it to work: https://theindiestone.com/forums/index.php?/topic/8249-tutorial-world-objects/
Creating and Manipulating World Objects Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it. Mos...
@ebon phoenix CDC looks great. Love the parking ramp
@river plinth yeah, I haven't played around with that mod at all, but maybe nolan will reply when he see's your comment
Hey guys just to let you know that the One Stop TileZed thread has been updated with the building making guide in step 3 now. Some Tips and Faqs also on the way.
@vernal ferry when working in worlded, is it possible to place a building in between two cells without creating the building in two parts then connecting them from each side of the cell divider?
I've been working in a map and I've run into this issue,
CDM Atlanta
?
My Project The Walking Dead location
ahhhhh im a few seasons behind!
do you happen to know anything about my question about cells and buildings?
No, i'am interested to
heres hoping for an answer soonish! ๐
because I dont mind, having to build buildings that way, but i feel like there has to be an easier way.
@sharp hornet I've run into this same issue and from what it looks like is that you can you just have to make sure the room definitions dont get cut by the divider.
could you elaborate on that a little further please?
@undone chasm
i think im understanding you but not entirely
so like, if i have a 12 by 12 building with one floor, and its all been built under the room def: shop_1, with internal name gunstore. it cant span the divider because it will split the room def, but if i make a seperate room in the same building on the same floor, under the room def: shop_1-2 with the same internal name, then it can cross the divider at the point where one room ends and the other begins?
Thats what im assuming. I was trying to do that with a building and when I tried to get the lots the error said that it could not create the lots because the room def was cut. i simply moved the building to that it wasnt in the divider but i think thats how it would work. I have another building that doesnt have any room defs and connected it from both sides of the divider.
ill try this soon
on another topic: is there a way to set certain things up in a building, like Ive seen some building that spawn with boarded windows. how do i add stuff liek that, because there is a building i have that i want it to spawn in with a sheet rope in the window
I'm not entirely sure. from what i understood some buildings had a chance to spawn boarded up but that was ingame and not in tilezed
i would assume it can be done in tilezed but if it can be idk how
Ill check in a bit through the tiles and if i find anything ill let you know
thank you!
For anyone thats interested I've released a working version of my map, which is currently right now 3x3 cells and has one town along with a few POIs. any questions, concerns or suggestions shoot em my way.
https://theindiestone.com/forums/index.php?/topic/21960-bunjil-new-main-post-alpha-1/
BunjilDescriptionHave you guys ever found the map to be rather small in its current state? That the difficulty ramped up the same wherever you were? An ov...
@sharp hornet anytime
@sharp hornet https://theindiestone.com/forums/index.php?/topic/21960-bunjil-new-main-post-alpha-1/
So as i thought it is generated ingame. But check under carpentry, i found the tiles there. dont know if they'd work the same way in game.
BunjilDescriptionHave you guys ever found the map to be rather small in its current state? That the difficulty ramped up the same wherever you were? An ov...
thats a big help, thank you!
Carpentry 01
i"m gonna try to take a look at this tongith, but first I need to do some work on the RealGuns mod
Idk if you saw my posts about it, but I am currently working with ORMtnMan to make the development of the mod more consistent
Yeah i saw that and i was really happy about it haha
๐
Loved mowing down everything in site but hted how easy it was to get the guns lol
sight*
youre constructive criticism is always welcom\
Hey guys, a question regarding creating veg.png. Have created and uploaded a custom map to WorldEd, but the only vegetation that appears is the dense forest (255, 0, 0) and trees + grass (64, 0, 0). Any areas I've used the other veg colors, they aren't showing up in WorldEd. No errors, no red question marks. Thoughts?
@sharp hornet buildings should not be placed where they will "cross over" cell boundaries, they will be cut in half by the boundary, best way is to use good buidling placement to avoid this.
@sharp hornet
i love the variation. just need to get the spawn ratesof everything down.
@woven geyser
sounds like your colors arent right. can i see your veg map?
@woven geyser sounds like you probably had antialiasing or something turned on and arent using the proper colours
@vernal ferry thank you for youre feedback, @undone chasm spawning is one of my concerns as well.
your*
@vernal ferry hypothetically....
oh wait, nevermind @vernal ferry
@undone chasm realism in the game is one of the many things i love about it, but to be fair gun owning families are not hard to come by IRL,
but i can understand how a heavy gun spawn unbalances and cripples the game as well
The playground at the bottom right is on the division line and it spawned correctly
fuck me sideways that map looks sick
Anti aliasing was definitely off. Used the color palette given for veg maps?
@sharp hornet thats fair but like you said the larger guns do unbalance the game. thats why i make zombies with lower hearing and very strong. that sorta balances it there. if anything ammo scarcity may be the way to go. but i wouldnt know how rare ammo would be.
@iron salmon its going to take a long time to get through it all and even longer for it to be clean oif bugs and glitches.
@woven geyser im going to check the colors on my own map to see if it affects me the same way
@undone chasm Cheers man
@undone chasm it also depends on playstyle, but gameplay/game design, cant really be based around these areas in specific. for example, A heavy gun spawn works just fine for me personally, because in the real world there are often silencers and such, not only this, but if im using a gun its because im in a nasty pinch
i play stealthy, but i understand the importance of having a firearm for emergenices, additionally, if you play really intense modes with friends, its important to be able to protect whats urs, but I will agree that there is a sweetspot we need to find
@woven geyser just checked your image myself, worked fine as a bmp (which it should be)
yeah you probably can, i just always use bmp's so first thing i did was make it a bmp to test
gotchya gotchya
yep works fine in png form too, confirmed ๐
those landmasses look strikingly familiar to me
@vernal ferry Weird
where is your floor? are you trying to add vegetation on top of water?
thats probably what it is lol.
No. I only sent the veg map
I think he's talking abou me
Landscape
yes i was referring to cardenaglo's pic
@vernal ferry apologies
again, that land mass looks very familiar
@sharp hornet Alcatraz?
is that what it is?
Ya
thats proabbly it then, when i was younger i studied alcatraz for a bit in my free time
sick idea for a map tbh
yeah ashendiaz your problem is because you are trying to add vegetation to land mass that isnot grass (that is not possible)
yep just checked it with grass and it worked
im currently working on a map that i plan to expand into something much much larger over time.
@undone chasm @vernal ferry Thanks for the help guys, much appreciated!!
does anyone have a solid way of determining the cell boundaries in paint.net when making the landscape and veg maps?
besides making a pixel mud at every 300th pixel squared?
lol
create a new layer with a 300x300 gridsquare
ohhhh thats a really good idea @vernal ferry
i knew i could, but the obvious throughts are the ones we most oftne seem to not have
Does anyone have a few hints on uploading to nexusmods?
uploading a tiny mod took me a good thirty minutes just now
@cursive roost could you update this mod please? https://github.com/blind-coder/pz-bcBoilRags
it's not working anymore?
such as? haven't used it myself in a while, tbh.
i think sometimes the pot disappears when it has a little water
Confirmed, look at this
Small amount of water in a bottle
Small amount in the pot
Now if I make a pot of dirty rags, it disappears
CDC -Center of disease Control.
Cooming Soon....
https://www.youtube.com/watch?v=z2XfNbKCOYY&feature=youtu.be
I've released an update on my map. As always suggestions and questions are welcome :D
https://theindiestone.com/forums/index.php?/topic/21960-bunjil-alpha-2/&do=findComment&comment=252142
BunjilDescriptionHave you guys ever found the map to be rather small in its current state? That the difficulty ramped up the same wherever you were? An ov...
Thank you! Right not it's only about 15 cells
guys, I need your help with my Lua mod
what I want: mark a tile blue and another red
I looked at the ObjectTutorial and if I alter it I can get it to work, but is all the hassle really needed?
hmm, not sure.
problem with this approach: the mod must be active on gameboot, otherwise the texture isnยดt loaded
hmm, why bother with textures at all and not just use the tint functions?
I think so, yes
it's what the inventory uses to highlight which container you're in right now
Are there any builders that'd like to take up some projects for me? ๐
@ebon phoenix those ramparts look sweet ๐
@undone chasm Thanks, it is an hard work, we are just at the beginning
......and beginners ahahhahaha
when you make woodbury, can i use it in survivors mod?
Well better than me lol
@placid delta In single player?
hi, I am the editor, @placid delta i am making this map for a server "The Walking Dead Project" server, hosted by Rushall network. But of course you could use it on single player
but what should be the point of playing it in single? Better playing with other people on this server ๐
i want to add it to my Survivor mod, and spawn like TWD people in it, like govoner, etc
created a buildings pool of all player made creations for those that want to use them to make maps. https://theindiestone.com/forums/index.php?/topic/22018-all-player-made-building-archives/
I've managed to search the forums of every player made building and assembled them all into one archive. This would hopefully help mappers easily find and...
@Blackbeard#2706 You beat me to it! I was thinking about getting the current active mappers/builders to upload whatever files they feel like sharing to dropbox so that the community as a whole could benefit.
Haha, I want to make a website, dedicated that organizes all the buildings, including pictures of each builsing
Building*
that sounds even better!
i can hook you up with a WP installation or something if you want
Let's say that I want to give a piece of my map out to people how would I go about it? Would I send out the files for the cells or would I have to send out the whole map?
I guess it would be the cell file? @vernal ferry @livid zinc @short shell should have more info about this
I know what it is, at work, I'll find out when I get back. I thinks it's the tbx files or something, not the lotheaders.
yeah if you mean for others to work on then its the tbx files you want to share
Thank you guys! This will likely make my map easier to make haha
@cursive roost looked at the tint, looks like it only works on Containers and not on tiles itself
itยดs activated with "setHighlighted"
anyone know how I can get the GridSquare that my mouse is hovering over? I made one myself before but it couldnt handle various zooms, need a more solid method this time.
using what tool?
tiled or are you painting a map
damn! just got an additional 370mb on building files and some other stuff.. I've got a lot of data and am going to make a website for it..
In LUA for a mod
oo, then I'm not very sure..
They should rename this channel mapping
Governor's Room โค
nice
Aeneas when you finished can I put your twd maps into my survivors mod?
does anyone really use medium and light asphalt for anything or do you stick with 1 color for roads?
theyre mainly used for sidewalks and concrete areas
figured, thanks
yeah, the light one is good for sidewalks and the medium one is good for parking lots and the like
Does anyone know whats happening here? im ~8 tiles off the division and my buildings wont show up
Nvm, i figured it out. I was on a layer 3 instead of one ๐
Ehi guys, i am missing several tiles, but i have downloaded the package from the thread on this form, named build 36 etc...how can i fix this?
thats a downloaded one.
@Woldren#2619 youll have to delete those tiles if you want to fix it
can anyone point me to the place in the game code where your building and you choose to click on a grid square with your mouse to build on that square?
i seriously gotta make that isomatric square calculation myself?
ok fine, here it is folks. Method to get the GridSquare that your mouse is on:
local sw = (128 / getCore():getZoom(0));
local sh = (64 / getCore():getZoom(0));
local mapx = getPlayer():getX();
local mapy = getPlayer():getY();
local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ;
local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ;
local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2;
local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2;
local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,player:getZ());
Umm, doesn't tiled give you the coords and the bottom left?
why does everyone here assume im mapping lol
we need to separate this workshop into 2 different rooms, one called mapping and one called modding
yep, separate mapping and modding
who ya gonna call <@&136624934184026113>
now scram all you mappers, we dont want your kind here
@placid delta lol
Lol, yeah us mappers got our own clubhouse now!
@placid delta I'm pretty sure there's a function in LuaManager.class for that
I remember seeing it when I was creating the coords thing for pzmap
I was pretty sure too, but i couldnt find it. and nothiong but crickets here when i asked
@placid delta updated my last map posted a pic in the loser mappers chat if your interested ๐
@placid delta you asked in the middle of the night for us german dudes
I guess it is "getMouseXScaled" and "getMouseYScaled"
but not sure
found that as @cursive roost suggested in the LuaManager.class
can't check right now, started up windows
well now there is a customizable option too...
When uploading a mod how big should my preview picture be? Thumb.png size or Poster.png size?
lol figured it out when uploading 256x256 ๐ glad it told me
ugh wrong room ๐
oh, steam preview. yeah, 256x256
is there any way I can get all the shipped spritenames? I'm trying to overlay the down arrow on a sign but don't know the spritename that I need to pass to setOverlaySprite
say what
You are trying to overlay a down arrow on a sign, and want to know the name of the down arrow?
yep
these are the args setOverlaySprite(String spriteName, float r, float g, float b, float a, boolean bTransmit)
don't know the spritename of the down arrow though
I didn't know there was one :\
I kinda cheatet ๐
altered the ISPaintAction to print the spritename to the console, it's "constructedobjects_signs_01_42" btw
ok guys, I need some teaching here: how can I determine what Events are thrown on the server and which are clientside?
background: I need to register if an item was dropped on a specific tile, so I thought I could use "OnContainerUpdate", but that doesn't fire when putting items on the ground
I then thought I could use "OnObjectAdded" which is triggered in "GameServer.class", so I thought this might be serversided, but again, it doesn't trigger if I put an item on the ground
just overload ISInventoryTransferAction ๐
is there anyone on the forum or such a place where we can beg the devs to add lua methods?
you mean in LuaManager? Or in luautils?
I want the Devs to add a "Run to" Timed action
you know, there is "Walk to" timed action you can select from menu when your right click on the ground
want the same thing, just running and not walking
Anybody know how get deadBody inventory for recipe?
is the corpse on the ground or in your inventory?
getItemContainer() probably
getContainer returns the container that the item is in. which would be your players inventory
getItemContainer returns the item inner container
in the case of bags it does anyway, corpse could be different
i know somewhere you can start your investigation.
to see how those corpses container works
enable cars mod, put other loot to abundant
find a car with a corpse
take the corpse and drop it on the ground.
you will see an error
check what file and line the error is on.
there error happens from this becose those corpses in cars dont have containers
so where that error happens you'll see the exact way those corpse containers are called
Thanks. I try or find other way for my mod
Any good mods for B36? ๐
all of them 
haha, any to name?
Yeah,i've got that one.Just looking to improve my game i guess
cars
Hello
Is there a opposite line to this?
player:getInventory():AddItem("....")
all i found is
player:getInventory():Remove(...)
but im not sure if it does what i hope it does, since it's not RemoveItem and the brackets dont have " " in it
If i make a recipe that involves using A to make OnCreate:B, i still have to add a Result:..., line, which forces to me use additional ingredient
and i dont know how to leave that blank, so i want to use RemoveItem to cancel it out, if such a command exists
i need the OnCreate line to get randomized crafting result, but theres still the regular Result: ... , that i cant ignore
and, is there any way to make a crafting result to be "nothing"?
for example i want make a hunting recipe, which will return randomized result with help of OnCreate, i wish to make it "either get animal or nothing", instead of "animal or junk"
what i have done in the past is make a item called "Nothing" and added a function in the players update loop which checks for the "Nothing" items and removes them.
@placid delta whats the code to remove item?
im not a coder, all im doing is reverse engineering from whats already there
let me be specific if it helps
i am trying to do the search for dog feature from hydrocraft
function updateThePlayer(player)
player:getInventory():Remove("Nothing");
end
Events.OnPlayerUpdate.Add(updateThePlayer);
i want to consume items to get randomized dog, instead keeping ingredient
can i just use the player:getInventory():Remove("Nothing") to get rid of any item in my inventory?
if i have a bighikingbag in my inv, will player:getInventory():Remove("Base.BigHikingBag"); remove it?
whats zomboid/lua line for print stuff to consoe?
@tribal sparrow you wont be able to remove the item in the recipe lua though. thats why i made it hooked to player update loop
also you dont need the Base.
i need to create an Item called Nothing, right?
yes
alright, gonna give it a try then
yeah, it's something I reported a while back, too, there's no way to make a recipe with an empty result:..., unfortunately
oh well, at least nolan's solution works, thanks guys
Where is a button "ForceLoadLua" in the main menu?
i think that is part of blindcoders mod utilities mod. or just toggle a mod off or on and all will reload
ok, thanks
is there a line which allows me to set a skill back to level 0 instead having to kill my character
something like player.GetXp(): ...
dont know, prolly, if not theres an add, add neg value ๐
tried it, doesnt work
the CheatMenu mod has the feature to allow player to freely set their skill levels, but simply taking that chunk of the code isnt enough
difference between replaceOnUse and replaceOnDeplete?
i'm not sure what replaceOnUse is exactly but replace on deplete means the item is a drainable item such as a gas can, and after it gets fully used up, it changes to an empty gas can. thats an example of replaceOnDeplete
replaceOnUse is the same for non-drainable items
SoundRadius, MaxRange and MinRange values of a weapon, how far is it if the value is 1? 1 tile?
think so
i also quite sure it is tile unit of measure. pistol has sound range of 150 which goes even outside the loaded cell range.
if i right click ground, menu pops up, any way to add items to that menu?
and i should prolly ask for api docs ๐
accually it must....cuz cars do ^.^
digs through files
Events.OnFillWorldObjectContextMenu.Add(yourFunction)
function yourFunction(player, context, worldobjects)
@placid delta oh hi ;3 i was just gonna stab a lua file in survivors, i was gonna try to add right click > "Survivors" > <List all survivors in party> (wht tab would scroll through)
yeah not sure how sub menu items would work
i figured itd be an easy first step tp try to mod lol
you dont like the press tab method?
i thought to sub menu all orders, like Order -> attack, guard, forage etc
thatd be nice too
dont really want to use that to replace tab though personally
replace no, but addition to would be nice ๐
anyway i dont recall any mod that has submenu so dont know where to look for the example
i could probably make it more accurate with right click
right now it just checks who is close to me on right click
it doesnt check WHERE you clicked
ya i was gonna say and right click show the dude you click too
i could make it check the square you click on so you can select a survivor easier by right clicking at his feet
dunno about feet, but any of its model XD
i dunn how pz works there, i'm used to unity games and collision boxes
easiest to select by the square they stand on
which translate to their feet
or the square above their feet
left click to quick select m8ight be nice, but not sure if thatd fire a gun
which might result in like their center body mass
also dont i remember cars have a passenger limit based on car?
i saw nothin in lua ;3
yes
i searched installed mod folder for "Events.OnFillWorldObjectContextMenu" and hydrocraft uses a few, farming being one, willing to bet itll go submenu ๐
looks like it ๐
ok so atleast got examples now yay ๐
good find, what file has it?
D:\Program Files\Steam\steamapps\workshop\content\108600\498441420\mods\Hydrocraft\media\lua\client\Farming\ISUI\ISFarmingMenu.lua
has sections talking of submenus
and i doubt every seed will be main menu soooooo
local subMenu = context:getNew(context);
thats gotta be the line ๐
147
side idea randomly / dunno how silly - right click > "Survivors" > left click selects 1, right click toggle between green/red to select multiple > send order applies to selected
looks that way
๐ we learned something
i didnt know hydrocraft had extra farming stuff
i like both right click > nameofguyclicked > orderlist, and right click > "Survivors" > listinparty
anyway i'll def enhance survivor selecting with this
rightclick, choose a name of a survivor, then choose orders, swap wep or medical, and order will be a sub sub menu with all the orders
๐
but i will still make swap weapon require them be close for that option to show
maybe right click > Party > orderslist applies to all
obviously o.O
medical too maybe?
also is it hard to show an inventory window? be nice to browse what they carry without telling to drop
anyway, it will be so you dont need to use tab key
sorry if i piled stuff on you ๐ didnt mean to, ment to make stuff myself heh
or......i wonder if can make surviviors look like a container when you walk up to em o.O
corpses do it, so maybe an example there ๐
i should shutup and go poke lua......your mod giving me too many ideas ๐ฆ
idk, if u discover something let me know
i closed my file already but i forget
its submenu = context:getNew();
right?
not sure how i label the submenu but i'll experiment
uhg try to restart pz into debug mode now its updating
better be the animation update
lol
@placid delta same file line 194 looks like the accual adding of the submenu
so above was just creating the parts for it
heh
you'll never be done
i'll think up some other stupid idea you'll suddenly like
๐
i'm still at the "ok menu made, now i gotta learn how to click em to do stuf" stage
found that ๐
Function name as a parameter in the addoption
Check near the bottom of survivors lua to see mine as example
@placid delta do survivors talking count as sound to draw zombies? similar to vanilla yell button
I don't think so
have a whole direction in telling em to be quiet / them makin sounds ^.^
wonder if i can find a way to keep a log of their chat
I could make a way to reduce talking in general, in settings
@placid delta thats up to you, my taste is important only info, not a RP type, though others might be, and along the whole RP route, idle chat could help fight going insane / being bored, combined with a setting (ingame) how much they can chat, ie tell em to be quiet, but can hurt boredom so not good to leave it there, you get the idea
as far as me liking it, i just turn of idle ๐ and a log would be nice
im a simple person lol
you should see me modding kerbals >.> 700+ mods installed, and i keep makin new tiny ones, and huge list of wishes i slowly make, i never get to play it ๐ฆ ideas keep coming!
hello, can anyone tell me what happened to PZ Vanilla Patch mod?
Can someone explain every line listed below? What exactly does each one of them do?
Swinging Weapon
MinAngle = 0.2, -- What value makes the weapen hit even zed behind me? 360 probably too big if Axe has only 0.2 .
HitAngleMod = -30, -- What does this do? 0.2 - 30 ?
SwingTime = 3.0,
MinimumSwingTime = 3.0,
SwingAmountBeforeImpact = 0.002,
ConditionMax = 15,
ConditionLowerChanceOneIn = 30 -- ConditionMax will be decreased by 1 after exactly 30 uses?
PushBackMod = 0.3,
KnockdownMod = 2,
****************************************************************
Stabbing Weapon
EnduranceMod = 0.5,
IsAimedHandWeapon = TRUE,
AimingMod = 0.8,
****************************************************************
Ranged
ImpactSound = null,
SoundVolume = 75,
MinAngle = 0.95,
AimingPerkMinAngleModifier = 0.05, -- with level 1 aiming, i would have 0.95 + 0.05 ?
ToHitModifier = 1.5,
NPCSoundBoost = 1.5,
SoundGain = 1.5,
ShareDamage = FALSE,
MultipleHitConditionAffected = FALSE,
HitChance = 45, -- 45% to hit a zed?
AimingPerkHitChanceModifier = 15, -- Accuracy starts at 45% and gains 15% with each additional aiming level?
AimingPerkRangeModifier = 1.5, -- With more aiming level you can shoot farther?
RecoilDelay = 20,
you ask too much Lazy Joe, your name is very appropriate
does anyone know of a mod that adds options to the game create screen anywhere. like check boxes, drop down lists or anything like that.
I think it was the parts where the dashes were, that he wanted explained.
Not literally the whole thing.
I can hazard a few guesses - Lazy_Joe - but that's all they are. MinAngle, if the axe at .2 can hit multiple zombies, and we compare that to a crowbar which has no MinAngle, then we can safely assume that it modifies the hitbox. Applying the same logic, if we assume that .2 limits the arc to directly in front of you. We can assume that at '1' it is 360 degrees, based on division. .2 of 360 is 72 degrees, which is roughly what I see when I swing a weapon that has that property.
HitAngleMod might be relating to the place it can hit. A weapon like the axe has a -30 modifier, along with the MinAngle property, but compared to the Hockey Stick, it lacks a MinAngle, but has the HitAngleMod.
knives don't seem to have the property and uses a different one, aimed hand weapon. So it wouldn't use the same hit box, because they tend to be "stab to kill".
ConditionLowerChanceOneIn, that might not be exact, looks like a way to configure the chance of durability loss - it may or may not have durability loss per use. I don't really think I've ever kept that close of track of my weapon's durability though, honestly.
I don't use zombie attractors (guns), in combat so can't comment on the other questions.
well sorry if i ask too much, just trying to understand everything, i do try different values for all these stuff already but sometimes it gets me nowhere, im trying to mod my own weapons and when they cant even hit a zed right in front of me, and i just dont know which value is wrong, what am i supposed to do except come here to ask?
thanks for the input @bitter edge
rather than making a weapon from scratch, copy a weapon that is similar to what you want to make then just edit / add values. If you edit / add one value at a time it can be easier to figure out what that value does.
sub sub menus
needs more submenus
if i could think if any excuse at all to do so...i so would
Bob -> give Order -> follow -> are you sure? -> Yes
anyone who knows hydrocraft well
what kind of hydrocraft items would be likely to find in survivor loot bags?
dont say dogs
MREs, but I never see them in Hydrocraft anymore, use the new MRE mod I made. But for hydrocraft I would say basic survivor things like medical, food, and weapons.
already have that kind of stuff in base., looking for spesific HC things that would be nice to find in survivor loot bags
cool, how about things people would collect like jewelry, wallets, or wedding rings, like some kind of thing people may think would be worth to barter
table.insert(NPCLoot,"Hydrocraft.HCJackknife");
table.insert(NPCLoot,"Hydrocraft.HCMeatcleaver");
table.insert(NPCLoot,"Hydrocraft.HCMasontrowel");
table.insert(NPCLoot,"Hydrocraft.HCMRE");
table.insert(NPCLoot,"Hydrocraft.HCTrailmix");
table.insert(NPCLoot,"Hydrocraft.HCVodka");
table.insert(NPCLoot,"Hydrocraft.HCWorkgloves");
table.insert(NPCLoot,"Hydrocraft.HCPliers");
table.insert(NPCLoot,"Hydrocraft.HCElectricmultitooloff");
table.insert(NPCLoot,"Hydrocraft.HCSawlumber");
also adding Hydrocraft bag types
if(isModEnabled("Hydrocraft")) then
table.insert(NPCBag,"Hydrocraft.HCCampingpack");
table.insert(NPCBag,"Hydrocraft.HCClimbingpack");
table.insert(NPCBag,"Hydrocraft.HCBriefcase");
table.insert(NPCBag,"Hydrocraft.HCDuffelbagpouch");
table.insert(NPCBag,"Hydrocraft.HCRucksack");
table.insert(NPCBag,"Hydrocraft.HCTrunk");
table.insert(NPCBag,"Hydrocraft.HCSchoolbagpouch");
table.insert(NPCBag,"Hydrocraft.HCSuitcase");
end
what should I call an order that means survivors dont attack, just avoid zombies?
@placid delta defensive, unless you mean avoid like scared little girl, then hide maybe, or simply ignore be passive
i just called it "No Attacking" so its easy to understand
You could have a completely useless stash that's just an insane amount of money
like, if that makes sense?
@placid delta in the direction of action scripts, what about looting? ๐