#mod_development
1 messages ยท Page 394 of 1
right, and what should they pickup?
if they just pickup anything in any container into their bag it would get full in 1/4 of a house and you'd hhave to get them to drop it and dump all the stuff you dont want and basically it would not save anytime in the end
without the survivors magically knowing exactly what you want them to pickup
@placid delta i had that thought too, but considering currently i'm just dropping dozens of boxs of loot, and mentioned previously they dont seem to have a weight limit, not sure you were concerned with that bit or not ๐ that said i accually do loot as much stuff as i can to clear an area never to return, so i for one welcome the grab-all (even if it did only fill their 1-2 bags), and as for not grab, not sure if mods can touch other mods, but i use shash&grab as an item blacklist ๐
hey boyz, u know how necroforge puts an icon in the bottom right. how can i do that?
you create a button at
getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 50
then call
:addToUIManager()
so
local myButton = Button:new(getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 50, 25, 25, "Cool stuff");
myButton:addToUIManager();
i have this running onGameStart event
PVPTextureOn = getTexture("media/textures/PVPOn.png");
PVPTextureOff = getTexture("media/textures/PVPOff.png");
Button:new(getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 100, 22, 22, "PVP Button");
myButton.Sprite = PVPTextureOff;
myButton:setVisible(true);
myButton:addToUIManager();
but it doesnt seem to be working
oh lol i see one major problem now
okay its still not working:
PVPTextureOn = getTexture("media/textures/PVPOn.png");
PVPTextureOff = getTexture("media/textures/PVPOff.png");
if(not PVPTextureOff) then print("could not load media/textures/PVPOff.png");
else print("Succesfully load media/textures/PVPOff.png"); end
myButton = Button:new(getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 100, 22, 22, "PVP Button");
myButton.Sprite = PVPTextureOff;
myButton.Alt = true
myButton:setVisible(true);
myButton:addToUIManager();
running on "OnPreGameStart" event
okay i got the "Button" to show
but its not using the image
i just wanted to show an icon down there, doesnt need to have a button functionalty
require "ISUI/ISLayoutManager"
local ThePVPButton = ISButton:derive("ThePVPButton");
function SurvivorsCreatePVPButton()
PVPTextureOn = getTexture("media/textures/PVPOn.png");
PVPTextureOff = getTexture("media/textures/PVPOff.png");
if(not PVPTextureOff) then print("could not load media/textures/PVPOff.png");
else print("Succesfully load media/textures/PVPOff.png"); end
PVPButton = ThePVPButton:new(getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 105, 25, 25, nil, nil, SurvivorTogglePVP);
PVPButton.Sprite = PVPTextureOff -- instanceItem("Base.Axe"):getTexture();
PVPButton.Alt = true
PVPButton:setVisible(true);
PVPButton:addToUIManager();
end
Events.OnGameStart.Add(SurvivorsCreatePVPButton);
texture loaded successful message shows in console. but i get spammed errors stack trace in ISButton.lua line 167 function render
so apparently there is no Sprite in ISBUtton
thats something neroforge added by overrighting the render functions
can someone please explain to me how color r g b values can be less than 1?
self.textureColor.a = 1;
self.textureColor.r = 1;
self.textureColor.g = 1;
self.textureColor.b = 1;
self.borderColor.a = self.borderColorEnabled.a;
self.borderColor.r = self.borderColorEnabled.r;
self.borderColor.g = self.borderColorEnabled.g;
self.borderColor.b = self.borderColorEnabled.b;
else
self.textureColor.a = 1;
self.textureColor.r = 0.3;
self.textureColor.g = 0.3;
self.textureColor.b = 0.3;
self.borderColor.a = 0.7;
self.borderColor.r = 0.7;
self.borderColor.g = 0.1;
self.borderColor.b = 0.1;
end
its 0 to 255, or 0 to FF in hex
sure its 0-255/FF and not 0-1?;3
<- doesnt know but would assume due to the above
in PZ, the range is 0.0 to 1.0
very odd, so is r=1, g=1,b=1 white or black?
usually 1/1/1 would mean white
dont think ive ever seen a language hold 0 as white
no matter what i set it too, it doesnt even effect the button background or text color
i'd be nice if i could at least make the buttons text or background color red but o well
subception
Ha ha
Not sure whos map that is @placid delta but theres an object in schools that are tables with benches. 2 tiles wide instead of the 4 in your image
That is the picnick area just outside of west point
Ahhh, well then that'll be something the devs could do then
@placid delta so with all the updates to survivors (liking that bit but ;x ) i change keys used, and updating mod resets keys heh any solutions?
one way could be have a separate mod for settings. but thats kind of dumb.
anyone know where the source of this class is so i can see all of its methods and what they do?
PathFindBehavior.new();
it doesnt appear to be defined in any of the lua files
@placid delta if something isn't defined in Lua you can simply browse the java classes with jdgui
the class you are looking for is in zombie/behaviors/general
but I haven't checked if it's accessible from Lua
right but "browse"ing the java files would take a while. as far as i know i donkt know how to search all the java files after decompile
open up any class with jdgui and than click the little flashlight in the bar (right below navigation)
this searches in all the class files, hence it takes a while when you type
<@&136624934184026113> someone please, why does lua not recognize ItemType.Food or any item type?
?
really need to use IsoBuilding: getContainerWith(ItemType itemType)
getContainerWith("Food") dont work
getContainerWith(ItemType.Food) dont work
getContainerWith(Food) dont work
AFAICT getContainerWith doesn't work
results in "callfram attempted index; Food of non-table null"
...okay well
ItemContainer getRandomContainer(java.lang.String type)
what exactly is this string type?
like category of item? name of the container type?
ItemContainer container = getRandomContainer("counter,wardrobe,crate");
so it's a comma separated list of eligible containers
can i make it include ALL containers?
if you include all types
right but where do i get all the types from?
nevermind i'll just use the getContainers() in IsoRoom
bedroomdrawers,bin,counter,counter,crate,crate,fridge,medicine,officedrawers,sidetable,sidetable,vendingpop,vendingsnacks,wardrobe,wardrobe
that's all the types from suburbsdistribution.txt
garsh, IsoRoom:getContainer() doesnt seem to work either, there are loads of containers in this room but the size of array it returns is always 0
all right then i'll just ISoRoom:getSquares() and check each square for a container myself
im really confused by the items "category"
apparently even though lots of ammo items display their category as "Ammo" thier category is actually "Item"
Loot Room Order:
https://youtu.be/IU1BeS2uodQ
hmm......i like the looting, but looks like its almost grab 1 item then goto diff container?
also along same lines, right click > get tile / container clicked > survivor menu > unload into container ๐
oh and loot > food > add perishable / non perishable / any ๐ maybe
we're getting addicted to submenu afterall ๐
they finish a container before going to another. but they likely will not choose the containers in an intelligent order lol
Now that they can recognize item types in a container, could survivors possibly be coded to take food from containers in a building to eat when they get hungry?
^
prioritizing perishable
unless ofc you wanna goto the crazy steps of applying nutrition to em
in which case good luck ๐
Goes to kitchen * takes out and eats pepper*
lol
i saw a guy do it once >.>
how about only auto eat from a fridge?
can expand on that later
apparently they eat bleach likes its anything else...
does it kill em?
Yeah it will
bleach is a drinkabe item so
id just have em pull from fridge > perishable first > maybe the closest to expire item that isnt rotten yet
everyone has a fridge and gives reason to bring one to the cabin
makes life simple, if you put bleach in fridge your own fault
Only hard part is getting back to w/e they were doing before they got hungry and went to fridge
if doing an active task (ie not stand ground / idle) dont stop for food?
then you only have to remember tile to walk back to
bigger question would random people i never met (or kick out of party etc) wander over and steal mah food
in which case can my own dude react to the locked door jiggling down > walk over > open > shoot random dude in head
๐
jiggling sound*
Yeah need a rules of engagement setting that determines who your team fires on sight or not or what
well from playing, seems like survivors just have 2 states? party or not?
so maybe make 3
i mean sure can have just fire on if not within party, but its nice to set guys up as guards then remove from party
the whole "order all" bit messes me up and i eventually assigned keys i cant accidently hit XD
I mean like 3 options to set rules of engagement to "engage anyone / anything" "zombies only" "zombies + hostiles"
So if you set to engage anyone and have guards outside, then no worry about random survivor coming into base and taking food
Oooh
And an option to set any survivor to ignore order all orders, you can just toggle it on or off
@placid delta and maybe click person > invite to party ๐
the auto party is anyone who comes near, bad for crowds, and noticed if i dismiss someone, it wont rejoin em until i restart o.O
then you can wander down the whole road of survivors auto party and band up, wander places randomly, grabbing loot, and eventually wander into you and yew gun die ๐
as in survivor only grouping, themselves, not be your group
You didn't try recently? Right click invite is already a thing now
oh ๐
i havent closed pz to update in couple days to avoid the keys resetting bit lol figured id wait a couple days and do it less often ๐
i had a funny thought today after the survivor makin their own party joke, thought of them drivin cars, and was like.......nu.....dont want em to run me over
admittedly though itd be kinda neet, get the whole grand theft auto bit going lol
sweet liking the new options ๐
@placid delta I think you are the dev of the Survivors Mod. Can you toggle the PVP please? When I'm playing in the old versions , I got a good group with guns and melee , and we settled to the depot , and when we are in a expedition , a woman shot me with her pistol and I'm died.
*change the PVP to toggle when load the game
@quiet widget I dont know if i understand what you asked me. you can toggle the pvp yourself by clicking the icon, pressing backspace or from the right click menu under survivor options. it remembers your settings when you exit game. you can even set the default to false in the settings so that new games auto put it on false when you make a new game
pvp is either globally on or globaly off, thats why i made it toggle on auto if hostile attacks someone. set hostile chance to 0 to make no hostile survivors (except for unique survivors in set locations)
i tried to use the pvp safety feature thats in MP but it just didnt do anything in SP when I tried to use it to prevent friendly fire.
It didn't in the 34.26 version?
in previous version it was different yes
Oh , thanks. When you will release the 37.3 version of the mod? I want to get friends to my stronghold.
@placid delta "turnonbitten" if you have the bite bandaged up, then have survivors not turn on you ๐ or just chance, as they cant see the bite, might just be a scratch
maybe even a turnonscratched that the more 'paranoid' survivors will react to
and just to add to the laughs, if you're in a room with only 1 door and no way out (maybe ignore windows, or only use bedroom/bathrooms/closets) and they think you're scratched/bitten and happen to have jhammer/nail/plank then barricade door shut ๐
(with them outside) basicly locking you in for their safety
or maybe they wait til you're asleep to do it
yeah the idea is the bite should be visible / exposed
so if you take care of your bite where no one can see should not notice
@placid delta maybe give each survivor a suspicion rating, effect how likely they are to shoot you on meeting you vs be friendly and join you, or how likely to ignore a bandage vs get suspicious / assume its a bite and turn on you, etc
see a scratch and ignore vs turn on you
be dfriendly to new people vs shoot em on sight
ello, and you can change the game in multiplayer audio files, which folder should I look for? thank you
Hello*
@placid delta im thinkin a little overboard on the submenus XD
im gonna add a subsubmenu to every submenu called "Confirm" -> "Yes" or "No"
-_-
@placid delta dontget every yes/no needs a submenu "misclick" and "NotMisclick"
well the more things can go in submenu the less clutter when you right click to do something else
true, just up to personal pref what is considered too far / not enough
personally (and id prolly just edit it myself) take out "survivors" menu, add people to the main menu, few enough mods addto menu that i dout id care, so you just see Anna at main menu, open shows orders list / options, done ๐
so Anna > Stand Ground
Dave > Medical Check
i can see how your way would be prefered by others heh
@placid delta just tried the new wifespawn thing, my char is a chick and it gave me a dude for a partner, i demand a lesbian chick for partner ๐ and had the thought, name it FamilySpawn and roll 1-3, you might have kids still alive (see walking dead)
but all the characters are adults?
hmm huge party right off the bat, gonna be easy
well to be honest
your 1.0 spawn rate is giving me like 10+ guys just from walking out door
i set it to 0.05 heh
so defauts already easy
yeah its op ish, but want high pop at start of game makes sense
i should make a chance they wont let you invite or something
was about to say
my playstyle is 0 zom at start, full zom by 28th
so your survivors blends in well, people at start, and die off
but the downside of so much people at start, is they all wanna join you and i gotta kep sayin buzz off
so a chance to not allow invite is great
but if you wanna push the design
make a basic personality system
that suspicion trait i mentioned last night
then friendliness trait
loner? trait for how likely they are to flat out never join groups
trustworthy trait for how likely they are to take items and just abandon you
dont feed em, treat em badly, or you treat em good, can change that trait value up/down
@placid delta not all that complex, start simple, suspicion trait from last night, just need to store 1 value in the survivor save, say 0.0-1.0, generate random upon survivor spawn, if they see you and a scratch, if roll > suspicion * chancescratchcaninfect then survivor.turn
if they see it bandaged, if roll > suspicion * turnonbandage then survivor.turn
thats just one thing of many which you suggested though
sure, which you want next? trustworthy, create/store another field at spawn, once per day or hour etc, if roll > trustworthy then survivor.banditmode > leave party and wander to a few nearby containers, taking a few single random items, then leave area, and an event somewhere where food check ticks, if well fed trustworthy goes up a tony bit, if starving go down a bit
giving them stuff like good food it can go up, give em rotten food, it goes down
entirely up to you, its just basic personality design, you might find it fun, or too much time, up to you ๐ just ideas
there is no difference between "food you give them" and "food they take out from inv or bag themselves and eat"
ah good point forgot about they eat from bag XD
i was just thinking the "theyre happy you gave them stuff" bit
maybe giving em a locket makes em more trustyworthy etc too
i wrote an app for my pc, with speech recog/synth, b/c star trek fan ๐ added little bits for personality so it replies differently based on mood values, was fun to toy with
@placid delta Wait, are you the creator of the survivers mod? Sorry for mention but i got issue
what is the issue?
Well, I don't know if it was suppose to work with Split screen but i tried it without split screen, survivors set off house alarms, they didn't do much either. they just walked around and that's about it. and get eaten by zombies, i assumed they would defend themselves.
house alarms is because of zomboid, person walking in house, not sure if theres a way to fix that o.O
you didnt see them attacking at all?
Pretty much, there were a lot of them and zombies too
aren't they suppose to defend?
and the house alarms were going off constantly
there is a lua method to turn on alarms but none for turning them off, thats not a bug its pz engine
were you getting console errors? did you do the install ? or just subscribe?
zombies dont set off alarms, do zombies use the same person object as players?
maybe a flag in isoplayer to ignore alarm?
(knows nothing)
@placid delta did everything, have to check for console error's though
huh
that's odd, now it's working again after i did a reinstall of your zombie folder thing
Does it work with Split Screen though?
you are probably experiencing known bug #1 here: http://steamcommunity.com/workshop/filedetails/discussion/786130456/141136086931697935/
Well now that's fixed.
for me
buttt
the house alarms are contiuneing to go off, lol
all around me too
๐
@odd dagger turn off alarms when you make nextgame ๐
they also only go off once per building
esp with default survivor count, most alarms be gone by day 1
take better care of yout wife man
are you sure thats the same person? lol i know they all look alike
there is a file full of random dialoge, dialogue.lua
if you play for a good while you'll start to see them say repeated things they have said before
yea, i might wanna poke around in that lua file heh
where's the directory to it?
i never was able to find the actual workshop mod's folder
its in the desc on the workshop
the loc to the settings file. is. and the dialogue file in same folder so
now this is a really cool mod, how long did it take you to do this?
hard to say becausem, sometimes i go nuts working on it over a short period of time. then i'll stop and barely touch it for a long time. and repeat so
i first posted on ws on this date: 23 Oct, 2016
devs have been adding groundwork for em
A developer fixed all the bugs of the NPC's , a thief stole their laptop in their house , so all work are gone.
convenient too! ๐
(not to be an ass if it really happened, but i tend not to believe "code was lost" claims given all the different forms of offsite code storage, ie what github does)
github isn't the be-all-end-all it's cracked up to be
also, this was a long time ago
speaking of which, i need some kind of revision control management for something im making now. but i dont want it to be public. first time ever for me doing something so organized and tidy like this. what should i use?
yeah i dont want to pay anything
is there something that can just run locally on my machine?
you can use git without any server, yes
gosh there is literally 101 options and im just randomly clicking
all i want, is to be able to type in a version and description. push a button, and my current files in all locations get copied and saved somewhere with that version as the label that can be restored if ever wanted to
i'll just make it myself
so what you need with git is
git init /path/to/somewhere/My-Git-Repo
git clone /path/to/somewhere/My-Git-Repo
then work in $PWD/My-Git-Repo
use git add / delete / commit to store changes
and use git push to push them to /path/to/somewhere/My-Git-Repo
there would be multiple paths files and folders. but none on my machine. would need to like ftp and copy them from a server
and if you want to tag a version, see the link above with "Create new tag"
you can do that, or if you have SSH access to that server, git can do that
git clone ssh://server.fqdn/My-Git-Repo
and then use as above
but i dont want to copy everything. spesific folders and files. a large amount of spesific locations and files
everything would be way to much to copy
then just git add those
will i have to do that everytime ?
everytime you edit them, yes
contrary to subversion, git will never automatically commit things
sounds like this is not what i need
@cursive roost never ment to claim github was be-all-end-all, admittedly its my fav, but i was only picking something well known ๐ literally thousands of options
even zip and store offsite, hell before git and vss i emailed myself source zips to store offsite XD
@placid delta hello again, so far no issue yet
@placid delta When will you start to develop Survivors mod for 37.03?
I want to make new items, such as knives ect. Is there a guide for something like that ?
@cosmic iris Best to look at the other knives mod and here: https://theindiestone.com/forums/index.php?/topic/21923-itemzed-updated-11b/
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool tha...
@placid delta are you there
I'm always lurking
lurker~
I was planning to make real life knives into the game but i im not really great at modding at all, just simple stuff
Knives like Gerber Skyridge, Gerber DMF ect, Thanks il check it out @river plinth
@river plinth Hello, doc! I wrote some in your mod in a steam. Could you check it?
Would you guys look at this code and help me to solve a problem ? http://pastebin.com/h4MKNrpp In that link, all works well but for the line from 33 to 51. as you guys know, the min / max dmg of golfclub is 0.3/0.7 and crowbar is 0.6/1.1. the problem is the figures for the new ones are changed(0.5/0.9 , 0.7/1.1) but, the remaining ones are not. They still have their vanilla dmg. How can I make all of them set in the same dmg in the pz world?
Anyone suggest a server manager?
you mean a host?
No program
@winged spear for linux or windows?
win
if i can just make it so dying as a controled survivor doesnt delete main players save
if someon 1 u controlling is almost dead it should auto switch control back to your main char, but if you see death approaching double tap esc to make sure. it waits for hp to be below 10% before it switches back so if you take a bullet to the head at 11% hp, it will never get the chance to switch back and you'll die as controlled char and your main char file will be gone too.
@placid delta try bitbucket. It's free and has private repos.
can anyone explain where i can find code\script for flashlight light angle to make it more\less and change colour?
thanks but it's not angles ๐ฆ
i need to make flashlight light just a straigh line not cone shaped
You are trying to make a laser , don't you?
but if i recall, setting TorchCone(false) makes the light wider not more narrow
Hey nolan , are you waiting for cars to update Survivors?
what do you mean?
I mean , you didn't updated the mod for 37.3
Are you waiting for the cars to release?
To integrate survivors to the cars.
i'm pretty sure it works on 37.3 as is. i have been switching back and forth recently with no problem
Oh. Thanks. I will try.
and i already taken care of changes to support the vehicle, though there was not much needed for that anyway
great.
@solar yarrow cuz my sixth sense are so powerful(seriously)
well so far one thing i need is too set light cone as straight line and change it's colour cuz i don't think messing with adding "laser looking red line" texture doesn't end well
Hmm , what if someone closes it ๐
sometime angles in this game go wild when you shooting from high elevation so it should help players to understand how aiming works
Wait ,did game got accurate aiming?
It's like TABS now.
They are shooting everywhere except the enemy
That applies to the game too.
well every gun has angle where it drops dices - hit\miss
if target outside of aiming angle you not gonna hit it
is there a way to change the text at the start of each game.
the "this is how you died" bit
You can change the UI_Intro3 translation in ./media/lua/shared/Translate/<LANG>/UI_<LANG>.txt
Thank you!
Hey guys, quick question. When I add maps from steam workshop and then enable them in-game. Do they pop up on my current map if I load a game or do I have to start a new game with all map mods enabled?
@safe pier they will pop up unless yuo have been to that area before
Ah makes sense, I did add a new map area in but I was probably to close to the cell when I did so nothing showed
How does it work on multiplayer, hosted from the client. Can I add in more map areas there as well after the fact, or do I need a reset or soft reset for it to show up?
i believe a soft rset is required
ah ok, thanks ๐
same as in singleplayer, you can add them any time, but places you have been to before won't get the new content
Just remember, if you're talking about single player, only the map mod you select on the world screen will load, if you have multiple map mods and you want all of them to load then you will need to put them all into a single mod folder and then select that on the world selection screen
So i wanted to test out ItemZed, would i be able to make an item called guts and if i have it equiped or on me, zombies wont see me?
Ie adding a recipe for gutting a corpse for guts
I know the Devs have said no but it would be cool just to test out
i'm betting that would be a cool mod, will need some skills to pull that off..
quick question, i mademy example test mod in C:\Users\Dennis\Zomboid\mods but i can't see it ingame.. whats the problem?
is it enabled? what mod is it? a Map? we will need more details
oh sorry, no its just a simple "give me a gun" script
maybe.. 5 lines
im a beginner.. but its stupid because i have no up2date doc
not very sure how to do it but it soulds like you'll need to assign a key to push for you to get it. i know there is a mod out that has a feature to press a key and gives you the modded items, try finding it and reverse engineer it
can't you see the effect ingame or the mod in the mod list isn't showing?
you may, depending on how you wrote it. do you have any red boxes appear at the bottom right? if so look at the console logs and find out what you can from them,
can't see the mod in the modlist
did you copy the example mod and altered it to your liking?
esp. the mod.info file?
to continue an old convo here, i ended up use svn rather than git
took a while to get it all working how i imagined it would in my envirorment here but im liking it
a little question, can someone make a short tutorial about making gui's?
can you be a little more spesific of what you want to make? something like the window on necroforge? or just like right click options on ground or on items?
a simple label
Label for what?
to make some variables visible, just to learn how to make guis^^
really what does the reusegridsquare event do? does it trigger whenever a grid square is UN loaded?
It would seem like that's the case @placid delta . I guess it's used for respawning zeds, loot and items (respawn zeds in unseen cell after x amount of time-- sort of thing.)
seems to trigger after the base game is done unloading stuff from the square though so not much use for it. only thing you can do is mess with the square moddata
Oh, gotcha
For some odd reason, that Home Pub mod won't download, but everything ealse doues for me...
Gives me a disc wright error when I try to download it, but every other mod i've tried downloading goes through without a pitch...
anyone wanna do some work on survivors mod? I added it to an SVN
@placid delta who doesnt use github ๐
well the survivors mod could use a talk option where you can talk to survivors in your group :p
@earnest quartz I dont like going with the flow.
@topaz pendant yeah, i was thinking about adding a stories dialogue file, where you make stories as multiple line dialogue that the survivors sequentially say, and they will only tell the story once per game. lots of writing work though to make enough for immersiion
I havent messed with any mods besides hydro, but I'm always down for spritework if anyone needs it
ehi guys, how do i update a mod on a multiplayer server?
i thought all you had to do was shut it down, wait a minite and start it up again
Hello everyone.
How do use "DrawStringCentre" to draw a string?
getTextManager():DrawStringCentre(getCore():getScreenWidth() / 2, getCore():getScreenHeight() / 2, "Test String", 1.0, 1.0, 1.0, 1.0);
This code doesn't work for me.
LOL hydrocraft mod: I can open cardboxes only with box cutter... not with katana or combat knife or all you want... -_-
@bold drum what's the error you are getting?
no error, only a bug: you can open cardbox ONLY with a box cutter.
^_^ sorry
I'm new to PZ Map editting, Question: Can anyone give me a hand on importing custom tiles ?
into TileZed?
To keep me from rambling since I'm a nervous rambler, I'm trying to add a second item to the rain collector barrel like the Twine vs Rope vs Ripped sheet argument in the same .lua. I did try to have a look through them, but I'm no .lua-ologist so even if there's a guide this channel thinks to throw my way (even if I've read it and just my thick skull didn't pick up), I'd appreciate it! Even if you can't help, I appreciate it anyway just for giving this a read and if you're reading, I hope you have/will have a great day. Thanks again!
@worthy ivy wtf are you? canadian? look what i found in an mod i downloaded.
{
Plank,
keep HuntingKnife,
keep Saw,
Result:AxeHandle,
Sound:PZ_Saw,
Time:230.0,
}
recipe Craft Axe Handle
{
Plank,
destroy ButterKnife,
keep Saw,
Result:AxeHandle,
Sound:PZ_Saw,
Time:1230.0,
}
recipe Craft Axe Handle
{
Plank,
destroy KitchenKnife,
keep Saw,
Result:AxeHandle,
Sound:PZ_Saw,
Time:560.0,
}
u gotta make a script.txt with your recipe and do it like this i think
i saw another modder do this in his mod so i guess this is the way you do it, and you aren't able to do it in lua
Oh! I didn't realize that I couldn't edit in a .lua! Thank you for that. This is the way that I had done my mod but wanted to try to alter the recipe itself xD. I will give up on that and keep it this way. Thank you so much for your help, without being able to do the .lua I'll leave it as is. But as a side note, yes, I am Canadian! Thanks again!!
er, oops! @signal girder , forgot to add the @, my bad!
@worthy ivy no problem, m8. maybe some1 will come up with a way escept the script thingy we'll see
Oh, trust me, I appreciate this way just as much! If there is another way I'm more than willing to learn, but this I can at least wrap my thick skull around! Again thank you โฅ.
thank you for thanking me โค
is there a way to simple save a variable like a table into a file in LUA?
@placid delta I'm exploring some .lua options myself! If I find a way to do it, I will post it here, I'm not sure it'll be figured by today as lol thick skulled is me, but I will post it when I figure it out if I can! Been doing some book learnin'.
@placid delta getModFileWriter(String modId, String filename, boolean createIfNull, boolean append)
and reading it: getModFileReader(String modId, String filename, boolean createIfNull)
for reading ini-files there are already some code examples out there, one way to read them is integrating in my mod CoxisUtil https://github.com/DrCox1911/coxisutil
wanted to integrate the writing of ini-files for quite some time now
what is this String modId param?
what gets returned?
a LuaFileWriter
which has the funcion write(str)
you can look it up in the LuaManager.class
yep
what if i give the filename with an absolute direct like c:/users/pc/zomboid/saves/sandbox/testgame/newfile.txt
doesn't work, PZ don't let you save outside of this folders (at least in my tests back then)
and with your approach it will break quite quickly (linux/mac, moved Zomboid folder)
well i build it properly not just hard coded location:
function getSaveDir()
return Core.getMyDocumentFolder()..getFileSeparator().."Saves"..getFileSeparator().. getWorld():getGameMode() .. getFileSeparator() .. getWorld():getWorld().. getFileSeparator();
end
with your ini loading thing format is like:
[sectiona]
key1 = value1 ;
key2 = value2;
[sectionb]
key1 = value1 ;
key2 = value2;
right?
nope, withouth the ";"
[BASIC]
amount=10
random=50
[WEAPONS]
Base.Axe=500
Base.BaseballBat=250
Base.Crowbar=150
Base.KitchenKnife=80
Base.Shotgun=1500
Base.ShotgunShellsBox=500
Base.Pistol=1000
Base.BulletsBox=200
Base.BaseballBatNails=350
Base.Pan=150```
haven't tested it, but "\n" should work
after reading you get something like yourtable["BASIC"]["amount"] -> 10
my only concern about saving in the mods folder. does that mean when mod updates, this file will disapear?
if you don't ship it with the mod you should be fine
that's still one of my problems with CoxisShop
regarding saving in other folder: there is still getFileWriter, but there were still some restrictions on where you can write to
Ehy guys, Is there a list of mods that conflict with Hydrocraft? I have noticed that some loot disappears form shelves in my house, but why?
bandits?
nope, there weren't players online
ah, ghost bandits
lol nolan
ghosts and zombies? We've gone from Project Zomboid to All Flesh Must Be Eaten now?
Or maybe World of Darkness. But I digress, none of my nerd talk has anything to do with mods.
Hi guys, some fantastic guid for create mod? can u give me some link please?
https://youtu.be/0v22Y6AZYQI I have create a tutorial on how to make 3 different mods in Project Zomboid. You will also find a few others on there too. Hopefully these help, you may also find some guides on the forums.
Anyone here able to quickly help me? I am having trouble getting ItemZed to work properly and I can't figure out why.
are you using it with the latest IWBUMS release?
I guess you asking that question means that answering "Yes" will lead you to say "That's your problem", right?
I am largely uneducated in the ways of ItemZed BUT I am aware that this is an issue that others have come up against
so I took a gamble ๐
Let's see if your gamble pays off by reverting back to the non-IWBUMS branch.
ah wait!
you are on the right branch
IWBUMS is correct ๐
best place will be to ask questions in the thread and I'll tell Turbo to attend to you ๐
I figured this might've been the fastest way to get a reply.
In any case, it was because I doubt a forum post would've gotten a reply already.
Turbo isn't on Discord I don't think
I'll go make a forum post, since reverting to the stable branch did not fix it, nor did disabling any running mods.
Thanks anyway.
np!
turbo is here tho @devout zephyr
hi there im having problems with my server
i can't start the server again ones i close it
and some mods like hydrocraft don't are on the server
how can i fix that??
someone??
really..... there are like 200 persons conected and no one can even say sorry dude no idea
god
upaaa my bad
nevermind sorry
i didn't check the other channels
the problem: we need way more info from you to even try to help you
you posted no detailed error msgs, no logs from the server, no info on how you set the server up (steam, non-steam, ingame host)
okay, emmmm
when i shut the server and close the game, and then i start it again
to server won't launch
says like server stoped at launching
i dont really know much, but try launching the server with only one mod at a time because some of your mods may be conflicting
hmmm will try that
@drifting ore Again, we need more info, what's the error printed in the server-console.log? How did you quit the server? (Steam) dedicated server or local host?
depending on your servers operating system you have to locate the Zomboid folder, there is a server-console.txt
upload this file here so we can have a look at the error
emmmm im steam player, and i do it in co-op
the rest i dunno how to answer o were to find it
hi guys, someone know how make items rare inthe setting server?
Hey Nolan, i see this your video:
https://www.youtube.com/watch?v=sxOluDKwh9g&t=36s
I don't know how use it for backupping areas in muliplayers server... i need to understand the right path
*the right server directory path... can you help me?
its been a long time since i used the mp server. so i cant just pull out of my head the likely path to your server directory
Obviously, I'm not asking to find my path, just up the road to find it. for example, I must install the exe on the server?
simply, i want use this your awsome tool, but i need help to understand how... so, can you help me please? give me some basic info for use it on a mp server. :)
thanks
Put the exe on server, set the path to live server directory then run and use
Or copy map to single player file. Then use on local pc and copy back to server map folder when done
i have a linux server...
anyone, is there a method to remove all zombies from a cell?
nvm just made one:
local zlist = getCell():getZombieList() ;
if(zlist ~= nil) then
for i=0, zlist:size()-1 do
zlist:get(i):removeFromWorld();
end
end
I finshed the Prison Escape spawnpoint in survivors mod.
im trying to figure out how to allow to claim non residental buildings as save houses, want to make a mod on that but sadly can figure out where or how to change the 200 tiles cap to make that happen
will appriciate any hints
@placid delta
Try
getWorld():ForceKillAllZombies()
will that leave corpses? I'd prefer no corpses. Seems like that code will remove all zombies in the whole "World"? I just want to remove zombies from the current cell or just the loaded area around player. bc i didnt want the prison full of zombies for challenge. its working so far.
As far as I know, no corpse.
You can test it.
well, thanks, but the thing i made works, so they say "dont fix what aint broken" i'll just leave it alone
So many zombies in that prison. yet none in the yard
Aw, just realized you guys fixed the non-embedded Guns WIP video in https://projectzomboid.com/blog/2017/02/buildstatus/ - โค <@&136624934184026113> or whoever else is responsible for the website for fixing such a small issue ๐
No problem! 
@pine vigil There are actually two site "issues" I encountered, though I'm not sure where should I report them - one is that in https://theindiestone.com/forums/index.php?/forum/35-pz-updates/ The links does not work for me for some reason (although the tex is right). Also there seems to one too much <br /> beneath suggestions. The second issue is I think the colors are inverted for readed and not-readed subsection on forums - black speech baloon is for unread content and grey is for read, while black closed folder is for read content when gray open is unread. I noticed it while I cleared my forum from messages.
@pine vigil (bad mention :P)
What do you see when you open the link? As for everything else, that's a design choice of the theme creator, so I suppose it would be something you would need to take up with them. ๐
I should actulaly clarify, the bug tracker works fine, it's the suggestion and support links that both lead to "PZ Updates" which is the same page they are at. I am using Chromium Version 57.0.2987.133 (64-bit). It's kinda odd, as at the first glance I see the link points to appropriate things, so if soemone can confirm it's working fine on Chrome, it'll probably mean it's something on my side
Oh wait, actually the link is somewhat malformed in inspecting the code: `The link from inspecting the code looks like that for me: https://pastebin.com/ZVYs9eaZ (pastebin since formatting doesn't work good here)
I might take a look at that, since I'm getting the same result.
Hey guys. I am new here and working as a marketing responsible of Abyss Gameworks - Tartarus(also co-founder). Can i share our gameplay trailer with you ? ๐
no
๐ฆ
lol
@honest abyss not really in this chat, no, but I guess #offtopic_non_pz would be okay (as long as it's not drifting into the spammy)
๐ Ok thank you
Someone please tell me again, what file is it that shows all the events such as OnPlayerUpdate(player)
hah, i got the zombieudpate event working. dont know why it didnt work the first time i tried it way back.
zombie wrangling mod coming up
@sudden lichen RE: Mislinking in PZ Updates it should be fixed now.
Seems to work @pine vigil thanks ๐ There's still the extra new line there, but it's only aesthetical thingy
The links works fine for me, just checked ๐
Fixed.
yay, all nice now ๐ Thanks again @pine vigil
No problem 
seriously check this out: https://youtu.be/r9V2pb8ELT4
@placid delta I've taken a peek at your survivor's mod's internals, and I see a bunch of redundant functions in dialogues.lua.
For example,
function getVTired()
local result = ZombRand(size(VTired)-1)+1;
return VTired[result];
end
This function is consistently copy+pasted but slightly tweaking the syntax to use a given table. You have return functions for every mood dialogue table, when in reality you only need one
Here's the one function to rule them all:
function getMood(tbl)
local result = ZombRand(size(tbl)-1)+1;
return tbl[result];
end
That way, you don't have to have a bunch of separate functions for each mood dialogue table.
For example, if you pass VTired to getMood as its first argument, it'll define the first argument (tbl) as the table you just passed it (VTired)
Another pair of redundant functions that I've noticed in dialogues.lua is this:
function randomGirlName()
return GirlNames[ZombRand(size(GirlNames)-1)+1];
end
function randomBoyName()
return BoyNames[ZombRand(size(BoyNames)-1)+1];
end
Instead of defining a function for both, just have something like this:
function randomGirlName(girl)
if girl == true then
return GirlNames[ZombRand(size(GirlNames)-1)+1];
else
return BoyNames[ZombRand(size(BoyNames)-1)+1];
end
end
I've also noticed that this type of thing is used a lot:
return BoyNames[ZombRand(size(BoyNames)-1)+1];
table[ZombRand(size(table)-1)+1] must be a pain in the ass to write all the time, so I propose a function that performs the arithmatic on the table you give it
function randTbl(tbl)
return tbl[ZombRand(size(tbl)-1)+1]
end
So for something like this:
function randomGirlName(girl)
if girl == true then
return GirlNames[ZombRand(size(GirlNames)-1)+1];
else
return BoyNames[ZombRand(size(BoyNames)-1)+1];
end
end
you could just write this:
function randomGirlName(girl)
if girl == true then
return randTbl(GirlNames);
else
return randTbl(BoyNames);
end
end
Also, in PresetSpawns.lua I've noticed that you use a variable to keep track of the amount of items in a table. This is unnecessary:
PSID=0;
function getPSID()
PSID = PSID + 1;
return PSID;
end
#tblName will return the size of the table for you. doing #tblName + 1 will functionally act the same as the function I've noted above
For example,
PresetSpawns[#PresetSpawns+1] = {blahblah}
Since PresetSpawns had no entries prior, #PresetSpawns would provide 0 (since lua arrays start at 1 for some reason)
Therefore, #PresetSpawns+1 would return a 1, so it would have the same end result as using the PSID count method you use
PresetSpawns[#PresetSpawns+1] = {blahblah}
table size is 0, increment it by one, returns, well, one.
PresetSpawns[#PresetSpawns+1] = {blahblahblah}
table size is 1, increment it by one, returns two.
conversely,
PSID=0;
function getPSID()
PSID = PSID + 1;
return PSID;
end
PresetSpawns[getPSID()] = {blahblah}
-- set the result of getPSID, which returns PSID (which is 0 ) plus 1
PresetSpawns[getPSID()] = {blahblahblah}
-- PSID is now 1, then +1 due to getPSID().
does the exact same thing, but has a needless function there
Anyways, those are all of the nitpicks I've had so far. I'm honestly impressed by the depth and complexity in your mod
@upper bough survivors is on an svn, if you want to clean stuff like this i'll give you an account. i'm not much for cleaning up hobby projects, but i'll keep some of your tips in mind for next time thanks
No problem. I find cleaning up code to be fun, and it'll look purtier in the end :p
tuff question here. since on MP zombies are all handled server side, how does the OnZOmbieUpdate event work on MP? will a hook to this event run server side or client side?
@pseudo plaza it's right here
YAY
I just wanted to know how to replace an entry in distributions with lua.
i would like to replace the spawn location of an existing item (like Whiskey) with an item from my own item module. Is that possible (and if not, I would love a suggestion for how to accomplish that goal).
@placid delta I saw you posted the explosive mod, when will the lasso mod or what ever you are going to call it come out ? C:
oh right, kind of forgot about that
It looked great so why not ยฏ_(ใ)_/ยฏ
I'll get around to it. that mod kiond of morphed into the explosion mod. so i'll have to make a copy and un-morph it back into that
Interesting transformation. Starts with a capture tool, ends up with several kilos of explosives.
Dont need to, if it is in the explosion mod il just download that ๐
its in there, but i think i removed the part of the code that prevented the zombies from moving. i think you can still drag them though
Would be great if you uploladed it, i think it looked really cool ๐
@cosmic iris I fixed the lasso in the explosives mod. so now its a "Explosives & Zombie Lasso Mod"
Nice!
played with landdmine mod
...destroyed all of west ponit :/
@placid delta I've tested out the mod for a few hours now, and suddenly it crossed my mind. Barricades. Wooden spike barricades
Zeds walk in to the barricade and they get stuck
Not sure how easy it would be but just an idea ๐
problem is the zombies dont stay the same zombie when you leave and come back. a fresh zombies is just spawned in its place. and is therefore no longer stuck
i anchored a zombie, left and came back and the zombie turned from a female to male even
the fires from the landmines do get out of control like nothin,
Is there no way to ensure the fires die out rather quickly?
One thing about the landmines, the zeds sometimes gets stuck in the air
Might just be because i have a ton of other mods but
@placid delta Didnt see that you replied to it, i guess it would be up to the devs then ยฏ_(ใ)_/ยฏ
I'm pretty sure the spread of fire is not dictated by the mod, but the game itself.
You could disable fire-spread, or have an Extinguisher ready for after you use one of those explosives.
If you don't get swarmed by piping hot zombies fresh off the grill first that is.
@cunning quarry
@placid delta you should add a talk option to the survivors that would reduce bordem and maybe add some reason how they survive or recfance some things
or tell knowlage of soem loot or bandits guarding weapons :p
@Nolan you should add a talk option to the survivors that would reduce bordem and maybe add some reason how they survive or recfance some things
I like the idea
okay, but i need someone to volunteer to write all this dialogue
i could do some on a word document
since it would correct spelling mistakes and can tick off what Dialogue was implamented
anythings fine
@placid delta I can write dialogues BUT I really want them in MP
I believe npcs will radical change the mp experience
so much of a pain to dev on mp.
I believe devs could give us a platform for creating npcs just like items - I mean texture+ model+ behavior model
That could give any server their own fauna and a whole new direction for modders
if i had access to the java project, could make a proper survivor class, rather than using the player class as survivors
need a good base to build a big building
They should hire u
cant build on top of a muddy base very big or it all collapse
@placid delta I understand you. Well I hope after 3d models we will get npcs
oh that reminds me i think theres a bug that cause the npcs to turn into zombiods
zombie bites?
no they change when your are not near them
the list of diaologue (WIP)
@placid delta ^ made a small list might set up a thorum page for suggestions
Hey @placid delta I can write for you
I am big into story writing / worldbuilding.
You can blame 4 years of autistic Gmod RP for that.
sure but i don't wanna deal with multiple docs of dialoge, can you add to @topaz pendant s doc
He'll have to make a Google Document for this, then.
Other methods would be inefficient.
what you see on a screenshot is a high resolution 2048x2048 m1 garand texture wrapped around model
so i'm curious..if game could forgive me putting unputtable inside
3d model weights around 700kbs and texture for it around 4mbs..:D
i'm rly wonder if it have any affect on multiplayer server or load pc too much
big + of using this type of textures is better colour and better outside look of a model in game
that looks cool as fuck
thats very well done
I was trying to use GUNZ instead of ORGM
for the models,
but it seems like nolan's NPC's will only spawn with ORGM weapons if I use ORGM instead
take a look at the bottom of the settings.lua file in survivors mod. it wouldnt be that hard to change it to make them spawn with your guns in your mod
GUNZ is only cosmetic, so it doesn't bother me enough.
GUNZ is not only cosmetic it was made and balanced for Redboid realities and i keep adding new guns\models\sound works etc etc
so basicaly gunz its same orgm but not abandoned and was taken over to keep developing the idea further
but it's only basicaly, if you start digging deeper you'll see what a lot of stuff was rewritten, bugs were fixed and a lot of things is very different in comparsion
@everyone what is that function called, i think in luaManager, that translates the screen x coordinate to a map square x coordinate?
Don't do that
It makes a popup notification for everyone in the channel
You scared the stuff out of me
yup, I was going to say that
Why is @ everyone enabled lmao
This I do not know, but I can go have a spy around and see what I can see.
I was in the channel so no idea.
I only had the one notification so I think it didn't
Well people aren't rushing in so I think we are good.
๐
@placid delta You might want to bump your message again, your choice.
what is that function called, i think in luaManager, that translates the screen x coordinate to a map square x coordinate?
Anybody who comes in from the everyone command, please ignore it. It's been resolved.
is it works like a gun?
i mean it shoots at target not area you pointing with mouse cursor?
Sometimes you just got to go out with a bang!
Excellent addition to the explosive arsenal.
The knockback from firing the Rocket Launcher doesn't seem necessary though.
Explodes near cursor, more inaccurate further away
remind me not to enable survivor wilste the explocives mod in enabled
Survivors don't have a mouse so they can't really use it
<@&136624934184026113> Why haven't you restricted (at)everyone?
@placid delta Can i just ask you what got you in to modding for PZ?
After all, you do have "1,970 hrs on record" in the game
that number is not quite true, because I often leave them game open in the main menu running in the background
Hey Nolan.
I had two survivors in my character's house who wanted left alone
I couldn't get them to leave, however
so I had to shoot them... which felt very awkward
Is there anyway you could have a like option to try and threaten survivors and tell them to go away?
Since they basically stuck around the house since it was in the middle of nowhere
haha, how interesting
why feel bad about shooting them? serve them for dinner to your party if they wont join. terminus
serveing for dinner is good idea
I gathered this huge group with my wife at the start of the game.
We're clearing out some zombies.
I see a dude. I try to get him to join.
He has a katana.
He proceeds to kill everyone in my group.
I put him down and my last groupmember dies.
Later on I have to cut down some chick trying to kill me for my stuff.
This is at a 10% chance to be hostile.
Oh yeah, and there was a group of survivors with one guy having a chainsaw that killed a friend I picked up before this.
I had to cut them down.
The chance to be hostile goes up over time
This was day #1.
day #1 is my record
anyone know how to get or calculate the off set of the camera? as in how the camera moves when you aim towards the edge of the screen etc.
@placid delta IsoCamera.getOffY() and getOffX()
Is that a public static function? If not how to get the isocamera object?
I think it is
a look at LuaManager.class suggests that it should be getCameraOffX() and getCameraOffY()
this returns the stuff that blindcoder posted
People. Is normal in "Survivors Mod" the NPC's run when you run or walk?
And get going in the same direction like you.
That's normal?
Nah, you have to download something else
go to the mod on steam, look in the desc
You will find another link with something you have to download and put in your main game files
Then it will work like it is supposed
I descomprimed the "zombie.zip", and later i "Move and Removed" that. But when i enter into the game, nothing happens.
There's a video showing the install. Watch it and do exactly the same things
Please, answer my question Nolan. The mod is compatible with build 37.6 non steam?
Well... It works
Now the NPC's move normal and they don't get copying me
But i don't have the spawn point of "Hilltop Camp". And when i want make a medical check clicking on them with my mouse, they don't show the medical option.
@placid delta Probably using cracked version, would not help
Medical check was moved to submenu under the survivors name. And spawn points are all shown after first choosing the survivors + vanilla world
Good.
Why doesnt HandWeapon:getAmmoType() work
in pz lua i see:
"if(char:getInventory():FindAndReturn(getAmmoType(weapon)) ~= nil) then"
but "getAmmoType(weaponObj)" doesnt exist it seems, i even included same requires i found in this file using this func but still no recognize this function
how did you acquire the HandWeapon-object?
playerObj:getPrimaryHandItem()
the weapon was from a mod though, dont see what that would be a problem though. if reloading works then it must know the ammo type
did you check if it's really a HandWeapon with playerObj:getPrimaryHandItem():isWeapon()? Because with playerObj:getPrimaryHandItem() you should get an InventoryItem-object, which doesn't have the getAmmoType-function
it was definitly a weapon, a ranged gun
HandWeapon:getAmmoType() function exists but it returns a blank string
odd now i try it again and now its returning the type
must off had a bit too muc rum or something
false alarm i guess
for clip guns getAmmoType returns a clip item like a magazine
how to just get the bullet types
like for a pistol. which uses a clip. getAmmoType() returns the clip item and not the bullets that fill the clip. in that case how do i find the item type for the bullets?
yo guys, is it possible to create player only visible light
like only player who uses flashlight will the light of it, no other player or zeds will be able to see that
hi guys, someone can tell me how make a mod pack? lire redpack or similar? thanks
Ignore all other questions. Only mine matters (ยฌ_ยฌ)
lol
@drifting ore check out my video tutorials here https://www.youtube.com/watch?v=0v22Y6AZYQI&list=PLXtAy_kIn5wHuySE2EBmLvHlOOp5Qywkz&index=2&t=1s @placid delta not sure, but using ORGM I've managed to make my own ammo, magizine, and weapon by altering what is in the ORGM media files such as this: module ORGM
{
item 762Rounds
{
Count = 1,
Weight = 0.02,
Type = Normal,
DisplayName = 7.62x39mm rounds,
DisplayCategory = Ammo,
Icon = 762Rounds,
}
item 762Box
{
Weight = 0.4,
Type = Normal,
DisplayName = 7.62x39mm - 20 Round Box,
DisplayCategory = Ammo,
Icon = 762Box,
I don't see how that helps me. I need to find the ammo required to fill a clip or the underlying ammo type of a clip using handweapon object in lua
eg getPlayer():getPrimaryHandItem():getAmmoType() for a magzine using pisttol will return the string of clip item type
but i need the bullets item type
not sure..
Hey guys, what you said earlier about getCameraOffX(), is there a setCameraOffX() function of this, to prevent the camera from going away (and this, prevent from looking far) ?
I would like to use this in my "blind trait mod", because for now I make the screen go full black when a blind player tries to look away. But it would be better if I could just prevent him for trying ๐
@winged lotus unfortunately, no.
@winged lotus that check is hardcoded on a check if the "Aim" key is pressed and then checks Mouse X/Y coordinates
That's what I thought, anyway thanks for making that clear ๐
got the ammo reload thing working using ISReloadUtil
is there some lua utility or funtion to check if the line of fire is blocked between two movingObjects?
I guess you can use canSee
IsoGridSquare: public boolean getCanSee(int playerIndex)
already using that. sometimes there is still blockage even though you can see, like see through doors etc
hrrm, then I'm out of ideas
have my survivors using limited ammo now. just they will go through it like mad if they just shoot like crazy at things they cant even hit because they are behind a door or somthing
It's about time! Lol!
I haven't tried the mod, but I noticed they had Hershel's infinite ammo perk, mindlessly blasting away. xD
Old man did real well, especially with a gun that holds a maximum of 8 shells.
Nolan. If you we
Nolan. Do you have any commands you can give to survivors in your group for switching between melee / firearms?
If I wanted my survivors fully armed I wouldn't want them using the guns by default.
yeah was thinking about that. just not sure if it should be like a command all members or a per member thing
probably just a full party command, use mele or use guns
how to levelup a characters strenth via lua?
player:LevelPerk(Perks.FromString("Strength"));
hello guys, is possible talk with @drifting ore or someone else moderator for some mods problem in public mp server?
@placid delta could you give any advices on explosives stats plz? i'm making grenades and some other types of explosives for a server with turned off fire so i need only pure physical dmg like guns or melee do
i'm looking at hydrocraft explosives as an example and there is different types of dmg - explosive power\fire power
i guess fire power is as much fire it spreads when it explodes while explosive power is pure phys dmg?
oh thx will take a look
GUYS, someone can help me with installing maps on a OVH server? i try 1000 ways t install them but i can't... ๐
I am using Hydrocraft and i cant use the seeds from it. Like the Lettuce or corn seeds. Anyone know of this?
I have no problem with em.. Are you trying to plant them like normal or through the planters?
@drifting ore here is a video I made on how to install, run and mod a server https://youtu.be/PEY6Uh7WiHQ?list=PLXtAy_kIn5wGtDaayJuykcZa-TjJ3IjpW
Intro 0:10 SteamCMD 2:01 Port Forwarding 10:09 Firewall Configuration 16:57 Finding, connecting, and memory allocation 22:59 Modding your server and using se...
Someone knows if it's possible to change meteo values like raining or not / temperature using mods ?
I don't understand how create a pack like "RED-Pak", a package with all mods inside...some help?
hey does anyone know if it's possible to transmit mod data on an item to other clients? i am trying to write a shopping list mod, but when changes are made to the list after it's created, i can't find a way to make other players in a multiplayer server to be able to see the updates.
i have tried sendClientCommand/sendServerCommand and can successfully pass a message to the server and back to the client, but it only allow simple arguments, (strings, ints etc, or tables for strings, ints etc, cannot have a key that contains an instance of zombie.inventory.InventoryItem) so i can't figure out how i could identify the exact item server side to update the mod data. driving me nuts! ๐
Why do you need to pass the whole object? Pass only what changed about it, and apply those changed on the receiving client end
so it's like
- Client makes changes to the InventoryItem object's mod data (Another client at this point can't see the updated mod data)
- Send mod data to the server using sendClientCommand
- What to do server side now?
Send each changed moddata key value one at a time
You said u already have the client sending to server and server send to clients part working so
Just send each moddata value changed
here's the bit i got going to test the mechanism (thanks for your help btw)
after i update the mod data i do
sendClientCommand(getSpecificPlayer(self.player), 'RPShoppingLists', 'updateShoppingListModData', { playerIndex = self.player, modData = newModData });
which gets processed by:
local Commands = {};
local shoppingLists = {};
function Commands.updateShoppingListModData(playerObj, args)
if args.modData and args.playerIndex then
-- sending this as a test, but how might i process the mod data here?
sendServerCommand('RPShoppingLists', 'testStuff', { playerIndex = args.playerIndex, modData = args.modData });
end
end
function shoppingLists.OnClientCommand(module, command, player, args)
if not isServer() then return end
if module ~= 'RPShoppingLists' then return end
if Commands[command] then
Commands[command](player, args);
end
end
Events.OnClientCommand.Add(shoppingLists.OnClientCommand);
and then
local Commands = {};
local shoppingListsClient = {};
function Commands.testStuff(args)
getSpecificPlayer(args.playerIndex):Say("yay!");
if args.modData then
-- what do?
end
end
function shoppingListsClient.OnServerCommand(module, command, args)
if not isClient() then return end
if module ~= 'RPShoppingLists' then return end
if Commands[command] then
Commands[command](args);
end
end
Events.OnServerCommand.Add(shoppingListsClient.OnServerCommand);
so that Say("yay!"); works with the playerIndex i pass to the client command
and the server receives a table with the updated mod data for that item, but I just don't know what to do with it there.. if that makes sense
I don't understand how create a pack like "RED-Pak", a package with all mods inside...some help?
if anyone knows of a mod that handles custom data on items being synced to other clients or has some sample code that would also be helpful
had the exact same problem @vivid zinc
that's why my trading system wasn't finished before RJ did one
for convinience sake I would suggest you use LuaNet instead of the default send commands
@river plinth thanks! I'll look into that. Any good resources you know of for examples? Trading system I guess?
How do you activate mods once subscribed
Once you've subscribed to a mod, relaunch the game, and click on the 'Mods' option on the bottom screen of the main menu.
Alright I didn't know if it required a relog
It should bring up a list of everything you're subscribed to that say 'Enabled' or 'Disabled'.
@vivid zinc haven't uploaded my trading system which heavily used LuaNet, don't know what the shipped one uses
ah kk
my Shop system uses it though
and that one is published?
sick, thanks a ton
excited to get this complete, i want shopping lists in the game so bad and my UI is so slick haha
Seems like a great mod for horde mode, or any other custom games setup by the Admins and it's players.
feel free to us my mod as a base to start, hope it's not to confusing
looks way more clean than the stuff i have been putting out ๐
i made a trash disposal mod recently and put it on workshop and it's quite messy inside
do you want the trading code as well? could throw it also on github if you like
isn't functional though
that would be awesome, any examples are definitely helpful
i've gotten a lot better at using the documentation but examples are sooo helpful
done, you can find it here: https://github.com/DrCox1911/coxistrading
heavily WIP, but it should work apart from the actual passing of the item
โค
I have a question if I may?
There is this mod I have been working on, so far it only adds a modded duffel bag to the game, however to obtain the duffelbag you have to use NumPad 1, my question is, how do I get it to naturaly spawn so it can be found instead of spawned?
And I need it to spawn without modifying game base files, as this mod will be released on Steam Workshop
I found my answer folk!
However new question, lets say my mod adds a hammer, how do I make my mods hammer do everything the Base.Hammer does?
if the code name of your mods Hammer is the same as the base games Code name ie "Hammer" like YourModule.Hammer
then all the code that checks inventory for a "Hammer" would still return true i think
hey boyz. JFYI:
Survivors Mod UPDATE: (Requires UPDATE Zombie.zip)
- Big performance boost, higher fps, less slow down, less lag etc
- Fixed moodles bug
- Fixed common pathfind error making survivors not able to move sometimes
- Fixed Necroforge gltich
- Fixed Survivor sometimes misjudging thier own attack range
Great! will try it out when i get home c:
@vivid zinc any news? how is the mod coming along?
@river plinth no news yet, had a pretty insane week at work and didn't get the chance to do much other than work and sleep. hopefully this weekend!
I need a little help. What does the following error mean
1493446687161 script: loading C:\Users\TheCryptek\Zomboid\Workshop\TCSpawner\Contents\mods\CrypSpawn\media\scripts\crypspawn_items.txt 1493446687170 WARNING: module "farming" may have forgot to import module Base java.lang.NullPointerException at zombie.scripting.objects.ScriptModule.getItem(ScriptModule.java:1180) at zombie.inventory.RecipeManager.Loaded(RecipeManager.java:53) at zombie.scripting.ScriptManager.Load(ScriptManager.java:1768) at zombie.GameWindow.initShared(GameWindow.java:233) at zombie.GameWindow.init(GameWindow.java:1836) at zombie.GameWindow.maina(GameWindow.java:1047) at zombie.gameStates.MainScreenState.main(MainScreenState.java:180)
@amber island looks like you didn't import the "Base"-Module, this should hopefully do the trick
{
imports
{
Base
}```
But I don't have a farming module in my mod
@river plinth All my mod does is add a ham radio and walkie talkie with extended range
@river plinth and I used a NUMPAD spawn cryp for lua/client because I couldn't get the mod to work without a lua file in lua/client
This is my only lua file other then zrs_suburbsdistrobution
`
Zombocalypse = {};
function Zombocalypse.addItems(_keyPressed)
print(_keyPressed);
if _keyPressed == 79 then
local player = getSpecificPlayer(0);
local inv = player:getInventory();
inv:AddItem("ZRS.WalkieTalkie");
inv:AddItem("ZRS.HamRadio");
end
end
Events.OnKeyPressed.Add(Zombocalypse.addItems);
`
@river plinth So what should my /lua/client lua file be and I fixed my previous error... I have no idea how ๐
I'm new at modding, so I'm still trying to learn ๐
If I use this
table.insert(SuburbsDistributions["police"]["storage"].items, "ZRS.WalkieTalkie"); table.insert(SuburbsDistributions["police"]["storage"].items, 4.0);
to get my items to spawn naturally how do I get it to spawn in police stations?
cuzz police storage isn't working
Anyone willing to help? @here
@placid delta Is there anything wrong with the spawning? i played the "can you escape the prison?" and i tok over it, cleared it from people and zeds and suddenly 3 people spawned right in front me and just ran away
Hmm, were they a hostile maurauders group?
They just wanderd off
Maybe it is just the "Can you escape" "mission"
I was at the gates at the prison and out of thin air they just spawned and ran off
@amber island don't know if this is still unsolved but it looks like they changed the tables up a bit with the update, it is now distributionTable, so your code is gonna look like this:
table.insert(distributionTable["policestorage"]["all"].items, "ZRS.WalkieTalkie");
table.insert(distributionTable["policestorage"]["all"].items, 4.0);
Are there any good guides for item creation? I've tried in the past but the items never actually loaded and I instead got a ton of errors. Wondering if the quality of documentation has increased.
@tommysticks#3112 I thought that goes into mod/lua/server/zrs_suburbsdistrubtion.lua
@placid delta you should change the why how the player recruits survivor because say "come with me" is kinda abit frustrating when you try and recruit survivors and i did send a sugestion on how it could be changed :p
well i dont remember what the suggestion was
the zombie.zip install for survivors mod is now optional. it can work by simply just subscribing
Excellent choice!
Hello people, i have a weird bug with water today. I can't use bottle (or any other container) of water anymore. Instead i have a red box showing up in the bottom right corner of my game. I'm using HC mod btw. Anybody got a similar problem or a clue to solve this ?
the red box indicates a script error
the number inside is the number of errors since starting PZ
inside the console.txt file (C:\Users<Your Username>\Zomboid\console.txt) there'll be more information about it
How do i recognize when the error line begin ?
it's got "STACK TRACE" in it
I gotta go, too tired ๐ฆ
if the filename at the top of the stack trace starts with "HC", there'sa good chance that the bug occurs somewhere in hydrocraft
alright, gravity mod
if hadWall and sq:getZ() < 7 then
for x=sq:getX()-bcGravity.radius,sq:getX()+bcGravity.radius do
for y=sq:getY()-bcGravity.radius,sq:getY()+bcGravity.radius do
bcGravity.checkSquare(x, y, sq:getZ()+1);
end
end
end
for x=sq:getX()-bcGravity.radius,sq:getX()+bcGravity.radius do
for y=sq:getY()-bcGravity.radius,sq:getY()+bcGravity.radius do
bcGravity.checkSquare(x, y, sq:getZ());
end
end
the variable "hadWall" is a boolean containing true if the square an object just got destroyed on had a wall before or not
so I chek that var and only let the upper floor crash down if the square had a wall
so far, so correct
but why am I checking the current floor unconditionally?
or, for that matter, at all?
haha, funny enough, the big pillar in the warehouse is not a wall ๐
oh, right
the reason was destroying overhanging floors
Intriguing.
Hey guys, I've been posting my vids in the discussion forum only so far - but some of my upcoming vids have modder inspiration specifically in mind - I thought I might as well post them here as well. Also, if something I "suggest" already exist in your mod, you can plug it in my comments/ let me know. If something I say inspires you to create a mod - well, thats kinda part of the goal. Also any likes, shares, comments and whatever are always welcomed of course. I'd like to do some discussion podcast style videos in the future perhaps, so if you have any interest in that feel free to let me know or subscribe/bell to get announcements for that. Also, I'd like to give a general thank you to modders in general here - mods are what make games like this grow and thrive, so thank you. https://www.youtube.com/watch?v=Gcu4LMAyDp8&t=9s
WDYWTS: "What do you want to see" in project zomboid? -------------------------------------------------------------------------------------------------------...
When the vehhicle update comes will there just be a few basic ones?
Hi guys ! I'm working on my first mod for PZ and I've finished the first feature : Allowing to open and close the big town gates (with a little animation).
Here a preview of the rendering : https://youtu.be/6PaK-lvJEQg
Give me your opinion about it ! ๐
@strange pond Looks great!
Thanks @cosmic iris ! ๐
Nice man. Keep up the good work!
new beta workinprogress
anyone wanna help me make an Advanced trading post (mod)
a trading post like in Hydrocraft, except no money, just everything has a value, and can be traded for other things of equal or less value. AND items lost value the more they are sold to the trading post, AND some random various to items values as time passes.
I would just need someone to go through a list of all items and assign numeric values to what items are worth in general
drop items with value into the trading post then right click on it to see what you can exchange that stuff for
I have a question for the devs / moderators / modders aware about this feature : is the code that manages the radom "burnt houses" / "baricaded safe houses" accessible from lua or is it pure core like the moodlets ? ๐
@placid delta : I can help w/ that, if nobody else comes around. But I can't do anything today (work & moving).
@feral eagle well it's coming along fast, just might finish before you get a chance to help
Hi guys ! I wrote a code to place fences dynamically but I don't understand why can I pass through when there are placed ?
I tried these methods to place the objects :
local fence = IsoObject.new(getCell(), square, 'fencing_01_57'); -- first try with IsoObject
local fence = IsoThumpable.new(getCell(), square, 'fencing_01_57', false, {}); -- other try with IsoThumpable
-- then
square:getObjects():add(fence);
square:RecalcProperties();
None of them worked... Some times I can get through, other times not. Do you have an idea why this happens ?
did you set self.setCanPassThrough = false in your lua object?
basically callyng fence:setCanPassThrough(false) should do it
Hi blindcoder ! I didn't know there was a property for that ! Is this property accessible with a IsoObject instance ?
I didn't find it in the javadoc
Whatever, I'll try your solution after work ! Thanks ๐
check the buildUtil.setInfo lua function
there's several interesting things in there
and I'm not sure if it's accessible in IsoObject, but certainly in IsoThumpable
Great I gonna check that too ๐
@cursive roost Ah ah thank you for your help on this matter you're gold (we are working on the same project with Sylve). Glad to see that you are helping people here, have a great day ๐
no problem, glad to help ๐
I needed to hotfix buildUtil.setInfo for my craftec project a while back. you can see all the parameters for IsoThumpables there: https://github.com/blind-coder/pz-craftec/blob/master/media/lua/server/BuildingObjects/BCCrafTec.lua#L7
Wow thanks it will be helpful !
I found the IsoThumpable:setCanPassThrough() in the Javadoc and they say that by default, the property is set to false.
Using the buildUtil.setInfos(), can it help to solve the problem ?
I honestly don't remember
it's been a while
oh waitasec
did you thumpable:transmitCompleteItemToServer()?
Not at all ! What is this method ?
pretty much exactly what it sounds like. the complete way to create an object in the world is:
local cell = getWorld():getCell();
self.sq = cell:getGridSquare(x, y, z);
self.javaObject = IsoThumpable.new(cell, self.sq, "carpentry_02_56", north, self);
buildUtil.setInfo(self.javaObject, self);
self.javaObject:setBreakSound("breakdoor");
self.sq:AddSpecialObject(self.javaObject);
self.javaObject:transmitCompleteItemToServer();
ignore the self. if you're not inside a lua object
Oh yeah I see it now !
though I recommend you look at the whole BCCraftTec.lua file linked above, it contains a lot of stuff tha will come in handy
thouh the important functions are new, create and IIRC tryBuild is used somewhere, too
IIRC tryBuild is the equivalent to isValid for TimedActions
I've wrote all the thing you said ! Thanks a lot for your help ! ๐
Awesome
you're welcome! Please let me know if it worked
@strange pond are you making a gate?
Yes he is (we are working on the same mod-map together ๐ )
plz make it non thumpable or it will have 0 value
make sure you make buildable gates too
Depends, we currently have a real discussion about it and this will require a lot of testing anyway. But if we make it Thumpable with verry high durabillity it will add stress from the thumping sound of the Zombies hiting your gate + also add realism : the gate would collapse if 60+ zombies hit it during 24h (Remember TWD at the prison, they had to clear the zombies at the grid everyday in order to keep them from breaking the grids).
it's TWD it has 0 realism ๐
compared to Z nation, TWD is as real as it gets
well Z nation is different lvl it's much funnier than dramatic
but if you guys do a remote control gates it's gonna be really game changing thing
how about a kind of double door gate, made from 2 log walls that open auto when player beside it
nah auto opening could lead to very..bad things ๐
very bad things are good
@cursive roost your solution worked well, thanks for your help ! ๐
Hey modding people! If you want a great idea of some mod, i recommend you make a mod of "Yandere Simulator", "The Long Dark", or "Five Nights At Freddy's". It can be really cool
I have a question for you guys, if all my mod does is add a new Ham Radio to the game, what do I need to have in mod/lua/client?
or do I even need anything in lua/client?
@strange pond awesome ๐
Hi evoryone ! I'm having a bit wierd problem that you might solve ๐
Let me explain : I am trying to place usable objects on specific squares when map loads (like campfires and such). This is done using a lua function called on new game. The problem I have is that if my player spawn too far from the square and I'm trying to place an item on it : it doesn't works. It feels like the square is not loaded or not "streamed" because the player never came near that place and is not accessible (trying to get it return nil).
Game features seems to show that this kind of action should be available though : stashhouses, burnt / baricaded houses generated by the game.
So do you guys know what kind of function / events I should use ? Or is there a way to make the player stream more map squares to prevent my issue ?
I'm ready to try any solution there, because I am not experienced in this whole "map streaming" thing and maybe I am wrong and the fact that these squares are unavailable is caused by something else... So if you have any leads, again, I'm up to try anything if it may fix my problem ๐
I always used LoadGridSquare event and checked the coordinates
it sucks performance wise, but its the best I know of
Hi, thanks a lot for your answer, it seems to be a very good way to look ๐
From what I see, LoadGridSquare event will be trigerred everytime a square is loaded am I right ? Well, you're right I'm a little bit worried about the performance but it could work I'll have to check and see. But I'm also concerned about an other problem : I need this to happen only once at the first load of the cell (to prevent a picked up campfire to respawn / prevent multiple campfire spawning on each others everytime the player load the area) do you know if this event is called just once on the first Load of the Grid Square, or will it be trigerred everytime the player connect/disconnect/leave/enter the area ?
In the base game item scripts, one of the ham radios hass Tooltip = Tooltip_item_Radio, where do I find the file for this Tooltip and where do I place it for my mod?
@amber island From what I saw, "Tooltip_item_Radio" is a key for translation string. You can find them at media/lua/shared/translate/ then in the tooltip file in the language folder i.e. /EN/Tooltip_EN.txt. To override it in your mod I could advice you to override it by reproducting the same structure, but I never made a translation mod before so I might be wrong on that point. If my advice appens to be incorrect, you could check the code of other translation-related mods to see how they do it ๐
anyone know how to check if an InventoryItem Food object is perishable or non-perishable. can't seem to see any check method that might detect that
@placid delta Never worked with Food spoliage before sorry ๐
@cursive roost Ok so I tryed what you said with LoadGridSquare, the good news is that it solves the problem I had, many thanks again, as sharp as usual ๐ฎ
But the thing I anticipated happend too sadly... For instance if a player load a campfire on a tile and take it off, then on disconnection/reconnexion a new campfire is loaded... ๐
But I have an idea to solve this ! On the map editor, I'll place a red carpet / special floor on the square and when the tile is loaded, the mod will check if the carpet/tile is present and if it is : will remove it and place the campfire. This way the game should be able to do it only once, I'll try it and keep you on touch if it worked ! In any case thank you for pointing out this event, it's helping a lot in the long road of fixing this issue ๐
News : Well I took time tonight to test what I just said earlier, it works perfectly : I just have to set a list of placehoder tiles (that I won't be able to use on my map) and their replacement and voilร !
Thanks again ! 
@winged lotus My mod isn't really a translation mod. I made a new Ham Radio and Walkie talkie with my mod, but when I go to place it, it still says "US Army Ham Radio" until it gets placed, once its placed it says NL Ham Radio. I just need to fix the ?tooltip?
Is RoboMat here? I don't know his Discord name.
@winged lotus there's an easier way: Gridsquares have Mod Data. You can just set a flag that you already processed this grid
Oh wow, that's even better, I'll try it this week-end, many thanks ๐
I always suggest using something like modData["myModId"]["checked"]
adding the ["myModId"] prevents namespace problems, too
@cursive roost Hi. If I change in bcGravity.radius = 2; to larger value mod not work. How I can change it? We need rooms 5-6 suares without colapse
IIt not check squares in building and not colapse when I destroy pilars
If back to 2 - work again
Is it possible to create a trait that temporarily puts you in ghost mode without the super speed
@iron salmon Hey, thanks for your comment on my Blind Trait Mod, good review feels really rewarding โบ
Oh that's you!? I had no idea ๐
I'm fucking stoked about the mod
notice the avatar now (twitter I think)
๐
insane job dude. Really like it
It's a lot of tweaking stuff to make it work (force zoom, add perception traits after player load to make it able to see behind him...) But I'm pretty proud of the result ๐ The only down-side I could not solve with the mod is that when you play it with shaders, it overides the "standard" shaders so your lua code is detected as "different" from other players playing as non-blind characte, which is a problem when you want to make a server. But you can still play a blind without shaders online though
Aye, I'm nothing short of impressed ๐
@winged lotus I spotted your mod on twitter yesterday. Haven't had a chance to try it yet but love the concept.
i installed my mod into "Zomboid/mods", but in game my mod isnt shows. Names and folders are correct. What is the problem? p.s. 37.14
when i click on "mods"
lel i love that picture
Hi @scenic sigil ! Your mod.info need to have a description : https://theindiestone.com/forums/b.)%20Our%20mod's%20identification%20card
The mod.info file need to contains at least these entries :
name: The name of the mod.
poster: The image file that is displayed in the mod menu in PZ.
description: A short description of your mod. I am not sure how many characters this supports.
id: The id of our mod. This is used to identify our mod. The id must have the same name as the base folder of our mod (in this case: CheatMod).
it doesn`t work, i have a description
The stacktrace says that the mod info table is null so it didn't found your mod.info.
Can you post the tree view of your mod folders ?
And files*
C:\Users\Finch\Zomboid\mods\afterearth\media\maps\afterearth
do any of you think it is possible to create a status effect that puts you in ghost mode without the super speed?
As i like to mod: are the map and item making tools for PZ handy enough to give it a shot?
Does it require scripting knowledge? Not planning to do anything on functionality really. Just came across info on the map editor ant this itemZed tool... maps and recipies sounds interesting to play with.
@red zinc I used to do only mods but three weeks ago I started a map & mod project with a friend, I encontered a few issues at first but it was only me misunderstanding tutorials. The mapping tools are definetly interesting to play with and I'm having a great time combining mapping & modding together. I find it even more interesting than just modding I think ๐
Though I never used ItemZed but if it's as well done as TileZed and BuildingEd you should be able to use it pretty fast, I took me a short week to narrow maybe 70~90% of the mapping tools features, enough to do what I wanted to at least. If you want to give it a try, I would recomend RingoD123 forum post : 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.
ย
Step 1) Install...
Cool, thanks for the feedback
What other modding is possible? In ARMA i do stuff with randomized spawns or movements of AI. Is that possible with PZ? I.E. could i script a new sort of zombies with extra speed or more aggressive? Or weird ideas major zombies, or quest stuff?
I'm not sure if you can manipulate those attributes
Yes it's true, there is some parts of the game (like zombies or moodlets) that are "too close to the java core" ( <-- not sure this makes sense) and are not accessible for modding
that's a pretty good explanation
The game is coded in java?
java and Lua
Hmhmhm.
added more speed to zombies can be done, not that hard. just adding too much speed will cause teleporting zombies in MP
Nolan make a tshirt canon! (That shoots spiffo dolls!)
how about a zombie cannon, that shoots zombies
How about a cannon that just shoots all the crap that isn't useful for anything
No let it shoot hydrocraft poop
Hi guys ! Is there a way to force the player to stay on a square during a Timed Action ? I tried luautils.walkAdj() in the update() method but this didn't work...
lol
ey why not