#mod_development

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earnest quartz
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would be nice to have them go around picking up items during runs

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maybe a "loot" order, walk to every container in <partyrange> and loots

placid delta
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right, and what should they pickup?

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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

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without the survivors magically knowing exactly what you want them to pickup

earnest quartz
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@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 ๐Ÿ˜ƒ 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 ๐Ÿ˜ƒ

placid delta
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hey boyz, u know how necroforge puts an icon in the bottom right. how can i do that?

cursive roost
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you create a button at

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getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 50

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then call

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:addToUIManager()

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so

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local myButton = Button:new(getCore():getScreenWidth() - 50, getCore():getScreenHeight() - 50, 25, 25, "Cool stuff");
myButton:addToUIManager();
placid delta
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i have this running onGameStart event

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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();
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but it doesnt seem to be working

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oh lol i see one major problem now

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okay its still not working:

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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();
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running on "OnPreGameStart" event

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okay i got the "Button" to show

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but its not using the image

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i just wanted to show an icon down there, doesnt need to have a button functionalty

placid delta
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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);
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texture loaded successful message shows in console. but i get spammed errors stack trace in ISButton.lua line 167 function render

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so apparently there is no Sprite in ISBUtton

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thats something neroforge added by overrighting the render functions

placid delta
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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
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its 0 to 255, or 0 to FF in hex

earnest quartz
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sure its 0-255/FF and not 0-1?;3

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<- doesnt know but would assume due to the above

cursive roost
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in PZ, the range is 0.0 to 1.0

placid delta
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very odd, so is r=1, g=1,b=1 white or black?

earnest quartz
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usually 1/1/1 would mean white

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dont think ive ever seen a language hold 0 as white

placid delta
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no matter what i set it too, it doesnt even effect the button background or text color

placid delta
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i'd be nice if i could at least make the buttons text or background color red but o well

placid delta
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oh, the *&^^ there is a setImage(image) method in ISBUtton

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how did i not see that

placid delta
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i've gone a bit overboard with the menus...

sweet ocean
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subception

rough viper
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Ha ha

undone chasm
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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

placid delta
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That is the picnick area just outside of west point

undone chasm
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Ahhh, well then that'll be something the devs could do then

earnest quartz
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@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?

placid delta
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one way could be have a separate mod for settings. but thats kind of dumb.

placid delta
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anyone know where the source of this class is so i can see all of its methods and what they do?

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PathFindBehavior.new();

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it doesnt appear to be defined in any of the lua files

river plinth
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@placid delta if something isn't defined in Lua you can simply browse the java classes with jdgui

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the class you are looking for is in zombie/behaviors/general

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but I haven't checked if it's accessible from Lua

placid delta
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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

river plinth
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open up any class with jdgui and than click the little flashlight in the bar (right below navigation)

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this searches in all the class files, hence it takes a while when you type

deep bane
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Hello

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What mods are very good

placid delta
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<@&136624934184026113> someone please, why does lua not recognize ItemType.Food or any item type?

cursive roost
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?

placid delta
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really need to use IsoBuilding: getContainerWith(ItemType itemType)

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getContainerWith("Food") dont work

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getContainerWith(ItemType.Food) dont work

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getContainerWith(Food) dont work

cursive roost
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AFAICT getContainerWith doesn't work

placid delta
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results in "callfram attempted index; Food of non-table null"

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...okay well

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ItemContainer getRandomContainer(java.lang.String type)

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what exactly is this string type?

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like category of item? name of the container type?

cursive roost
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ItemContainer container = getRandomContainer("counter,wardrobe,crate");

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so it's a comma separated list of eligible containers

placid delta
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can i make it include ALL containers?

cursive roost
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if you include all types

placid delta
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right but where do i get all the types from?

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nevermind i'll just use the getContainers() in IsoRoom

cursive roost
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bedroomdrawers,bin,counter,counter,crate,crate,fridge,medicine,officedrawers,sidetable,sidetable,vendingpop,vendingsnacks,wardrobe,wardrobe

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that's all the types from suburbsdistribution.txt

placid delta
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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

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all right then i'll just ISoRoom:getSquares() and check each square for a container myself

placid delta
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im really confused by the items "category"

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apparently even though lots of ammo items display their category as "Ammo" thier category is actually "Item"

earnest quartz
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hmm......i like the looting, but looks like its almost grab 1 item then goto diff container?

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also along same lines, right click > get tile / container clicked > survivor menu > unload into container ๐Ÿ˜ƒ

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oh and loot > food > add perishable / non perishable / any ๐Ÿ˜ƒ maybe

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we're getting addicted to submenu afterall ๐Ÿ˜ƒ

placid delta
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they finish a container before going to another. but they likely will not choose the containers in an intelligent order lol

zenith solstice
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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?

earnest quartz
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^

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prioritizing perishable

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unless ofc you wanna goto the crazy steps of applying nutrition to em

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in which case good luck ๐Ÿ˜›

placid delta
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Goes to kitchen * takes out and eats pepper*

earnest quartz
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lol

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i saw a guy do it once >.>

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how about only auto eat from a fridge?

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can expand on that later

placid delta
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apparently they eat bleach likes its anything else...

earnest quartz
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does it kill em?

placid delta
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Yeah it will

earnest quartz
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bleach is a drinkabe item so

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id just have em pull from fridge > perishable first > maybe the closest to expire item that isnt rotten yet

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everyone has a fridge and gives reason to bring one to the cabin

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makes life simple, if you put bleach in fridge your own fault

placid delta
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Only hard part is getting back to w/e they were doing before they got hungry and went to fridge

earnest quartz
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if doing an active task (ie not stand ground / idle) dont stop for food?

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then you only have to remember tile to walk back to

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bigger question would random people i never met (or kick out of party etc) wander over and steal mah food

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in which case can my own dude react to the locked door jiggling down > walk over > open > shoot random dude in head

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๐Ÿ˜„

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jiggling sound*

placid delta
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Yeah need a rules of engagement setting that determines who your team fires on sight or not or what

earnest quartz
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well from playing, seems like survivors just have 2 states? party or not?

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so maybe make 3

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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

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the whole "order all" bit messes me up and i eventually assigned keys i cant accidently hit XD

placid delta
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I mean like 3 options to set rules of engagement to "engage anyone / anything" "zombies only" "zombies + hostiles"

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So if you set to engage anyone and have guards outside, then no worry about random survivor coming into base and taking food

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Oooh

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And an option to set any survivor to ignore order all orders, you can just toggle it on or off

earnest quartz
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@placid delta and maybe click person > invite to party ๐Ÿ˜ƒ

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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

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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 ๐Ÿ˜„

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as in survivor only grouping, themselves, not be your group

placid delta
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You didn't try recently? Right click invite is already a thing now

earnest quartz
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oh ๐Ÿ˜„

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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 ๐Ÿ˜ƒ

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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

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admittedly though itd be kinda neet, get the whole grand theft auto bit going lol

earnest quartz
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sweet liking the new options ๐Ÿ˜„

quiet widget
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@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.

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*change the PVP to toggle when load the game

placid delta
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@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

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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.

quiet widget
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It didn't in the 34.26 version?

placid delta
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in previous version it was different yes

quiet widget
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Oh , thanks. When you will release the 37.3 version of the mod? I want to get friends to my stronghold.

earnest quartz
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@placid delta "turnonbitten" if you have the bite bandaged up, then have survivors not turn on you ๐Ÿ˜ƒ or just chance, as they cant see the bite, might just be a scratch

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maybe even a turnonscratched that the more 'paranoid' survivors will react to

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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 ๐Ÿ˜ƒ

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(with them outside) basicly locking you in for their safety

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or maybe they wait til you're asleep to do it

placid delta
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yeah the idea is the bite should be visible / exposed

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so if you take care of your bite where no one can see should not notice

earnest quartz
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@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

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see a scratch and ignore vs turn on you

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be dfriendly to new people vs shoot em on sight

ebon phoenix
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ello, and you can change the game in multiplayer audio files, which folder should I look for? thank you

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Hello*

earnest quartz
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@placid delta im thinkin a little overboard on the submenus XD

placid delta
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im gonna add a subsubmenu to every submenu called "Confirm" -> "Yes" or "No"

earnest quartz
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-_-

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@placid delta dontget every yes/no needs a submenu "misclick" and "NotMisclick"

placid delta
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well the more things can go in submenu the less clutter when you right click to do something else

earnest quartz
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true, just up to personal pref what is considered too far / not enough

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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 ๐Ÿ˜ƒ

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so Anna > Stand Ground

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Dave > Medical Check

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i can see how your way would be prefered by others heh

earnest quartz
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@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 ๐Ÿ˜› and had the thought, name it FamilySpawn and roll 1-3, you might have kids still alive (see walking dead)

placid delta
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but all the characters are adults?

earnest quartz
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meh so what, i could be 40, and my kids 20

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or could be bro/sis

placid delta
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hmm huge party right off the bat, gonna be easy

earnest quartz
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well to be honest

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your 1.0 spawn rate is giving me like 10+ guys just from walking out door

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i set it to 0.05 heh

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so defauts already easy

placid delta
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yeah its op ish, but want high pop at start of game makes sense

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i should make a chance they wont let you invite or something

earnest quartz
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was about to say

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my playstyle is 0 zom at start, full zom by 28th

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so your survivors blends in well, people at start, and die off

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but the downside of so much people at start, is they all wanna join you and i gotta kep sayin buzz off

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so a chance to not allow invite is great

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but if you wanna push the design

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make a basic personality system

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that suspicion trait i mentioned last night

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then friendliness trait

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loner? trait for how likely they are to flat out never join groups

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trustworthy trait for how likely they are to take items and just abandon you

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dont feed em, treat em badly, or you treat em good, can change that trait value up/down

placid delta
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yeah thats kind of complicated.

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i'm supposed to be building an online store:

earnest quartz
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@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

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if they see it bandaged, if roll > suspicion * turnonbandage then survivor.turn

placid delta
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thats just one thing of many which you suggested though

earnest quartz
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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

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giving them stuff like good food it can go up, give em rotten food, it goes down

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entirely up to you, its just basic personality design, you might find it fun, or too much time, up to you ๐Ÿ˜› just ideas

placid delta
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there is no difference between "food you give them" and "food they take out from inv or bag themselves and eat"

earnest quartz
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ah good point forgot about they eat from bag XD

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i was just thinking the "theyre happy you gave them stuff" bit

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maybe giving em a locket makes em more trustyworthy etc too

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i wrote an app for my pc, with speech recog/synth, b/c star trek fan ๐Ÿ˜ƒ added little bits for personality so it replies differently based on mood values, was fun to toy with

odd dagger
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@placid delta Wait, are you the creator of the survivers mod? Sorry for mention but i got issue

placid delta
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what is the issue?

odd dagger
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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.

earnest quartz
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house alarms is because of zomboid, person walking in house, not sure if theres a way to fix that o.O

placid delta
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you didnt see them attacking at all?

odd dagger
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Pretty much, there were a lot of them and zombies too

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aren't they suppose to defend?

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and the house alarms were going off constantly

placid delta
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there is a lua method to turn on alarms but none for turning them off, thats not a bug its pz engine

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were you getting console errors? did you do the install ? or just subscribe?

earnest quartz
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zombies dont set off alarms, do zombies use the same person object as players?

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maybe a flag in isoplayer to ignore alarm?

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(knows nothing)

odd dagger
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@placid delta did everything, have to check for console error's though

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huh

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that's odd, now it's working again after i did a reinstall of your zombie folder thing

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Does it work with Split Screen though?

placid delta
odd dagger
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Well now that's fixed.

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for me

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buttt

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the house alarms are contiuneing to go off, lol

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all around me too

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๐Ÿ˜„

earnest quartz
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@odd dagger turn off alarms when you make nextgame ๐Ÿ˜›

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they also only go off once per building

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esp with default survivor count, most alarms be gone by day 1

odd dagger
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rip jil

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she only died after opening a door with 5 zombies out front

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lol

placid delta
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take better care of yout wife man

odd dagger
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oh no

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i found her on the side of the road

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"please wake up"

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to a dead person

placid delta
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are you sure thats the same person? lol i know they all look alike

odd dagger
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idk lol

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but this mod is cool

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How did you make them say custom things though?

placid delta
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there is a file full of random dialoge, dialogue.lua

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if you play for a good while you'll start to see them say repeated things they have said before

odd dagger
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yea, i might wanna poke around in that lua file heh

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where's the directory to it?

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i never was able to find the actual workshop mod's folder

placid delta
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its in the desc on the workshop

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the loc to the settings file. is. and the dialogue file in same folder so

odd dagger
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now this is a really cool mod, how long did it take you to do this?

placid delta
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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

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i first posted on ws on this date: 23 Oct, 2016

odd dagger
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wow

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and the developers hadn't worked on npc's i believe

earnest quartz
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devs have been adding groundwork for em

quiet widget
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A developer fixed all the bugs of the NPC's , a thief stole their laptop in their house , so all work are gone.

tawny cypress
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Wow

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That just some horrid luck their.

earnest quartz
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convenient too! ๐Ÿ˜›

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(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)

cursive roost
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github isn't the be-all-end-all it's cracked up to be

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also, this was a long time ago

placid delta
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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?

cursive roost
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gitlab, selfhosted

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you can also pay github for a private repo

placid delta
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yeah i dont want to pay anything

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is there something that can just run locally on my machine?

cursive roost
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you can use git without any server, yes

placid delta
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gosh there is literally 101 options and im just randomly clicking

cursive roost
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hehe, yes, it can be overwhelming

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that is my git cheatsheet for everyday stuff

placid delta
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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

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i'll just make it myself

cursive roost
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so what you need with git is

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git init /path/to/somewhere/My-Git-Repo

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git clone /path/to/somewhere/My-Git-Repo

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then work in $PWD/My-Git-Repo

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use git add / delete / commit to store changes

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and use git push to push them to /path/to/somewhere/My-Git-Repo

placid delta
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there would be multiple paths files and folders. but none on my machine. would need to like ftp and copy them from a server

cursive roost
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and if you want to tag a version, see the link above with "Create new tag"

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you can do that, or if you have SSH access to that server, git can do that

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git clone ssh://server.fqdn/My-Git-Repo

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and then use as above

placid delta
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but i dont want to copy everything. spesific folders and files. a large amount of spesific locations and files

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everything would be way to much to copy

cursive roost
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then just git add those

placid delta
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will i have to do that everytime ?

cursive roost
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everytime you edit them, yes

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contrary to subversion, git will never automatically commit things

placid delta
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sounds like this is not what i need

earnest quartz
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@cursive roost never ment to claim github was be-all-end-all, admittedly its my fav, but i was only picking something well known ๐Ÿ˜ƒ literally thousands of options

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even zip and store offsite, hell before git and vss i emailed myself source zips to store offsite XD

odd dagger
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@placid delta hello again, so far no issue yet

quiet widget
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@placid delta When will you start to develop Survivors mod for 37.03?

cosmic iris
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I want to make new items, such as knives ect. Is there a guide for something like that ?

river plinth
odd dagger
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@placid delta are you there

placid delta
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I'm always lurking

earnest quartz
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lurker~

cosmic iris
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I was planning to make real life knives into the game but i im not really great at modding at all, just simple stuff

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Knives like Gerber Skyridge, Gerber DMF ect, Thanks il check it out @river plinth

upper spruce
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@river plinth Hello, doc! I wrote some in your mod in a steam. Could you check it?

upper spruce
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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?

winged spear
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Anyone suggest a server manager?

undone chasm
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you mean a host?

winged spear
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No program

river plinth
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@winged spear for linux or windows?

winged spear
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win

placid delta
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if i can just make it so dying as a controled survivor doesnt delete main players save

placid delta
#

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.

silent mural
#

@placid delta try bitbucket. It's free and has private repos.

solar yarrow
#

can anyone explain where i can find code\script for flashlight light angle to make it more\less and change colour?

solar yarrow
#

thanks but it's not angles ๐Ÿ˜ฆ

#

i need to make flashlight light just a straigh line not cone shaped

quiet widget
#

You are trying to make a laser , don't you?

placid delta
#

but if i recall, setting TorchCone(false) makes the light wider not more narrow

quiet widget
#

Hey nolan , are you waiting for cars to update Survivors?

placid delta
#

what do you mean?

quiet widget
#

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.

placid delta
#

i'm pretty sure it works on 37.3 as is. i have been switching back and forth recently with no problem

quiet widget
#

Oh. Thanks. I will try.

placid delta
#

and i already taken care of changes to support the vehicle, though there was not much needed for that anyway

quiet widget
#

great.

solar yarrow
#

@quiet widget how did you...?

#

yeah lol im trying to make a laser sight

quiet widget
#

@solar yarrow cuz my sixth sense are so powerful(seriously)

solar yarrow
#

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

quiet widget
#

Hmm , what if someone closes it ๐Ÿ˜‰

solar yarrow
#

sometime angles in this game go wild when you shooting from high elevation so it should help players to understand how aiming works

quiet widget
#

Wait ,did game got accurate aiming?

#

It's like TABS now.

#

They are shooting everywhere except the enemy

#

That applies to the game too.

solar yarrow
#

well every gun has angle where it drops dices - hit\miss

#

if target outside of aiming angle you not gonna hit it

undone chasm
#

is there a way to change the text at the start of each game.

#

the "this is how you died" bit

cursive roost
#

You can change the UI_Intro3 translation in ./media/lua/shared/Translate/<LANG>/UI_<LANG>.txt

undone chasm
#

Thank you!

safe pier
#

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?

cursive roost
#

@safe pier they will pop up unless yuo have been to that area before

safe pier
#

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?

undone chasm
#

i believe a soft rset is required

safe pier
#

ah ok, thanks ๐Ÿ˜ƒ

cursive roost
#

same as in singleplayer, you can add them any time, but places you have been to before won't get the new content

vernal ferry
#

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

cosmic iris
#

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

short shell
#

i'm betting that would be a cool mod, will need some skills to pull that off..

wraith halo
#

quick question, i mademy example test mod in C:\Users\Dennis\Zomboid\mods but i can't see it ingame.. whats the problem?

short shell
#

is it enabled? what mod is it? a Map? we will need more details

wraith halo
#

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

short shell
#

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

river plinth
#

can't you see the effect ingame or the mod in the mod list isn't showing?

short shell
#

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,

wraith halo
#

can't see the mod in the modlist

river plinth
#

did you copy the example mod and altered it to your liking?

placid delta
#

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

wraith halo
#

a little question, can someone make a short tutorial about making gui's?

placid delta
#

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?

wraith halo
#

a simple label

placid delta
#

Label for what?

wraith halo
#

to make some variables visible, just to learn how to make guis^^

placid delta
#

really what does the reusegridsquare event do? does it trigger whenever a grid square is UN loaded?

drifting ore
#

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.)

placid delta
#

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

drifting ore
#

Oh, gotcha

tawny cypress
#

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...

placid delta
#

anyone wanna do some work on survivors mod? I added it to an SVN

earnest quartz
#

@placid delta who doesnt use github ๐Ÿ˜›

topaz pendant
#

well the survivors mod could use a talk option where you can talk to survivors in your group :p

placid delta
#

@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

radiant mulch
#

I havent messed with any mods besides hydro, but I'm always down for spritework if anyone needs it

drifting ore
#

i guys, some guide for create a server pack like RedPack? do you know?

#

๐Ÿ˜ƒ

royal chasm
#

ehi guys, how do i update a mod on a multiplayer server?

placid delta
#

i thought all you had to do was shut it down, wait a minite and start it up again

bold drum
#

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.

drifting ore
#

LOL hydrocraft mod: I can open cardboxes only with box cutter... not with katana or combat knife or all you want... -_-

river plinth
#

@bold drum what's the error you are getting?

drifting ore
#

no error, only a bug: you can open cardbox ONLY with a box cutter.

river plinth
#

the message wasn't for you Alive Inside

#

hence the "@"

drifting ore
#

^_^ sorry

lost jay
#

I'm new to PZ Map editting, Question: Can anyone give me a hand on importing custom tiles ?

#

into TileZed?

worthy ivy
#

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!

signal girder
#

@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

worthy ivy
#

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!

signal girder
#

@worthy ivy no problem, m8. maybe some1 will come up with a way escept the script thingy we'll see

worthy ivy
#

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 โ™ฅ.

signal girder
#

thank you for thanking me โค

placid delta
#

is there a way to simple save a variable like a table into a file in LUA?

worthy ivy
#

@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
#

local file,err = io.open( filename, "w+" )

#

but pz lua does not recognize "io"

river plinth
#

@placid delta getModFileWriter(String modId, String filename, boolean createIfNull, boolean append)

#

and reading it: getModFileReader(String modId, String filename, boolean createIfNull)

#

wanted to integrate the writing of ini-files for quite some time now

placid delta
#

what is this String modId param?

river plinth
#

the modID of your mod

#

it needs it to determine the modfolder

placid delta
#

what gets returned?

river plinth
#

a LuaFileWriter

#

which has the funcion write(str)

#

you can look it up in the LuaManager.class

placid delta
#

yeah i see it now, thanks

#

so it writes it in the mod folder?

river plinth
#

yep

placid delta
#

what if i give the filename with an absolute direct like c:/users/pc/zomboid/saves/sandbox/testgame/newfile.txt

river plinth
#

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)

placid delta
#

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?

river plinth
#

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```
placid delta
#

File:write("[section]\n");

#

\n for newlines?

river plinth
#

haven't tested it, but "\n" should work

#

after reading you get something like yourtable["BASIC"]["amount"] -> 10

placid delta
#

my only concern about saving in the mods folder. does that mean when mod updates, this file will disapear?

river plinth
#

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

royal chasm
#

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?

placid delta
#

bandits?

royal chasm
#

nope, there weren't players online

placid delta
#

ah, ghost bandits

royal chasm
#

lol nolan

zenith solstice
#

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.

drifting ore
#

Hi guys, some fantastic guid for create mod? can u give me some link please?

short shell
cunning quarry
#

Anyone here able to quickly help me? I am having trouble getting ItemZed to work properly and I can't figure out why.

novel seal
#

are you using it with the latest IWBUMS release?

cunning quarry
#

I guess you asking that question means that answering "Yes" will lead you to say "That's your problem", right?

novel seal
#

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 ๐Ÿ˜ƒ

cunning quarry
#

Let's see if your gamble pays off by reverting back to the non-IWBUMS branch.

novel seal
#

ah wait!

#

you are on the right branch

#

IWBUMS is correct ๐Ÿ˜ƒ

#

best place will be to ask questions in the thread and I'll tell Turbo to attend to you ๐Ÿ˜ƒ

cunning quarry
#

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.

novel seal
#

Turbo isn't on Discord I don't think

cunning quarry
#

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.

novel seal
#

np!

drifting ore
#

turbo is here tho @devout zephyr

drifting ore
#

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??

drifting ore
#

someone??

drifting ore
#

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

river plinth
#

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)

drifting ore
#

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

jolly cave
#

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

drifting ore
#

hmmm will try that

drifting ore
#

hey do someone here have a server with hydrocraft mod?

#

an own server

river plinth
#

@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

drifting ore
#

emmmm im steam player, and i do it in co-op

#

the rest i dunno how to answer o were to find it

drifting ore
#

hi guys, someone know how make items rare inthe setting server?

drifting ore
#

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?

placid delta
#

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

drifting ore
#

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

placid delta
#

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

drifting ore
#

i have a linux server...

placid delta
#

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

placid delta
#

I finshed the Prison Escape spawnpoint in survivors mod.

spare kindle
#

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

bold drum
#

@placid delta
Try

getWorld():ForceKillAllZombies()
placid delta
#

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.

bold drum
#

As far as I know, no corpse.
You can test it.

placid delta
#

well, thanks, but the thing i made works, so they say "dont fix what aint broken" i'll just leave it alone

left flame
#

So many zombies in that prison. yet none in the yard

sudden lichen
pine vigil
#

No problem! spiffo

sudden lichen
#

@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)

pine vigil
#

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. ๐Ÿ˜„

sudden lichen
#

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

pine vigil
#

I might take a look at that, since I'm getting the same result.

sudden lichen
#

OK, thanks and good to know it's not my side then ๐Ÿ˜ƒ

#

can't write

honest abyss
#

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 ? ๐Ÿ˜ƒ

oak heron
#

no

honest abyss
#

๐Ÿ˜ฆ

oak heron
#

lol

cursive roost
#

@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)

honest abyss
#

๐Ÿ˜ƒ Ok thank you

placid delta
#

Someone please tell me again, what file is it that shows all the events such as OnPlayerUpdate(player)

placid delta
#

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

placid delta
#

zombie lasso in action

pine vigil
#

@sudden lichen RE: Mislinking in PZ Updates it should be fixed now.

sudden lichen
#

Seems to work @pine vigil thanks ๐Ÿ˜ƒ There's still the extra new line there, but it's only aesthetical thingy

#

The links works fine for me, just checked ๐Ÿ˜ƒ

pine vigil
#

Fixed.

sudden lichen
#

yay, all nice now ๐Ÿ˜„ Thanks again @pine vigil

pine vigil
#

No problem spiffo

placid delta
upper bough
#

@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
upper bough
#

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

placid delta
#

@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

upper bough
#

No problem. I find cleaning up code to be fun, and it'll look purtier in the end :p

placid delta
#

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?

drowsy trail
#

@pseudo plaza it's right here

pseudo plaza
#

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).

cosmic iris
#

@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:

placid delta
#

oh right, kind of forgot about that

cosmic iris
#

It looked great so why not ยฏ_(ใƒ„)_/ยฏ

placid delta
#

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

cunning quarry
#

Interesting transformation. Starts with a capture tool, ends up with several kilos of explosives.

cosmic iris
#

Dont need to, if it is in the explosion mod il just download that ๐Ÿ˜›

placid delta
#

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

cosmic iris
#

Would be great if you uploladed it, i think it looked really cool ๐Ÿ˜„

placid delta
#

@cosmic iris I fixed the lasso in the explosives mod. so now its a "Explosives & Zombie Lasso Mod"

cosmic iris
#

Nice!

topaz pendant
#

played with landdmine mod

...destroyed all of west ponit :/

cosmic iris
#

@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 ๐Ÿ˜›

placid delta
#

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,

cunning quarry
#

Is there no way to ensure the fires die out rather quickly?

cosmic iris
#

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

cosmic iris
#

@placid delta Didnt see that you replied to it, i guess it would be up to the devs then ยฏ_(ใƒ„)_/ยฏ

feral eagle
#

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

topaz pendant
#

@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

molten sierra
#

@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

placid delta
#

okay, but i need someone to volunteer to write all this dialogue

topaz pendant
#

i could do some on a word document

#

since it would correct spelling mistakes and can tick off what Dialogue was implamented

placid delta
#

anythings fine

spare kindle
#

@placid delta I can write dialogues BUT I really want them in MP

#

I believe npcs will radical change the mp experience

placid delta
#

so much of a pain to dev on mp.

spare kindle
#

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

placid delta
#

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

spare kindle
#

They should hire u

placid delta
#

cant build on top of a muddy base very big or it all collapse

spare kindle
#

@placid delta I understand you. Well I hope after 3d models we will get npcs

topaz pendant
#

oh that reminds me i think theres a bug that cause the npcs to turn into zombiods

placid delta
#

zombie bites?

topaz pendant
#

no they change when your are not near them

#

@placid delta ^ made a small list might set up a thorum page for suggestions

drifting ore
#

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.

placid delta
#

sure but i don't wanna deal with multiple docs of dialoge, can you add to @topaz pendant s doc

drifting ore
#

He'll have to make a Google Document for this, then.

#

Other methods would be inefficient.

solar yarrow
#

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

drifting ore
#

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

placid delta
#

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

drifting ore
#

GUNZ is only cosmetic, so it doesn't bother me enough.

solar yarrow
#

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

placid delta
#

@everyone what is that function called, i think in luaManager, that translates the screen x coordinate to a map square x coordinate?

drifting ore
#

Don't do that

#

It makes a popup notification for everyone in the channel

#

You scared the stuff out of me

rapid notch
#

yup, I was going to say that

sleek prism
#

Why is @ everyone enabled lmao

worthy ivy
#

This I do not know, but I can go have a spy around and see what I can see.

pine vigil
#

Fixed.

#

Users should no longer have access to the command.

misty marlin
#

@everyone

#

did it work?

pine vigil
#

I was in the channel so no idea.

night swan
#

I only had the one notification so I think it didn't

pine vigil
#

Well people aren't rushing in so I think we are good.

misty marlin
#

๐Ÿ˜„

pine vigil
#

@placid delta You might want to bump your message again, your choice.

placid delta
#

what is that function called, i think in luaManager, that translates the screen x coordinate to a map square x coordinate?

pine vigil
#

Anybody who comes in from the everyone command, please ignore it. It's been resolved.

placid delta
#

nvm my question, the one i made started working again after i quit debug mode

solar yarrow
#

is it works like a gun?

#

i mean it shoots at target not area you pointing with mouse cursor?

feral eagle
#

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.

placid delta
#

Explodes near cursor, more inaccurate further away

topaz pendant
#

remind me not to enable survivor wilste the explocives mod in enabled

placid delta
#

Survivors don't have a mouse so they can't really use it

empty lagoon
#

<@&136624934184026113> Why haven't you restricted (at)everyone?

iron salmon
#

it's done

#

just like Connall said

cosmic iris
#

@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

placid delta
#

that number is not quite true, because I often leave them game open in the main menu running in the background

drifting ore
#

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

placid delta
#

haha, how interesting

#

why feel bad about shooting them? serve them for dinner to your party if they wont join. terminus

topaz pendant
#

serveing for dinner is good idea

drifting ore
#

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.

placid delta
#

The chance to be hostile goes up over time

drifting ore
#

This was day #1.

placid delta
#

day #1 is my record

placid delta
#

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.

cursive roost
#

@placid delta IsoCamera.getOffY() and getOffX()

placid delta
#

Is that a public static function? If not how to get the isocamera object?

cursive roost
#

I think it is

river plinth
#

a look at LuaManager.class suggests that it should be getCameraOffX() and getCameraOffY()

#

this returns the stuff that blindcoder posted

drifting ore
#

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?

cosmic iris
#

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

drifting ore
#

I descomprimed the "zombie.zip", and later i "Move and Removed" that. But when i enter into the game, nothing happens.

placid delta
#

There's a video showing the install. Watch it and do exactly the same things

drifting ore
#

Please, answer my question Nolan. The mod is compatible with build 37.6 non steam?

drifting ore
#

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.

cosmic iris
#

@placid delta Probably using cracked version, would not help

placid delta
#

Medical check was moved to submenu under the survivors name. And spawn points are all shown after first choosing the survivors + vanilla world

drifting ore
#

Good.

placid delta
#

Why doesnt HandWeapon:getAmmoType() work

placid delta
#

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

river plinth
#

how did you acquire the HandWeapon-object?

placid delta
#

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

river plinth
#

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

placid delta
#

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

placid delta
#

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?

solar yarrow
#

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

drifting ore
#

hi guys, someone can tell me how make a mod pack? lire redpack or similar? thanks

placid delta
#

Ignore all other questions. Only mine matters (ยฌ_ยฌ)

drifting ore
#

lol

short shell
#

@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,
placid delta
#

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

short shell
#

not sure..

winged lotus
#

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 ๐Ÿ˜ƒ

cursive roost
#

@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

winged lotus
#

That's what I thought, anyway thanks for making that clear ๐Ÿ˜‰

placid delta
#

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?

cursive roost
#

I guess you can use canSee

#

IsoGridSquare: public boolean getCanSee(int playerIndex)

placid delta
#

already using that. sometimes there is still blockage even though you can see, like see through doors etc

cursive roost
#

hrrm, then I'm out of ideas

placid delta
#

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

feral eagle
#

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

cunning quarry
#

Old man did real well, especially with a gun that holds a maximum of 8 shells.

feral eagle
#

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.

placid delta
#

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

placid delta
#

how to levelup a characters strenth via lua?

placid delta
#

player:LevelPerk(Perks.FromString("Strength"));

drifting ore
#

hello guys, is possible talk with @drifting ore or someone else moderator for some mods problem in public mp server?

solar yarrow
#

@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

placid delta
#

you can add any kind of damage with BodyDamage class

solar yarrow
#

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

drifting ore
#

GUYS, someone can help me with installing maps on a OVH server? i try 1000 ways t install them but i can't... ๐Ÿ˜

cosmic iris
#

I am using Hydrocraft and i cant use the seeds from it. Like the Lettuce or corn seeds. Anyone know of this?

night swan
#

I have no problem with em.. Are you trying to plant them like normal or through the planters?

cosmic iris
#

Normal

#

They come up in the plant seeds menu, but they are red and i cant plant them

short shell
winged lotus
#

Someone knows if it's possible to change meteo values like raining or not / temperature using mods ?

drifting ore
#

I don't understand how create a pack like "RED-Pak", a package with all mods inside...some help?

vivid zinc
#

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! ๐Ÿ˜›

placid delta
#

Why do you need to pass the whole object? Pass only what changed about it, and apply those changed on the receiving client end

vivid zinc
#

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?
placid delta
#

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

vivid zinc
#

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

drifting ore
#

I don't understand how create a pack like "RED-Pak", a package with all mods inside...some help?

vivid zinc
#

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

river plinth
#

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

vivid zinc
#

@river plinth thanks! I'll look into that. Any good resources you know of for examples? Trading system I guess?

hasty surge
#

How do you activate mods once subscribed

feral eagle
#

Once you've subscribed to a mod, relaunch the game, and click on the 'Mods' option on the bottom screen of the main menu.

hasty surge
#

Alright I didn't know if it required a relog

feral eagle
#

It should bring up a list of everything you're subscribed to that say 'Enabled' or 'Disabled'.

river plinth
#

@vivid zinc haven't uploaded my trading system which heavily used LuaNet, don't know what the shipped one uses

vivid zinc
#

ah kk

river plinth
#

my Shop system uses it though

vivid zinc
#

and that one is published?

river plinth
vivid zinc
#

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

feral eagle
#

Seems like a great mod for horde mode, or any other custom games setup by the Admins and it's players.

river plinth
#

feel free to us my mod as a base to start, hope it's not to confusing

vivid zinc
#

looks way more clean than the stuff i have been putting out ๐Ÿ˜›

#

i made a trash disposal mod recently and put it on workshop and it's quite messy inside

river plinth
#

do you want the trading code as well? could throw it also on github if you like

#

isn't functional though

vivid zinc
#

that would be awesome, any examples are definitely helpful

#

i've gotten a lot better at using the documentation but examples are sooo helpful

river plinth
#

heavily WIP, but it should work apart from the actual passing of the item

vivid zinc
#

โค

amber island
#

I have a question if I may?

amber island
#

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

amber island
#

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?

placid delta
#

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

placid delta
#

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
cosmic iris
#

Great! will try it out when i get home c:

river plinth
#

@vivid zinc any news? how is the mod coming along?

vivid zinc
#

@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!

amber island
#

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)

river plinth
#

@amber island looks like you didn't import the "Base"-Module, this should hopefully do the trick

#
{
    imports
    {
        Base
    }```
amber island
#

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 ๐Ÿ˜›

#

I'm new at modding, so I'm still trying to learn ๐Ÿ˜›

#

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

amber island
#

Anyone willing to help? @here

cosmic iris
#

@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

placid delta
#

Hmm, were they a hostile maurauders group?

cosmic iris
#

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

untold sun
#

@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);
south ocean
#

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.

cosmic iris
#

Wher eis

#

@royal chasm

#

Im the guy from steam

#

PM me and il send you the error

amber island
#

@tommysticks#3112 I thought that goes into mod/lua/server/zrs_suburbsdistrubtion.lua

topaz pendant
#

@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

placid delta
#

well i dont remember what the suggestion was

placid delta
#

the zombie.zip install for survivors mod is now optional. it can work by simply just subscribing

feral eagle
#

Excellent choice!

thin acorn
#

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 ?

cursive roost
#

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

thin acorn
#

How do i recognize when the error line begin ?

cursive roost
#

it's got "STACK TRACE" in it

#

I gotta go, too tired ๐Ÿ˜ฆ

#

if the filename at the top of the stack trace starts with "HC", there'sa good chance that the bug occurs somewhere in hydrocraft

cursive roost
#

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?

cursive roost
#

haha, funny enough, the big pillar in the warehouse is not a wall ๐Ÿ˜„

#

oh, right

#

the reason was destroying overhanging floors

feral eagle
#

Intriguing.

unkempt latch
#

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? -------------------------------------------------------------------------------------------------------...

โ–ถ Play video
cosmic iris
#

When the vehhicle update comes will there just be a few basic ones?

strange pond
cosmic iris
#

@strange pond Looks great!

strange pond
#

Thanks @cosmic iris ! ๐Ÿ˜ƒ

unkempt latch
#

Nice man. Keep up the good work!

pastel crag
#

new beta workinprogress

placid delta
#

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

winged lotus
#

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 ? ๐Ÿ™‚

feral eagle
#

@placid delta : I can help w/ that, if nobody else comes around. But I can't do anything today (work & moving).

placid delta
#

@feral eagle well it's coming along fast, just might finish before you get a chance to help

placid delta
#

I could still use some help assigning values to items

strange pond
#

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 ?

cursive roost
#

did you set self.setCanPassThrough = false in your lua object?

#

basically callyng fence:setCanPassThrough(false) should do it

strange pond
#

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 ๐Ÿ˜ƒ

cursive roost
#

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

strange pond
#

Great I gonna check that too ๐Ÿ˜‰

winged lotus
#

@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 ๐Ÿ˜ƒ

cursive roost
#

no problem, glad to help ๐Ÿ˜ƒ

strange pond
#

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 ?

cursive roost
#

I honestly don't remember

#

it's been a while

#

oh waitasec

#

did you thumpable:transmitCompleteItemToServer()?

strange pond
#

Not at all ! What is this method ?

cursive roost
#

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

strange pond
#

Oh yeah I see it now !

cursive roost
#

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

strange pond
#

I've wrote all the thing you said ! Thanks a lot for your help ! ๐Ÿ˜ƒ
Awesome

cursive roost
#

you're welcome! Please let me know if it worked

placid delta
#

@strange pond are you making a gate?

winged lotus
#

Yes he is (we are working on the same mod-map together ๐Ÿ˜‰ )

solar yarrow
#

plz make it non thumpable or it will have 0 value

placid delta
#

make sure you make buildable gates too

winged lotus
#

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).

solar yarrow
#

it's TWD it has 0 realism ๐Ÿ˜„

placid delta
#

compared to Z nation, TWD is as real as it gets

solar yarrow
#

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

placid delta
#

how about a kind of double door gate, made from 2 log walls that open auto when player beside it

solar yarrow
#

nah auto opening could lead to very..bad things ๐Ÿ˜„

placid delta
#

very bad things are good

strange pond
#

@cursive roost your solution worked well, thanks for your help ! ๐Ÿ˜ƒ

drifting ore
#

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

amber island
#

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?

amber island
#

or do I even need anything in lua/client?

cursive roost
#

@strange pond awesome ๐Ÿ˜„

winged lotus
#

Hi evoryone ! I'm having a bit wierd problem that you might solve ๐Ÿ˜‰

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 ๐Ÿ˜ƒ

cursive roost
#

I always used LoadGridSquare event and checked the coordinates

#

it sucks performance wise, but its the best I know of

winged lotus
#

Hi, thanks a lot for your answer, it seems to be a very good way to look ๐Ÿ˜ƒ

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 ?

amber island
#

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?

winged lotus
#

@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 ๐Ÿ˜‰

placid delta
#

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

winged lotus
#

@placid delta Never worked with Food spoliage before sorry ๐Ÿ˜•

@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 ๐Ÿ˜ฎ

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... ๐Ÿ˜–

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 ๐Ÿ˜ƒ

winged lotus
#

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 ! spiffo

amber island
#

@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.

cursive roost
#

@winged lotus there's an easier way: Gridsquares have Mod Data. You can just set a flag that you already processed this grid

winged lotus
#

Oh wow, that's even better, I'll try it this week-end, many thanks ๐Ÿ™‚

cursive roost
#

I always suggest using something like modData["myModId"]["checked"]

#

adding the ["myModId"] prevents namespace problems, too

naive tree
#

@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

cursive roost
#

it doesn't work?

#

how?

#

it should

naive tree
#

IIt not check squares in building and not colapse when I destroy pilars

#

If back to 2 - work again

cursive roost
#

that's kinda the idea

#

radius is the radius to check for a supporting structure

kindred bear
#

Is it possible to create a trait that temporarily puts you in ghost mode without the super speed

winged lotus
#

@iron salmon Hey, thanks for your comment on my Blind Trait Mod, good review feels really rewarding โ˜บ

iron salmon
#

Oh that's you!? I had no idea ๐Ÿ˜„

#

I'm fucking stoked about the mod

#

notice the avatar now (twitter I think)

#

๐Ÿ˜„

#

insane job dude. Really like it

winged lotus
#

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 ๐Ÿ˜… 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

iron salmon
#

Aye, I'm nothing short of impressed ๐Ÿ˜„

tardy robin
#

@winged lotus I spotted your mod on twitter yesterday. Haven't had a chance to try it yet but love the concept.

scenic sigil
#

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

brisk flower
#

lel i love that picture

strange pond
#

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).
scenic sigil
#

it doesn`t work, i have a description

strange pond
#

Can you post the content of your mod.info file ?

scenic sigil
strange pond
#

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*

scenic sigil
kindred bear
#

do any of you think it is possible to create a status effect that puts you in ghost mode without the super speed?

red zinc
#

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.

winged lotus
#

@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 ๐Ÿ™‚

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/

red zinc
#

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?

cursive roost
#

I'm not sure if you can manipulate those attributes

winged lotus
#

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

cursive roost
#

that's a pretty good explanation

red zinc
#

The game is coded in java?

cursive roost
#

java and Lua

red zinc
#

Hmhmhm.

placid delta
#

added more speed to zombies can be done, not that hard. just adding too much speed will cause teleporting zombies in MP

dim dome
#

Nolan make a tshirt canon! (That shoots spiffo dolls!)

placid delta
#

how about a zombie cannon, that shoots zombies

kindred bear
#

How about a cannon that just shoots all the crap that isn't useful for anything

#

No let it shoot hydrocraft poop

strange pond
#

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...

cosmic iris
#

Ohh my

#

god

#

Has anyone ever tried to make a zombrex mod?

kindred bear
#

lol

cosmic iris
#

ey why not