#mod_development

1 messages ยท Page 397 of 1

plucky jungle
#

@astral junco There are only three models, pants vest and sweater, if you replace the pants, then all of your characters, including zombies, will wear these pants. ๐Ÿ˜ƒ

placid delta
#

there is like hair models too

plucky jungle
#

By the way, there is one more feature, a vest and a sweater use one texture

placid delta
#

what about the texture fot those trousers? where does that come in?

plucky jungle
#

Did not quite understand the question.

placid delta
#

have you tried renaming Trousers_white.png and Trousers.txt model to something else like ArmyTrousers.txt and ArmyTrousers_white.png then adding a new item of clothing type like this:

#

item ArmyTrousers
{
Palettes = ArmyTrousers_White,
BodyLocation = Bottoms,
PalettesStart = ArmyTrousers_,
Type = Clothing,
Temperature = 8,
SpriteName = ArmyTrousers,
DisplayName = Pants,
Icon = ArmyTrousers,
}

plucky jungle
#

These models simply will not load the game into RAM, the game will not know about their existence

placid delta
#

You tried it? so the game loads these models as hard coded explicit examples then... thats too bad. would have made more sense to make the game search for models based on clothing code name

plucky jungle
placid delta
#

what file was that shot taken from?

plucky jungle
#

ModelManager.class

placid delta
#

i see, so we could do it with mod that includes java side changes, .... but if Connall already got soemting in the works. then doesnt seem worth the effort

plucky jungle
pine vigil
#

@placid delta It's not a complex change, I'm not even entirely sure what the change will accomplish. I only added it because Di-Crash seemed to believe it would help in some manner.

plucky jungle
#

Here are two methods through which the game loads the models, they are virtually identical. The difference in one argument

pine vigil
#

Wait, so you implemented the change in decompiled code and it worked?

plucky jungle
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No, of course not, I would kill the eternal eternity in order to restore this code after decompilation. ))

placid delta
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I can compile the java if i can get the original .class file. not an error full decompiled version

#

what exactly is it that was added?

pine vigil
#

-nope-

#

That looks dreadful.

#

Just added/tweaked some lua methods.

#

But no idea to what effect.

plucky jungle
#

I believe this should work! ๐Ÿ˜ƒ

pine vigil
#

I'll take your word on that ๐Ÿ˜‰

plucky jungle
#

In fact, it will be a duplicate of this method of Java

placid delta
#

I dont see that line in ModelManager.class

pine vigil
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Which one?

placid delta
#

he said all those this.loadModel lines are in the ModelManager.class file but i just decompiled and looking in that file and i dont see any lines like that

pine vigil
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Line 91?

#

Might be their decompiler.

placid delta
#

hard to believe any decompiler could be so wrong. nope dont see anything like that

#

can you git checkout that file and give us

pine vigil
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Sure. Let me just... hey, wait a minute! You almost got me.

placid delta
#

RJ gave me the IsoPlayer.class file a few times.... was no big deal

plucky jungle
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We do not need this file)) This one LuaManager$GlobalObject.class

placid delta
#

if we had, we could add extra load model lines. and then recompile it. and require it as paste in for part of a mod

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wait which build are you using?

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maybe becuase im using a very old one my file is different

plucky jungle
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38.30

placid delta
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is that IWBUMS or vehicle?

plucky jungle
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No this stable build

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IWBUMS this is a beta right?

pine vigil
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Yeah.

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So is vehicles.

placid delta
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I still dont see those screen shot lines in the ModelManager.class file

pine vigil
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@placid delta Upload your version of ModelManager.

placid delta
pine vigil
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Well that's why, that whole chunk of comments. It's wiped out a fair amount of the code.

#

Bad decompile it would seem.

placid delta
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sigh, guess you have no choice but to give me git credentials so i can chcekout the fiel myself

pine vigil
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All about ssh keys with me.

plucky jungle
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@placid delta Why do you need this file?

placid delta
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you could use it to load extra models you make yourself. ofcourse you would need to include your edited version of this file as a "paste in install dir" type of install for your mod if you make something using it

plucky jungle
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This is so-so prospect, you need a method that will allow you to say a game from Lua, see I have models for you

#

This method does the same as the ones I've linked before. Only he works out of lua

placid delta
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Yeah an lua method is a better solution, if u can get it.

plucky jungle
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Yes, and that's exactly what Connall promised to us. Exactly the same method, not telling the game that the model you want to load is static.

pine vigil
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And that is exactly what should be going out in the next build.

plucky jungle
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I understand understood. I'm just not sure what Nolan understood what I meant at the beginning of the conversation. ๐Ÿ˜ƒ

placid delta
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I just wanted to try something right now am being impatient

plucky jungle
#

@pine vigil By the way, I wanted to ask. As far as I understand the game does not have a engine, most of the functionality is added to the hand? The rendering of the image is written directly on the libraries from DirectX? In the group in which I argued this, I was banned for the flame. Was I right, or not?

pine vigil
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It's not DirectX it's a LWJGL Framework, that's graphical rendering is done via OpenGL I believe.

plucky jungle
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But still the engine was not used when developing the game?

pine vigil
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It's a custom made engine, if that's what you mean.

#

Written in Java.

pine vigil
#

Tis the season, fellow modders. Santa Connall is looking at his work list and checking it twice. Figuring out who's been naughty and nice, this... is the time. To... send letters to Santa's Workshop so that... you're wishes can come true! Ehm.... So...

This metaphor is falling apart. Go here: https://theindiestone.com/forums/index.php?/topic/23315-the-modders-wishlist/

Make suggestions for changes to help modders such as yourself, and maybe you'll have a present under your tree this Christmas (realistically any changes that come from this thread won't make it in until the new year) so... Yeah. Cool. spiffo

plucky jungle
quaint nightBOT
nimble spoke
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@pine vigil So support for 1x and 2x tiles is up and running? How can we use that?

pine vigil
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New build is not out yet I think?

nimble spoke
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Ohhh so probably next week, right?

pine vigil
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No... I think there should be a build this week.

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Was expecting it yesterday, but there was a slight delay.

quaint nightBOT
rocky lynx
pine vigil
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I just realised I posted all this stuff in the wrong channel

plucky jungle
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The method is not working.

pine vigil
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Not working as in, not working as you were hoping, or not working as in the function is just not there?

plucky jungle
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The model is explicitly loaded into the game, but it does not appear on the character.

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I tried everything to exclude the possibility of my mistake.

pine vigil
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3 params doesn't feel right.

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Hang on.

plucky jungle
pine vigil
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Why did I write it like that...

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Oh that's why.

plucky jungle
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I tried to use loadZomboidModel directly. By adding a parameter bStatic = false. But it did not work either. ((

pine vigil
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Sorry, wish it had worked out for you.

plucky jungle
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It is very unfortunate that this did not work, it seemed that this is a simple effective solution. But it seems that the problem is somewhere deeper in the code, and I naively could not see it. What a fool I am. I'll go find a bottle of whiskey

placid delta
#

Well you tried the proper way so...Alright so just give us the raw modelmanager.java file then

nimble spoke
#

Reporting again a bug I found. For some reason in my farming mod plants that use vanilla icons show up normally in that info window, but plants that use my own icons show as a white square.

rocky lynx
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Soul Filcher i think you need to write the right path...

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Contact me if you need some help!

simple skiff
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Guys, any idea how to remove item from distribution ? Seems like compass from HC freeze up my game

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Omg , finally found distribution table in HC

nimble spoke
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@rocky lynx the path is right, there is something wrong with my method of adding plants compared to the "standard" method it seems, weird because everything esle works perfectly.

rocky lynx
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@nimble spoke let me check your mod mmmm

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well you write this : farming_vegetableconf.icons["Beets"] = "Item_SFBeetroot";

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and you need to write: farming_vegetableconf.icons["Beets"] = "media/textures/Item_SFBeetroot.png";

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if you want to set a icon that was inserted on texture pack, you don't need to write the path.
example: Item_Eggplant (A basegame icon that was inside of texturepack).
farming_vegetableconf.icons["Eggplant"] = "Item_Eggplant";

Sorry about my language i speak spanish.

nimble spoke
#

Interesting, I didn`t think about that. Thank you, and no problem I understood perfectly.

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I have to keep these small details in mind

rocky lynx
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๐Ÿ‘

quaint nightBOT
#
There has been a new Mod Published!
feral eagle
#

Intriguing.

astral junco
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Can I add my music library to my mod? I would like to add that something looks like a wild west)

nimble spoke
#

lua code with error on line 58, but it only has 57 lines, what do?

astral junco
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end maybe

cursive roost
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yeah, missing end at end-of-file

nimble spoke
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my bad, it wasn't in fact the file that has 57 lines but the other file with a similar name that calls this one with 57 lines. After a windows 10 catastrophe here the game acts like the file is missing for some reason

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yesterday I had it working, today I get an error on a code I didnt even touch

nimble spoke
#

This is the line

#

ISTimedActionQueue.add(ISRepairWindow:new(player, thump));

quaint nightBOT
cursive roost
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@nimble spoke having the file and the actual error code helps

astral junco
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How can I hide some professions when creating a character? what source file do I need to change?

nimble spoke
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@cursive roost I went back to a previous version and worked from there

nimble spoke
#

How can I get a public veriable like health from IsoDoor when it doesn't have a getHealth?

#

I'm surprised IsoDoor doesn't have getHealth or getMaxHealth

nimble spoke
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I should stop working on these things with half-sleeping brain, it is probably very obvious but I can't see it right now

cursive roost
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Soul Filcher: getDamage()

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100 is fully intact

quaint nightBOT
nimble spoke
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@cursive roost doesn't look like it is what I'm looking for, it seems to be always 100

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I mean, I attack a door and it changes nothing

cursive roost
#

it gets reduced if you hit it with a weapon

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at least, it should

nimble spoke
#

Well, I attacked the door and getDamage() == 100 keeps validating

cursive roost
#

huh

nimble spoke
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I don't see SetDamage being called anywhere

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I think it simply doesn't change from 100

cursive roost
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I don't have my coding machine handy

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but it's in IsoObject.class

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in a function that gets called when the object is hit, Damage gets reduced by 10

nimble spoke
#

That's the file I'm checking

cursive roost
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well, at least that was the case in build 36 which is the last one I checked

nimble spoke
#

I see that function, should I check the file from current build? Mine is older too

#

I'll do that because I'm out of options

pine vigil
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If you give me a couple of mins I might have an answer for you.

nimble spoke
#

I'll wait Connall, but I just checked the version from vehicles build, and my guess is that damage is used for vehicle collision damage

pine vigil
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It looks like Damage is health for a base IsoObject, while "Health" is the health of the door in IsoDoor. Why there is two seperate variables for it, is... strange.

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Health is a public variable, so surely it must get bundled in when Lua creates a JavaObject for it.

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So it should be accessible, I would have thought.

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But why there isn't a getter function also seems weird.

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ยฏ_(ใƒ„)_/ยฏ

nimble spoke
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Yeah, that's my problem, I need getHealth and getMaxHealth

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Can you work your magic?

pine vigil
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If you get the IsoDoor object in lua, are you not able to just do .Health ?

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I mean, I'll probably add those functions anyway. However it could be a while before it gets in, since we're heading into Christmas.

nimble spoke
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Let me do a quick test

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Looks like it works, but then health == max health keeps validating even after attacking the door a few times, I'm probably doing something wrong here

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Yeah, weird, I destroyed the door and even before the last hit health was equal max health

pine vigil
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It might be if you get the variable and keep referencing it, the values are static.

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So for instance.

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Say our IsoDoor is called door

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We create a lua variable called LuaDoor

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door is hit, Health value changes.

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LuaDoor health still equals 100. Because in the variables constrution, it copies all the variables, rather than referencing the original memory locations.

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That's assuming you are creating a variable in the first place.

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WHICH YOU PROBABLY AREN'T

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wipes blackboard

nimble spoke
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I'm checking if I should add the repair context menu when I right click, so it checks for objects and if they are an instance of isodoor

pine vigil
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Damn, I bet I'm going to have to boot this all up.

nimble spoke
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So far the same system works perfectly for a window, but for windows I'm checking isDestroyed()

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So the door variables would be copied when I right-click it anyway

pine vigil
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Time fo me to check this out then.

nimble spoke
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uhhhhh trying to print the values say I'm trying to call nil, so health == max health means nil == nil?

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That would mean it doesn't work

pine vigil
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I think there's something else that needs to be called, but I can't remember what it was.

nimble spoke
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I'm putting it aside for now, I can wait for a possible update of IsoDoor

pine vigil
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Probably for the best, seems like a bit of pain to do otherwise. Been trying to figure it out.

pine vigil
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@nimble spoke I have added some getter functions. So possibly when the next vehicles build comes out, is when it will be available.

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But I'm pretty sure it's locked down now until after Christmas.

nimble spoke
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Thank you

quaint nightBOT
quaint nightBOT
noble bloom
#

i wonder if there is a Star Wars mod and a server using it out there

nimble spoke
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There is a lightsaber mod

nimble spoke
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What would be the best way to spawn loot with conditions? Add and remove them from loot tables?

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For example seasonal items.

feral eagle
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What use for the 20 points mod, though? I'm sure the Extra Points option was added into the game itself awhile back. xD

nimble spoke
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Yeah

obsidian tulip
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Anyone know of an up-to-date modding tutorial ? I'm mostly struggling in figuring out the correct directory structure.

astral junco
obsidian tulip
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Thanks ๐Ÿ˜ƒ

obsidian tulip
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So I don't know why but I like trying to mod the game more than I like playing it XD :p

nimble spoke
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I know the feel, I have a tendency for that

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I keep saying I'll start a new save but I'd like to "finish" my mods first

obsidian tulip
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Lol yeah :p

nimble spoke
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And I play with no loot respawn, so starting a new save when I want to add more items is a problem

obsidian tulip
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Lol yeah I can see that might cause issues XD

quaint nightBOT
obsidian tulip
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Anychance anyone knows how to get a list of zombies a player can see ?

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Or just how to get a list of nearby zombies ?

feral eagle
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A list? What do you mean?

vocal wigeon
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There's a list of active zombies in the cell I think

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You can loop over that and check the distance between them

nimble spoke
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I'm trying to add new evolved recipes, added the base item, the recipe itself, what else? I get an error in ISCraftingUI.lua about populating the recipe list

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And it starts throwing errors for items that can be used in the new recipe

nimble spoke
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Got nothing from the workshop or zomboid site. Looks like there is no way to fix the current bugs.

pine vigil
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It being Christmas break, I would help but currently not near my work environment. Ask me again after new years if you/someone else doesn't figure it out.

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Might be good to post your code though.

obsidian tulip
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Quick question does IsoGameCharacter.Say("Some text"); have the same effect as IsoGameCharacter.Callout(); in terms of how zombies react, like if I use IsoGameCharacter.Say("Some text"); will zombies react to the player saying "Some text" ?

vocal wigeon
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They do not. Say does not generate "sound" that zombies hear. There's another function for generating sound that zombies respond to

obsidian tulip
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Thank you

obsidian tulip
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Do you know how to make the player generate sound ? I can't seem to find the function in the javadocs

obsidian tulip
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nvm I emulated the zombies reacting to the player by using zombie:spotted(player, true) which forces the zombie to spot the player, which is the desired effect I am looking for

nimble spoke
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Merry Christmas modding community

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@obsidian tulip Try addSound

feral eagle
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Merry Zomboid, everybody!

astral junco
#

๐ŸŽ… ๐ŸŽ… ๐ŸŽ… ๐ŸŽ… ๐ŸŽ… ๐ŸŽ…
๐ŸŽ„ ๐ŸŽ„ ๐ŸŽ„ ๐ŸŽ„ ๐ŸŽ„ ๐ŸŽ„
๐ŸŽ ๐ŸŽ ๐ŸŽ ๐ŸŽ ๐ŸŽ ๐ŸŽ

open gifts
new animation and cars
๐Ÿ’ฏ ๐Ÿ’ฏ ๐Ÿ’ฏ ๐Ÿ’ฏ ๐Ÿ’ฏ ๐Ÿ’ฏ

feral eagle
obsidian tulip
#

XD

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I'll give addSound a go @Soul Filcher#6550

obsidian tulip
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I ended up using the getSoundManager():PlayWorldSound() function, seems to work ๐Ÿ˜ƒ

valid zephyr
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is that a warcraft reference?

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but why the lotr pic

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๐Ÿค”

subtle nexus
#

Hello

Can you help me? I'm French (so sorry for the fault ^^)

I try to start a multiplayer map with mod but the server doen't work !
We can't go in the game of the other

Can you help me, please ?

quaint nightBOT
nimble spoke
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Hi @subtle nexus What mod is it? Can you start a server without the mod?

quaint nightBOT
subtle nexus
#

Hello
Thank you for your reply, Soul Filcher

I tried with this mod:

  • Get Firstaid skill by examining dead zombies
  • Wilhelm's Wilderness Improvements
    -Driving Cars Mod - MP
  • Hydrocraft

After several attempts, we only tried with Driving Cars Mod - MP... without success...

"Help, Obi-Wan Kenobi, you are my only hope" ๐Ÿ˜‹

twilit pebble
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Have you tried launching it vanilla

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Sounds like driving cars mod might be what's ruining it if you can't start with only that mod @subtle nexus

nimble spoke
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@drifting ore is our server wizard, but as Admiral said you should try with no mods to see what is going on

quaint nightBOT
royal chasm
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hi guys ^_^ how is it going? ๐Ÿ˜„ soooo i was looking into New Hope - Pack folder, cause i was interested in the custom "welcome message" of the server, and i have found this. I am not very good at modding, i am just a mapper eheh. But i wanted to ask you how to use it ( I will modify what is written inside, of course).

quaint nightBOT
quaint nightBOT
short shell
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okay, so blender question.. how can i align the xyz thing (circled) with my model? I've notice in game that it is off..

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omfg, I'm stupid, I solved my own issue, including a long lasting issue of blender and getting the model to fit in the player's hands...

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to fix it, MAKE SURE you export the model while in EDIT MODE.

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not object mode

subtle nexus
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Hello

We tried with vanilla (NP), but with driving cars mod, we can't see the game of the other

Do you know a mod who work without using a pay server ?

vocal wigeon
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Have you tried hosting ingame while connected to steam and then inviting your friends?

twilit pebble
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@Blackbeard#2706 I'm glad to finally get some closure on this tbh

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@short shell

short shell
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@twilit pebble Today I will be working on how to videos for blender, been spending about 2-3 months on it and finally learned enough to share

twilit pebble
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Awesome

forest ferry
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You guys think it's possible to create a mod that transmits voip over the radio system?

obsidian tulip
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It might be possible but would take a fair amount of work

short shell
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yea, I'm thinking that it would. usally it's best to use ts3 or discord and let the game devs do it

obsidian tulip
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you could potentially build your own pz ts3 plugin that interacts with a custom radio in the game, it's possible but man that would be a undertaking especially since I'm not sure of the quality of voip and ts3 lua libraries

forest ferry
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So something like this, but for Zomboid?

short shell
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yes

obsidian tulip
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YEAP

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whoops sorry capslock was on :3

forest ferry
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Hrm.

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Worth a shot. Would make Zomboid multiplayer really interesting.

obsidian tulip
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YEAP

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dammit capslock, sorry

subtle nexus
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I tried to lunch the game and then invite him, but that doesn't work :S

Do you have a list of mod who works without using a pay server, plz ?

quaint nightBOT
quaint nightBOT
wary fjord
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Anyone want to play pz later pm me

short shell
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im working on some tut videos today, I may play later

short shell
royal chasm
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thank you Blackbeard!

quaint nightBOT
quaint nightBOT
#
There has been a new Mod Published!
feral eagle
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I'm liking the new stuff from TWD-Project.

quaint nightBOT
quaint nightBOT
subtle nexus
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I tried to lunch the game and then invite him, but that doesn't work :S

Do you have a list of mod who works without using a pay server, plz ?

nimble spoke
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@pine vigil How's your 2018 so far? Ready to be bugged about... bugs?

pine vigil
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Haha, go for it.

nimble spoke
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Ok, so, if I add a new evolved recipe that uses existing base and result items, it doesn't show up but it doesn't break anything or spawn error warnings

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in my example I copied the "beverage" recipe, gave it a new name but kept the original items

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If I change the items to the ones I created for it, then all changes, I get errors

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I may need to write them down one by one, but all I can say so far is that the code for evolved recipes can't handle a new recipe, or I'm missing something it needs

pine vigil
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Send me your custom recipes.

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And items file that cotains your custom items.

nimble spoke
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Ok, let me change them here

nimble spoke
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Right now it doesn't generate errors, but the context menu for the new recipes don;t show up. Try using a tomato in any recipe to see what happens.

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I think I forgot to change spawn tables

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Use your higher powers to spawn items

pine vigil
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Will take a look at it tomorrow.

nimble spoke
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Thanks

pine vigil
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@nimble spoke It's working for me...?

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You're tomatoes I can place in a pasta pan.

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I can make Cooking pot with beans.

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I don't see any new evolved recipes though.

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It's in your SFCookItems.txt but it's just a blank section.

nimble spoke
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That's how it works if my new evolved recipes are in the Base module, if I move them to my filcher module then more errors appear

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I have no idea why the evolved recipes don't appear, I think nobody figured how to use them so far

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IsoDoor updated, thank you @pine vigil

pine vigil
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Cool.

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I mean looking through your files you sent, I don't see new evolved recipes that you have created.

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Where are they stored in code?

nimble spoke
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They're in SFCookModifiedItems.txt do I have to add them somewhere else?

pine vigil
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Ah! There they are, okay let me test it again.

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Okay, so you have no items that go into this evolved recipe which means it can't be created.

nimble spoke
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But I do? At least for one of them, I changed all fruits

pine vigil
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I tried with the chili >.<

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Today is not my day. I'll blame it on the cold I have.

nimble spoke
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Should have picked Outdoorsman

pine vigil
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Okay, so...

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Here's how I understand it.

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You can't do evolvedrecipe right away, because it's of incompatible type. You can't use Drainable item types for an evolved recipe. It needs to be a food.

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What's actually happening in game, is that Drainables get converted to another item that is of food type through a simple recipe.

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If you want to see what I mean, you need to look at WaterPot and WaterPotRice and the conversion that happens there.

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Juice is a bit of interesting one, because it's always essentially something that's Drainable.

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Though I would maybe argue that, it's not really something that's supposed to be an evolvedrecipe but rather just a standard one. Unless you're doing mixed fruit drinks I guess.

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Possibly something to chalk up to evolvedrecipe system not being particularly robust enough.

nimble spoke
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But hot drink uses the mug with water as base item

pine vigil
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Hmm... that's a good point.

nimble spoke
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As I said, using the same base and result items used by an existing evolved recipe won't work, for example salad and fruit salad share the bowl as base item, I tried a new recipe that uses it

pine vigil
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Hot drink is also currently broken I feel.

nimble spoke
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Is it? I know it shows up in game, but didn't try it

pine vigil
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I'm trying to open context menu for mug of water but it's erroring out on my side for some reason.

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I fixed this error before, I guess it got trashed at some point.

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Maybe evolved recipes just aren't working for some reason.

nimble spoke
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Stir fry worked for me, but if I tried to use tomatoes it failed to get the name from tomato. So intead of calling it a tomato stir-fry it was just stir-fry

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And I think the cause was that I changed tomato to add my own evolved recipe to the list

quaint nightBOT
astral junco
#

How can I block spawning objects in containers when I start the game?

toxic lance
#

Hi guys!

#

can anybody point me where to read about client-server messaging?

#

while hosting game I want to take mouse position and send it to the server and spawn zombies on that position

#

I've managed to spawn them during solo mode, but can't get it to work online

nimble spoke
#

@pine vigil How hard would it be to add an EveryMinute event? We have nothing between OnTick and EveryTenMinutes to work with

pine vigil
#

I don't think it would be too hard I suppose.

#

Actually no.

#

Because it's in game clock.

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Which only increments in ten minute chunks.

nimble spoke
#

Hmmmm, ok. Is there a reliable way to work around it? OnTick is waaay too fast for basically anything I try to do

pine vigil
#

What you trying to do?

nimble spoke
#

Making traps or other effects that need to detect a player or zombie passing by

#

EveryTenMinutes is too slow, I can walk by and avoid the effect entirely

#

OnTick fires like crazy before I can tell it to stop

pine vigil
#

Well, yeah because it's firing out on every frame.

#

Is the trap an IsoObject?

nimble spoke
#

It is a trap in the trap system, are those IsoObjects?

pine vigil
#

Let me check...

nimble spoke
#

How about a OnEveryTenthTick? lol

pine vigil
#

Yes it is.

#

Use OnObjectCollision.

#

Then just do a check type/name/whatever on the object.

nimble spoke
#

Does it fire when there's no "collision"?

pine vigil
#

No.

nimble spoke
#

I mean, if the object doesn't block movement will it fire when I walk on it?

pine vigil
#

I believe so.

nimble spoke
#

But it only works for IsoCharacter

#

That's sad

pine vigil
#

IsoGameCharacter is both players and zombies.

#

They inherit from IsoGameCharacter.

nimble spoke
#

Ohhh nice, survivors too?

pine vigil
#

I would assume so.

nimble spoke
#

I'll make some tests with OnObjectCollide then, thanks

placid delta
#

@nimble spoke you can just use ontick event and have a counter inc then a condition like this:

If not counter then counter = 0 end

Counter = counter + 1

If counter % 10 == 0 then

-- stuff to happen every tenth on tick

End

nimble spoke
#

Interesting solution @placid delta, is that how you handled your traps?

placid delta
#

Can't say I remember

#

I think I used on player update even and on zombie update event for those

toxic lance
#

guys, can somebody enlight me about sendClientCommand/OnClientCommand ?)

#

in particular: should I do smth special for server to load the lua script except placing it into media/lua/server folder?

pine vigil
#

Not as far as I'm aware, the server should just load the script IIRC.

#

What you want to know about sendClientCommand/OnClientCommand?

toxic lance
#

in short: "why this damn thing does not answer the sendClientCommand" ๐Ÿ˜„

#

I wrote client script that spawnHorde around the mouse current position, works good in solo mode

#

but when I moved the spawn code into the server script, assigned all events in both client and server, the method on the server is never get called...

#

I used @placid delta 's Nocturnal zombies mod as a reference ๐Ÿ˜ƒ

#

tho it is a bit suspicious why he has the same code for both server and client to move zombies...

placid delta
#

bc on mp, trying to do anything with isoZombie objects does nothing, so I just copied the sp code to a server function which gets run on server side via a sendClientcommand. so that it will work server side on mp.

#

just kind of a lazy hack job. so on sp, it still runs the clientcommand message but obviously does nothing. and on mp. it still runs the sp code client side aslong with the client command but again the client side will do nothing

toxic lance
#

thing is the callback OnClientCommand is never called in my case... or at least "print" never show up in the console

placid delta
#

hmm ya i dont think print server side will show up in your client console

toxic lance
#

it does not spawn zombies either

#

and what about "SERVER: ping@ping" messages in the console?

#

aha, there is another log file called coop-console

placid delta
#

try getting a random zombie from getCell():getZombies() and killing it servers side for a test

toxic lance
#

found the bug already, there was a stack trace in another log file ๐Ÿ˜ƒ

#

hm getSpecifiedPlayer(0) returned 0 on the server side...

pine vigil
#

You mean getSpecificPlayer?

toxic lance
#

yeah, thanks @pine vigil , that was it

#

surprising how the lack of auto method lookup can make me suffer for 5 hours ๐Ÿ˜„

placid delta
#

you have to get from your online id

toxic lance
#

another question: I read about reloading scripts during gameplay having -Ddebug and holding shift during game launch

#

didn't work for me... ๐Ÿ˜ฆ

#

I wonder what I did wrong

placid delta
#

has to be left shift

toxic lance
#

and is it still work this way? post was from 2015

placid delta
#

yes you can press f11(i think) and search for a lua script and reload it.

pine vigil
#

Open steam properties for the game.

#

Set launch arguments

#

-debug

toxic lance
#

is it -debug or -Ddebug?

pine vigil
#

Just -debug

#

-Ddebug used to work I believe, but it's a bit dodgy.

toxic lance
#

๐Ÿ˜ƒ

#

ok, now it works, thanks again)

#

I believe this approach does not work for the server?)

#

I mean being able to reload the script while connecting to the server as admin

#

server script

pine vigil
#

No, it doesn't.

toxic lance
#

got it

cursive roost
#

mumblegrumbles

#

"This mod doesn't work anymore!"

#

goes to check, works fine in stable, iwbums and vehicle branches

astral junco
#

@pine vigil What about loading 3d models? Can once again check, why custom models are not loaded?)

#

it would be very cool to load custom models)

pine vigil
#

I'm not familiar with how the model loader works/I don't really do 3D modelling, so unsure of what is actually needed. When animations come out, Martin (the animator) said he would look at allowing custom models to be loaded.

feral eagle
#

That'd be pretty sweet.

forest ferry
#

Is there a way to have server announcements whenever a player joins or leaves the server?

drifting ore
#

Hey guys, good evening, Need modder for guns mod
is there anyone that could help me?

#

sorry bad english

quaint nightBOT
drifting ore
#

What kind of gun mod?

quaint nightBOT
#
There has been a new Mod Published!
clear slate
#

When can we expect the safehouse class to be exposed to Lua? Or is it already exposed? I can see the java methods/functions but don't see any lua ones.

quaint nightBOT
astral junco
#

I hope this has already been exposed, because I also wanted to edit it to add the function of buying and selling a building

#

But i did not find this file

pine vigil
#

I can check to see if it's exposed, when home.

pine vigil
#

zombie.iso.areas.SafeHouse is exposed.

royal chasm
#

hi @pine vigil do you know how the erosion.ini file works? On my server trees don't grow up anymore, not even slowly and there is neither hot or cold, and i don't know how to fix it....any idea?

nimble spoke
#

I'd love some insight into the erosion system, that thing is black magic right now

royal chasm
#

yep i hope he can help me :o

quaint nightBOT
pine vigil
#

I don't really know much about Erorsion I'm afraid, but it's certainly something that I could look in to. I could maybe spend some time looking through the code and creating a little info sheet about all the variables in the erostion.ini file, if it's something that would be helpful? @royal chasm @nimble spoke

royal chasm
#

@pine vigil yes Connall, thank you, it would be really helpfull. I wonder if, by modifying something in that file, in a game already started, would cause errors in the server, or if it can be done. mmm....

#

Where will you post this info file?

pine vigil
#

Probably on the forums, but I'll link through here like I usually do.

royal chasm
#

okkk

#

thank you

quaint nightBOT
stuck kayak
#

I wished there's easier way to test workshop mods on the server.

placid delta
#

Anyone know how to trigger that big red server message thing that is used on MP but use it on SP?

feral eagle
#

@stuck kayak It's pretty easy, just use the Self-Host feature on the bottom right of tge main menu, add the Mods of your choosing with a few clicks here and there in the server settings, boot it up, and enjoy.

#

If your server Terminates itself before it fully launches, chances are a Mod's incompatible with that version or just not at all.

stuck kayak
#

I made a mod to cap in game perks and skills in a controlled RP environment.

I am still not so well verse in luanet stuff and I can't get the user who sent the data from the client to the server so I could filter the data and send only to that person rather than to all.

#

Probably I have to send the player name or something and store them into a table.

quaint nightBOT
quaint nightBOT
quaint nightBOT
placid delta
#

the zombie kill count on character menu, where is that stored? i cant seem to find a get method for it

pine vigil
#

@placid delta IsoGameCharacter -> getZombieKills()

astral junco
#

and can you add the count of people killed? is there any event that looks like OnPlayerKill

pine vigil
#

getSurvivorKills() is probably what you seek.

placid delta
#

thanks i dont know how i didnt see it

#

where is that list of events thread? such as OnPlayerUpdate OnWeaponSwing etc

pine vigil
placid delta
#

why are some events red letters and have no info on parameters?

pine vigil
#

It's because a page hasn't been created for it.

#

Which I (or anyone really) has to do manually.

#

Christmas break arrived and I doing some other things, so haven't created the rest of the pages yet.

#

Was going to write a bot, but it appears the wiki API isn't exposed which is a bit of a bummer.

placid delta
#

is that info taken from an lua file or a class /java file?

pine vigil
#

Depends where the events get triggered.

#

Sometimes it's lua, most of the time it's in Java class files.

placid delta
#

what params for OnZombieDead, just zombie?

#

ah nvm, the OnWeaponHitCharacter had the params listed in the wrong order that was my problem

#

yikes at some point we gonna need to auto read these infos so they are acurate and up to date all the time

pine vigil
#

Theoretically they should rarely if ever actually change, in that case it was probably me screwing up the ordering.

#

It's a rather tedious process.

placid delta
#

it appears as if the order of the params DID change at one point

#

my old mod show damage has it like this: (wielder, victim, weapon, damage)

#

victim is a handweapon obj

#

oh no its just me being stpuid, i was using OnWeapon Swing event

quaint nightBOT
astral junco
#

๐Ÿ‘

stuck kayak
#

Is it possible to listen local chat as I couldn't trigger any while using OnWorldMessage event?

placid delta
#

i think onworldmessage is for the big red lettered server messages not normal chat messages

stuck kayak
#

It works on global chat

#

But I actually wanted to include local chat

placid delta
#

i see. if its for a mod this wont help but, you can get it from the log files.

stuck kayak
#

Yea, it would be cool if there's a way for mods so I could create custom mod commands that is triggered by what you speak in the server.

placid delta
#

maybe the OnReceiveUserlog is what you need

placid delta
#

anyway to detect what a player is crafting. I found how to detect that a player is crafting ...something. but seems to be no info on the recipe name or result in the crafting timed action returned from getPlayerActions()
I COULD track the items in inv before the craft finishes and then check again to see what appeared and asuume that is the result but i hope it does not have to come to that?

spare cloud
#

What about tracking clicked text?

placid delta
#

How would you propose doing that exactly?

stuck kayak
#

I have checked OnReceiveUserlog and it fires on different stuff like when you dupeitem, getting kick... etc.

stuck kayak
#

hmm I found a file "lua\client\ISUI\ISChat.lua"... maybe I could override that to fire a simple event to get the text the player type themselves.

#

I guess it is not hurtting to try and make a module that add additional events to existing chatbox and fire event. I am pretty sure I saw some player want something similar.

#

hmm

#

isn't that also based on OnWorldMessage. guess I need to dig further

pine vigil
#

When you say local chat, are you talking about LocalChat or are you talking about when a player says something in character? @stuck kayak

stuck kayak
#

I want to get the message that is written by the user in the chat box.

#

OnWorldMessage only fires on global chat "/all messages"

placid delta
#

you know you could just add another text input box of your own

stuck kayak
#

I got a request from my server that they wanted custom chatbox that let them use like
!say "name" "message"
which will result in having a different name as though you are talking as another person but it is just server admins who wanted to hide themselves without having to change their names all the time.

I figured the best option is to replace the chatbox after I found out that chatboxes are just lua scripts.

forest ferry
#

@placid delta Is this nolanritchie?

placid delta
#

That's my steam name yeah

forest ferry
#

Had a tiny bit of a problem with the Advanced Trading Post mod. I'm guessing it isn't normal for it to crash your game when you try to set it up?

#

Not really sure what to do, it looks like a great mod for my server.

placid delta
#

Gonna need more info

#

Other mods in use? Steps you took before the crash. It happened once? Did you try again with same crash? Or just once? Etc

#

And build used. I need enough info to recreate the issue or it's a wasted bug report

forest ferry
#

Hrm.

placid delta
#

what is OnMakeItem event? does it really have no params?

#

nvm apparently its an old obsolute thing

quaint nightBOT
#
There has been a new Mod Published!
stuck kayak
#

I just learn that unpack(...) can't handle java strings.

quaint nightBOT
quaint nightBOT
scenic sigil
#

I still have a question...and i have not received a reply...
How to create your own .bank music file and replace vanilla with it? (in fmod studio)

nimble spoke
#

Last I read about it in this channel fmod was bugged and the bank files created with it are not working

scenic sigil
#

These were my words about bank files

nimble spoke
#

ohhh, but didn't Connall say something about it back then?

pine vigil
#

More that I don't really know how the Fmod stuff works.

royal chasm
#

Connall did you post that Erosion info somewhere?

pine vigil
#

No not yet, still working on some other tasks. Right now, wouldn't expect it until next week.

nimble spoke
#

Any mod-related tasks?

pine vigil
#

Yeah, creating the ability to define settings specific to your mods for the option menu. Would mean no need to override the options menu from a mod and also means you won't have to do UI programming which can be rather tedious.

#

Hoping to have more details/something to show soon

clear slate
#

That could come in handy at some point for me.

placid delta
#

Easy mod settings would be sweet.

quaint nightBOT
forest ferry
#

Man, admins really need more tools on servers.

#

Like the ability to create waypoints to travel to, without creating mini no-PvP zones.

#

Or being able to designate certain things on the server as being indestructible.

placid delta
#

waypoints, good mod idea. but i imagine a imersion killer\

forest ferry
#

It's for admins and moderators to teleport around the map quickly.

#

Not for regular players. Only people who can teleport.

#

As an added bonus, if it could output what position the waypoint is at, then server admins could use the x and y co-ordinates to add it to the spawn point list.

#

In this format:

#
    return {
        unemployed = {
            { worldX = 40, worldY = 22, posX = 67, posY = 201 }
        }
    }
end```
#

So the x and y tile, and the position within that tile.

placid delta
#

if its for admins only cant u just use necroforge?

quaint nightBOT
drifting current
#

That achievement sound sounds very familiar, The Last Stand used the same one iirc.

stuck kayak
#

I think the hydrocraft solar generator trick have been patched making it totally useless.

midnight carbon
#

@placid delta is the designer of the solar gen.

placid delta
#

Haven't used it myself for long time let alone look into the changes that broke it . Can't really use HC on recent builds it can't handle the performance dip that comes with it

feral eagle
#

Are there any mods for singleplayer that allow the Renaming of any weapon / object?

#

I can only seem to do this in Multiplayer, including altering its base stats as an Admin.

#

Would be quite handy to use in singleplayer, too.

stuck kayak
#

I came across a post in steam that talks about the generator bug one of which is an exploit (rather unintentional) that make use of an active generator and destroy it while being active. (Same technique is used in HC)

It act as a solar generator since it stays active and does not uses fuel. This bug was likely fixed hence the solar generator in HC no longer works.

quaint nightBOT
stuck kayak
#

Tbh, I would rather want a more realistic solar generator that actually use power while at night and charge during day.

quaint nightBOT
quaint nightBOT
quaint nightBOT
#
There has been a new Mod Published!
pine vigil
#

Commented version of the erosion.ini file. Obviously don't use this file in your server.

#

I didn't put this up on the forum, because it took a bit of guess work. Not sure I got everything right, but it seems to be a very data driven/statistical file for erosion. Not really a player facing thing.

#

FAO: @royal chasm @drifting ore @drifting ore @drifting ore Whichever is which.

royal chasm
#

thank you @pine vigil

pine vigil
#

Np.

rocky lynx
rocky lynx
#

Solved!!!

feral eagle
#

Excellent choice!

rocky lynx
clear slate
#

Gratz

nimble spoke
#

Interesting, what is that used for?

rocky lynx
#

Make ammo

feral eagle
#

@rocky lynx I endorse your Mod for the base game.

#

It should be a thing.

#

Gunpowder, casings, Munitions work table, genius.

nimble spoke
#

Very interesting

lusty dagger
#

its a nice mod you are using

copper holly
#

ya i think after you fire a gun you should be able to pick up the empty shells for reloading

rocky lynx
#

i used the last tilezed to write the definitions but i think some lines are lost [outdated to make actual newdefinitions], because "CanScrap", "Material2", "Material3", "SpriteGridPos" not appear in list on tilezed :/ that i think needs to work properly with moveables and scrappable objects :/

#

@inland gull

clear slate
#

also would be nice to have some exmaples on making items as a tutorial for other people who might be interrested in adding things like this.

#

those tiled ones. not simple items.

inland gull
#

@rocky lynx eh, i have the tileproperties file we use if you want, i don't know how to update it for the tilezed dl tho.. gonna send it via mp

rocky lynx
#

there is another way to add properties?

quaint nightBOT
rocky lynx
scenic sigil
#

nice ๐Ÿ‘

feral eagle
#

It might be the first Non-Aesthetic mod I actually use for my Vanilla experience. So as long as the ammunition production mechanics are sensible, and not OP. ๐Ÿ‘Œ

#

It's balancing issues I have issues with when it comes to Mods.

nimble spoke
#

"Non-aesthetic mods", I wonder what mods you use then

feral eagle
#

Books Recolor mod that gives themes to skillbooks.

#

Category mod, with more detailed item categories, etc.

nimble spoke
#

You know vanilla books have different colors now, right?

feral eagle
#

Yes, but Svarog's Book Retextures add themes to their covers.

#

Like an Apple Tree on farming books, Saw n' Hammer on construction books, the little things.

nimble spoke
#

I know, I used it when all books were red

#

And it is 2018 already, can't they make new icons for the hiking bags?

#

I use Svarogs recolors for them

forest ferry
#

I love the idea of spent casings littering an area where guns have been fired.

#

Especially on multiplayer servers. It encourages people to come back to scavenge the casings and remake the ammo to sell back to the people shooting it in the first place

feral eagle
#

It can be done, as simple as those trash/blood objects that litter the streets and insides of some interiors

quaint nightBOT
quaint nightBOT
#
There has been a new Mod Published!
forest ferry
#

Listening to SovietWomble currently about why DayZ became such a popular mod for Arma

#

And he also talks about the different settings each server used, which became their own versions of the mod.

#

Things like base building, different approaches to survival mechanics etc.

#

And one of the things he said became rather essential to the DayZ experience, especially multiplayer teamwork, was the missions plugin. It gave groups of players something to engage with, rather than idly roaming around the map and killing people for fun.

#

Things like pockets of rogue military resistance, with a reward for clearing them out. Even if it's the equipment they were carrying. 3 players vs 20 NPCs forces people to think tactically and to use teamwork, and the gunfire would attract other players around the map, which would then become a PvP fight. According to Soviet, just about every server had the missions plugin in the end.

forest ferry
#

Of course, this is Project Zomboid, not DayZ. But I feel he might still have a point.

#

Not necessarily involving NPCs with guns, more the random "prompts" that create bursts of activity and spark chain reactions

rose leaf
#

@forest ferry might be worth posting that as an idea on the suggestions forum

forest ferry
#

You sure? Would probably work better as a mod, rather than a feature in the base game

#

I'll clip the stuff he says, and put it here.

mystic cape
#

Thatโ€™s a pretty smart mod, donโ€™t see why you wouldnโ€™t want it as a mechanic, helps create spontaneous content for players.

forest ferry
#

The problem with putting it as a mechanic in the base game means it has to be polished to perfection. Which means waiting a long time for it, or having it in IWBUMS or other test builds.

#

Having it as a mod? It's optional, people can contribute to it.

mystic cape
#

True, but PZ has a lot of checkboxes already. ๐Ÿ˜‰

#

Like, seriously, Sandbox PZ itches my checkbox obsession.

cursive roost
#

people bitch about the very existance of some mods :/

forest ferry
#

I mean there's nothing stopping you from incorporating a mod into the base game when it's at an acceptable level of quality.

mystic cape
#

The only mod I will bitch about, is that we lost the Naked Kate mod to time.

:โ€™)

forest ferry
#

DayZ was great because people modded it heavily, even creating their own versions of the mod itself.

#

There's something very sloppy but also great about random people in the community throwing their hat into the ring.

#

I'd actually love to see people create their own total conversions for PZ.

#

You'd see a lot more people playing it, or recommending it.

mystic cape
#

I think back during the K&B stages of the game, someone mentioned conversion from Zombies to the Chryssalids from Xcom

#

But I donโ€™t think that ever happened.

cursive roost
#

I think the hardest part is getting enough scenarios together that it stays interesting

#

PZ isn't a shooter where "kill bad guys at <location>" is enough of an incentive

mystic cape
#

^ this

#

Could be like a bunch of little storylines? Like in journals/notepads.

#

Follow the trail, get a free rag burger.

#

That wouldnโ€™t really be spontaneous, though.

nimble spoke
#

Something like an extension of the annotated maps, more specific loot as a reward

#

The key to a car with full trunk

mystic cape
#

Yeah, just little things that add on to the environmental storytelling that can already be seen

forest ferry
#

That already exists in the game, and I don't think it's enough.

#

You might think Project Zomboid is too subtle for "kill bad guys at location" but the truth is that it isn't. It just needs to approach that sort of scenario in its own unique Zomboid way.

#

Bandits or gang members would be a thing, especially during the apocalypse where you have to be both aggressive and communal to survive.

#

Instead of DayZ's "kill soldiers at this location" it could be PZ's "Kill the gang members who killed the soldiers at this location"

#

The important part for a missions plugin or mod would be generating some sort of commotion at a location, somehow.

#

Finding letters or treasure maps is far too tame. It would need to be something visual or auditory, like smoke burning in a forest, loud noises or gunshots. Or even zombies migrating towards the camp.

quaint nightBOT
#

NPCs are being constantly worked on, but are not yet ready for release. They will not be out for a while yet.

http://steamcommunity.com/app/108600/discussions/0/520518053449950851/#c520518053450165555 && http://steamcommunity.com/app/108600/discussions/0/520518053449950851/?tscn=1461077150#c361787186439298400

http://theindiestone.com/forums/index.php?/topic/14491-the-silver-lining-of-npc-delays-etc/

http://theindiestone.com/forums/index.php/topic/16278-no-npc-mentions-policy/

The tl;dr is 'We know we're slow, but we're not going to compromise by rushing them into the game, or rushing the game to completion. NPCs always being worked on, and no one wants them out there more than us.'

forest ferry
#

Yes. I'm aware.

#

Scroll up.

#

Scroll up.

#

That specific example I used would require NPCs, yes.

#

No seriously scroll up

#

Okay. Cool.

quaint nightBOT
rocky lynx
nimble spoke
#

@placid delta Get naked achievemtn isn't working

placid delta
#

Remove back pack and shoes too

forest ferry
#

An idea would be a mod that causes random helicopter drops to happen. Spawns a helicopter event in the same area as the crate. Hordes are attracted to that central point. Gotta fight your way to the center, or lead the hordes away. Other players hear the helicopter or see the migrating hordes too. Boom, same principle, no need for NPCs yet.

nimble spoke
#

Ohhh I didnt know you had to remove backpacks

trim lichen
#

Anyone familiar with how bees work in Hydrocraft? Seems like I either need foraging 10, bug hunt endlessly for wild beehive, or find an existing hive (I don't think they are part of the map). Any ideas?

rocky lynx
quaint nightBOT
#
There has been a new Mod Published!
quaint nightBOT
nimble spoke
#

@rocky lynx The second menu looks like a waste if there aren't other options there, might be better to go straight for "Fabricar municiรณn" when you right click

rocky lynx
#

@nimble spoke second menรบ will have more options, to melt lead that needs "Make bullets" options.

rocky lynx
#

@inland gull i need help, have a script with count=5 on a item, when getSpecificPlayer(player):getInventory():AddItem("xxx.xxxxx")
This add 5 from a item, i need to give only one :p how can do it?

nimble spoke
#

Ahhh ok

#

Count items are like that, if you need only one maybe remove the count

#

I had an issue like that once, don't remember was it was exactly, something to do with cooking recipes

rocky lynx
#

there is another way because in recipes, if i put result: xxxxx.xxxxx = 1 Then gives me only 1 and not 5

rocky lynx
#

i will try with AddItems(xxxx, 1);

#

not work :/

placid delta
#

Then just change the count to 1 and the recipe result count to 5?

rocky lynx
#

i'm not making a recipe

#

just i need a code to give me 1 item count (when a scripted item has count=5)

#

blablabla:getInventory():AddItem("thescripteditemwithcount=5butineedonly1")

placid delta
#

What's the name of the item? Include base

rocky lynx
#

yes

#

Base.Bullets9mm

#

has count=5 in scripts

#

but i need a code to give me only 1

#

not recipe

#

in recipes if i put Result:Bullets9mm=1; Then works and give only one (ignores count script)

placid delta
#

Player:getInventory():AddItem(instanceItem("Base.Bullets9mm"))

rocky lynx
#

iwill try that

placid delta
#

I can't recall if it's "itemInstance" or "instanceItem" though

rocky lynx
#

okay i will try now

#

instanceItem work

#

thanks @placid delta

inland gull
#

the InventoryItemFactory is published to lua iirc

#

InventoryItemFactory .createItem("xx.xxx") should work

rocky lynx
#

Thanks!!!

forest ferry
#

Hrn, is it possible to mod muzzle flashes into the game?

#

Brief bits of light when guns are fired, maybe a sprite on the end of the gun

rocky lynx
#

@forest ferry nice question, or maybe mod to eliminate the flash when a fireweapon is shooted?

forest ferry
#

I was thinking of making a video for the game

#

Would look great if gunfire generated light and you could clearly see that the gun is being fired

placid delta
#

Firing a gun does light up the room for a split second

forest ferry
#

Hrm, in that case, I'd still like to see some sort of muzzle flash or even a puff of smoke on the barrel

#

Right now you can see the recoil on the animation, and hear the sound, but I'd still like to see some sort of other effect from the barrel of the gun.

#

Anyway, I know this is still the modding channel.

#

What I wanted to ask is, is it possible to add things like that into the game (using mods), or not really?

rocky lynx
#

@placid delta outside of rooms make light also for a second

#

i tested on streets (maybe attached to zones? because streets = Nav zone in mapping)

rocky lynx
azure elm
#

Me gusta

quaint nightBOT
opal tendon
#

Is ORGM still supported?

#

aka maintained

opal tendon
#

Oh it is

shadow hound
#

we need more good modders for the game.

quasi current
#

i was wondering if someone could help me with an issue. a couple of the books we collected on my mp server for the communal library "dissapeared" a player must have taken them not put them back and logged off with them. typically an easy fix as i can console command them in or necroforge but these particular books are from a mod and necroforge is not compatible and they did not list the codenames for the items anywhere
http://steamcommunity.com/sharedfiles/filedetails/?id=857723086

#

the advanced blade guard book (as the mod names it advanced blade defense) and the advanced blade maintenance (advanced knife sharpening) are any modders perhaps capable of finding the console command to add those particular books back in for me?

#

the mod id is listed as AdditionalBooks2 so I assume that means /additem "AdditionalBooks2.XXXXX" where x is the item codename but cannot actually find the codenames :/

opal tendon
#

Go to mod's folder

#

go to scripts

#

and seek book's codenames in scripts

#

use notepad++

quaint nightBOT
true basin
#

Are the base items externalized or baked into the application? I got hold of ItemTweaker and want to test out a simple change: make bleach function as a disinfectant / sterilizer the way whiskey does. The syntax to make this item tweak (I'll actually just use his "example" mod OrganizedItemNames) seems pretty straightforward. But no idea what the member data or functions are for items like Bleach or whiskey.

nimble spoke
#

@true basin All items can be found in txt files inside media/scripts

#

You can check them and override them in your mod

true basin
#

@nimble spoke : Nice thanks!

#

Figured they were externalized ๐Ÿ˜ƒ

nimble spoke
#

You can also check mosto f them in the wiki

#

Including item code

true basin
#

First I'll just see if I can get this to work: TweakItem("Base.Bleach","DisplayName","Bleech");

#

and if so, I'll buckle down for the real changes I want to make.

#

Not sure if studying C++ for the past 2+ years has actually helped, but this stuff seems far less obscure than the last time I dug into any modding.

#

Any of you guys play with the "Survivors" mod?

#

Only 1 or 2 things I am turned off by with that one: (1) non ally NPCs seem to have a tendency to run around like 7 year olds high on too much high caffeine beverage; (2) the sudden arrival of "Marauder" NPCs who murder your allies and then depart.

nimble spoke
#

Tell that to @placid delta I played it a few times, never survived long

placid delta
#

It sounds like it's working just fine

#

As it says in desc, purpose is not to add intelligent NPC but basic reflex reacting survivors to throw in there to create chaos when the game starts

true basin
#

Not to say it "doesn't work!" Just that, I found those aspects of gameplay a tad bit unfun . . .

#

@placid delta: so do you play with it and survive for long periods?

#

Also, I'm curious: is yours the mod that is effectively "unlocking" the "original NPC algorithms" that Indie Stone released and then deactivated?

placid delta
#

No and no

true basin
#

ah!

nimble spoke
#

It surely creates a lot of chaos

placid delta
#

But I never really survive long no matter what mod or setting

true basin
#

I got a sandbox config I setup with the intent to make the game a bit less hectic right at the start.

placid delta
#

Something else fun to try with survivors is this:
Use orgm and set survivor spawn rate to 10. Zombie spawn off. Everyone is infected as sprinter zombies in settings sandbox. Spawn yourself some guns at start and Choose gun profession.
Makes for great fun chaos

#

Oh right, and chance to spawn with gun must be 100

#

I can't understand why people would not like the chaos in the zombie appocholypse

nimble spoke
#

I like the inital chaos, but I always try to gather a group of survivors and it seems to be a bad idea

drifting ore
#

Tbf, with me always playing really slowlike, it might be fun to try some chaotic scenarios

true basin
#

I kinda wanted to see how LONG I could survive ๐Ÿ˜ƒ

#

and explore a larger fraction of the game content. So far, I've played probably up near ~50 hours and most all of that has been within a short range of central Muldraugh

#

@placid delta : so the Maruaders, do they just keep spawning infinitely?

#

or might it be possible to beat them back and weed out the numbers and then continue long-term with followers

#

Damn, this must be the most moddable game ever. Items are literally just in .txt files!? ๐Ÿ˜› ```
item WhiskeyFull
{
HungerChange = -20,
Weight = 0.7,
Type = Food,
ThirstChange = -20,
DisplayName = Whiskey Bottle,
Alcoholic = TRUE,
UnhappyChange = -10,
ReplaceOnUse = WhiskeyEmpty,
Icon = WhiskeyFull,
CustomContextMenu = Drink,
CustomEatSound = PZ_DrinkingFromBottle,
AlcoholPower = 2,
Carbohydrates = 0,
Proteins = 0,
Lipids = 0,
Calories = 1500,
Packaged = TRUE,
CantBeFrozen = TRUE,
}

#

AlcoholPower seems to be the parameter I want. Disinfectant also has that one.

nimble spoke
#

Yes, it is very easy to mod certain aspects of this game

true basin
#

no idea if "Poison = true" or "PoisonPower = 40" are going to conflict with using Bleach as a disinfectant.

#

so I think I'll just comment out the vanilla item Bleach definition and plug in the key parameters from disinfectant.

#
    {
        Type                =            Drainable,
        UseDelta            =            0.1,
        UseWhileEquipped    =           FALSE,
        DisplayName            =            Bottle of Disinfectant,
        Icon                =            Alcohol,
        Weight                =            0.3,
        AlcoholPower        =           3,
        Tooltip = Tooltip_Disinfectant,
    }```
#

If I can get it to work that way, then it might be worth trying to use the ItemTweaker so it is multi-mod compatible.

nimble spoke
#

I don't see a reason for conflict, poison is for drinking it

true basin
#

but I'm not sure if ItemTweaker can add parameters or nullify exising ones.

#

Well, the "Poison = True" parameter for Bleach MIGHT mean that any "use" of bleach results in poisoning.

nimble spoke
#

No, it means that "eating" it results in poisoning

true basin
#

Both Whiskey and bleach have "Type = Food" but Disinfectant has "Type = draining"

nimble spoke
#

That's the only way to get poisoned

true basin
#

you are probably right

#

the only common parameter for Whiskey and Disinfectant is "AlcoholPower = <int>" so that "variable(?)" is probably the one that tells the app the item can be used as a sterlizer/disinfectant

nimble spoke
#

Yeah, probably. I never tried it myself but it makes sense.

true basin
#

will let you know

#

nope didn't work.

nimble spoke
#

Do you mean in the health panel or what?

true basin
#

must need to make some changes to recipe.txt as well

#

adding "AlcoholPower = 3," to Bleach did not provide a tool tip to "Disnfect rag" when i had some ripped sheets in my inventory, though it does for disinfectant (which also has AlcoholPower = 3,"

#

so it must be the recipe thing . . .

nimble spoke
#

Yes, you need the recipe

#

You should test the health panel too, as far as I remember the options there are hardcoded, but it is worth testing

true basin
#

probably just copy this stuff ``` recipe Disinfect Bandage
{
destroy RippedSheets,
WhiskeyFull;10,

    Result:AlcoholRippedSheets,
    Time:40.0,
    Category:Health,
}

recipe Disinfect Bandage
{
    destroy Bandage,
    WhiskeyFull;10,

    Result:AlcoholBandage,
    Time:40.0,
    Category:Health,
}``` and change Whiskey to Bleach
#

re: the health panel: you are saying you don't think that can be modded eh?

nimble spoke
#

I remember a discussion about it, that part of the game is very old, so it wasn't planned with modding in mind

true basin
#

argh . . .

#

"item Bleach" does not work with "BleachFull;10," . . .

#

but does work for "item WhiskeyFull" . . . duh

#

still no joy ``` recipe Disinfect Bandage
{
destroy RippedSheets,
WhiskeyFull;10,

    Result:AlcoholRippedSheets,
    Time:40.0,
    Category:Health,
}```
#

works fine but ```recipe Disinfect Bandage
{
destroy RippedSheets,
Bleach;10,

    Result:AlcoholRippedSheets,
    Time:40.0,
    Category:Health,
} ```

does not

#

what the heck is that semi-colon doing!?

#

apparently it is used to end a statement just like in C++, but why it is placed between the WhiskeyFull and 10 I cannot guess.

quaint nightBOT
quasi current
#

@opal tendon thanks so much man instantly fixed my issue ๐Ÿ˜ƒ sorry i was unaware the item names would be listed in there i had tried looking elsewhere where it was posted on the indie stone forums etc ๐Ÿ˜ƒ really appreciate the assistance ๐Ÿ˜„

quaint nightBOT
pine vigil
#

@true basin Because it's used to take only a small amount of whisky from the bottle rather than using the whole thing. That's what it indicates.

#

Don't try and bring any programming syntax into the Text files, because it will not help you.

quaint nightBOT
true basin
#

@pine vigil : apart from items.txt, newitems.txt, and recipes.txt, can you think of any other files I might look in to find scripts that could help me figure out how to get bleach to function as a sterilizer/disinfectant? Or is this likely to be something that cannot be modded?

pine vigil
#

Just create a recipe, that would do the trick

true basin
#

Ah! of course, thanks!

clear slate
#

Nolan or anyone else could answer me this question. I'm been playing solo with survivors a bit. But how do i give my guys ammo? I tried filling a bag with boxes of ammo for a shotgun. Give the bag back to them. They pick it up. I give them shotty. But they still complain they have no ammo. or out of ammo.

#

Do you also plan on adding support for azerty/querty? Seems the default is querty and the controls are hard coded in the settings file but i can't seem to locate the Attack key. So when i move to the right it keeps shouting Attack!. Wich is kinda annoying. @placid delta

#

Don't know sure wich Nolan to higlight in a @. There's a green one and a blue one lol.

#

Thanks

lean glacier
#

Someone should mod useable casino machines and pool tables and poker tables to increase happiness and spend them cash drops from zombies! Would that be super hard to make? ๐Ÿ˜ƒ I know nuthin of coding and creating

#

Slots, roulette, poker table, blackjack table

#

Oh mod a Russian roulette with pistols

#

And the noise draws zombies ๐Ÿ˜‚

placid delta
#

@lordSeaworth#8792 you have to unbox the ammo, they can't unbox it themselves

nimble spoke
#

java.lang.RuntimeException: __lt not defined for operand <- what does it mean?

upper bough
#

from what I've read __lt is a python operator. The Java > Lua library that the game implements __lt and it appears to follow the same concept of "lt(a, b) is equivalent to a < b"

#

what code are you running that gives you an error? I think an argument you passed is returning null

nimble spoke
#

I'll check that

nimble spoke
#

Ok, so the problem is, I detect two properties for a tile, one is the CustomName and the other is PickUpWeight, but PickUpWeight isn't working

#

Or at least it looks like the problem

nimble spoke
#

Fixed! Trying to do math with nil was the problem

quaint nightBOT
quaint nightBOT
quasi current
#

so I have been able to do a couple bug fixes to my hydrocraft mod but the changes are local only is there a way to pass the changes along to the other players connecting to my server? would I have to post it as a mod or something?

placid delta
#

Better yet just send (with explanation) to hydromancer bc he original author of hydrocraft so he can update it for all

quasi current
#

did that but still takes time for the updates if he does them ๐Ÿ˜›

quasi current
#

i was also trying to see if i could create a recipe to get a random male or female rabbit in hydrocraft. there are already commands under the ranching menu to look for certain animals and copying the structure i just added one to track live rabbits the issue is all the rest of the animals use the line "OnCreate:getHorse" or something similar i can put "OnCreate:getRabbit" but it wasnt pre defined and i am unsure where i might find where those definitions are set to add one for rabbits.

#

thats the text file i edited with the "Track Live Rabbits" recipe i had to use "OnCreate:HCRabbitGet" as a placeholder it is the command from breeding the rabbits and so gives a random selection of a few rabbits of either gender

astral junco
#

How I can stop the sound??

self.character:getEmitter():playSound("Piano2");```
astral junco
#

๐Ÿ˜ฆ

pine vigil
#

When you use play sound I believe it returns a variable of the sound. So if you store that you can run :stop() I believe.

royal chasm
#

soooo....there is a mod called Ranking that show me, how many kills every player made on my server. Is there a way to create a mod that show me, for how long a player has been alive? That could be a usefull way to find out the savescummer

#

even if there is ServerTransictionID enabled on my server, a player has been able to use his old saves after his death

placid delta
#

@Woldren#2619 yes you could def have a mod which could report this kind of user info, for all online players. If u need it for all players ever logged and not necessarily online right now, would be a lot more difficult

royal chasm
#

ok thank u :D

scenic sigil
feral eagle
#

Excellent choice! Got any sprites for slot machines planned?

scenic sigil
#

Of course.

pseudo yacht
#

hi

nimble spoke
#

@pine vigil I've been meddling with the blacksmith stuff, some nice things there, but the game crashes when you melt items in a furnace. Could it be fixed?

nimble spoke
#

Probably an issue in BSFurnace.class

pine vigil
#

Maybe something I take a look at tomorrow.

quaint nightBOT
#
There has been a new Mod Published!
quaint nightBOT
placid delta
#

yo, how to check if game is paused?

pine vigil
#

Paused as in pause menu, or paused as in time paused?

cursive roost
#

UIManager.isShowPausedMessage() I guess

#

UIManager is exposed, too

placid delta
#

i guess i need both @pine vigil

cursive roost
#

then you also neex getGameSpeed()

placid delta
#

i guess it returns 0 if paused?

cursive roost
#

it should, but ISTR that for pause it actually returns -1

#

try it, don't quote me

astral junco
#

I did not manage to make a sound stop (

function PianoAction:start()
        local Player = self.character;
        Player:Say("Playing");
        self.character:getEmitter():playSound("Piano2");
end    

function PianoAction:stop()
    ISBaseTimedAction.stop(self);
    Player:Say("Stop");
    self.character:getEmitter():stop();        
    --getSoundManager():StopMusic();
end```
`Maybe need check square on which I stood`
drifting ore
#

I need a mod that adds cool balanced set of melee weapons

#

Or some mods

formal folio
#

Hey, have anyone managed to get Hydro + vehicle branch work in MP?

pine vigil
#

@astral junco sound = self.character:getEmitter():playSound("Piano2"); sound:stop()

Is what you should be doing, I believe. You need to run the command on the sound, not the emitter. I think, anyway.

quaint nightBOT
astral junco
#

@pine vigil It looks truthful, but for some reason it does not work. The music plays, but does not want to stop)

#

I found a script with a sound stop, it looks just like you said, but the sound doesn't stop(

function PianoAction:start()
    player = self.character;
    player:Say("Playing");
    sound = getSoundManager():PlayWorldSound("Piano2", false, player:getCurrentSquare(), 0.2, 200, 0.2, false) ; end    
function PianoAction:stop()
    ISBaseTimedAction.stop(self);
    player:Say("Stop");
    sound:stop(); end
placid delta
#

I recall having no luck trying to stop sounds myself. It just did not work. Someone else said they same thing here before

placid delta
#

can you make a static class method in lua?

proud spruce
#

Hopefully this is the right place to ask this. For some reason my lua script is no longer printing to the command line despite it doing so a while back (I'm getting back to it after a few months away) and everything working as it should. Another mod (Vorpal Weapons) is still printing just fine, so I'm not sure what's going on. Seen some forum posts with similar problems but no solutions posted. Anyone getting this?

pine vigil
#

Probably can't help very much, without seeing some code.

proud spruce
#

Highly abbreviated...

ZombChars = {};
function ZombChars.rng(n)
    return ZombRand(n)+1;
end
function ZombChars.spawnAll(container, itemlist)
    for i=1,#itemlist do
        container:AddItem(itemlist[i]);
    end
end
function ZombChars.spawnRandom(container, itemlist, maximum, quantity)
    r = ZombChars.rng(maximum);
    for i=1,r do
        r = ZombChars.rng(#itemlist);
        q = ZombChars.rng(quantity);
        for i=1,q do
            container:AddItem(itemlist[r]);
        end
    end
end
function ZombChars.addLoot(contRoom, contType, cont)
    if contType == "inventorymale" or contType == "inventoryfemale" then
        print("Found Corpse");
        local spawnType = ZombChars.rng(40);
        print("< Rolled: "..spawnType.." >");
        if spawnType == 1 then
            print("< Businessman >");
            ZombChars.spawnAll(cont, BusinessAll);
            ZombChars.spawnRandom(cont, BusinessExtras, 1, 1);
            ZombChars.spawnRandom(cont, BusinessMoney, 3, 6);
            ZombChars.spawnRandom(cont, BusinessTies, 1, 1);
            ZombChars.spawnRandom(cont, BusinessBags, 1, 1);
        elseif spawnType == 2 then
            print("< Mailman >");
            ZombChars.spawnAll(cont, MailAll);
            ZombChars.spawnRandom(cont, MailExtras, 1, 1);
            ZombChars.spawnRandom(cont, MailMail, 3, 6);
            ZombChars.spawnRandom(cont, MailPost, 3, 6);
        end
    end
end
Events.OnFillContainer.Add(ZombChars.addLoot);```
pine vigil
#

Have you tried putting a print outside the if statement, to see if the function is even getting called?

proud spruce
#

I just tried it and still no print, but the function has to be getting called because it's doing everything else that it should be doing (spawning additional loot on corpses).

proud spruce
#

I'm not sure what I'm missing. I am running a script that removes items from a zombie corpse and it's working... but the item only actually disappears when the server is restarted. This leads me to think maybe the client is getting the change (even though the script is running under /shared). Adding items afterward doesn't seem to "refresh" it either. Why does removing items have this problem but not adding items? (This is a multiplayer-only issue.)

#

The same thing happens with three different functions for removing items.

ZombTests = {};
function ZombTests.printTest(contRoom, contType, cont)
    if contType == "inventorymale" or contType == "inventoryfemale" then
        print("Found Corpse");
        cont:removeAllItems();
    end
end
Events.OnFillContainer.Add(ZombTests.printTest);```
placid delta
#

anyway to check if pathing to a square is blocked / possible ?

proud spruce
quaint nightBOT
quaint nightBOT
quaint nightBOT
woven jungle
#

is this a place i can ask for help in modding my rented server? got some (probably blatantly dumb) issues...

pine vigil
#

This is more programming/discussing work on mods, depends what you are trying to do I suppose.

woven jungle
#

ok ill back off then ๐Ÿ˜ƒ

#

but thanks for the answer ๐Ÿ˜ƒ

rocky lynx
azure elm
#

lol

placid delta
#

.modder Xeno

quaint nightBOT
#

@placid delta

Modder Xeno Ranked #147 in Total Subscribers
Has published a total of 1 Mod(s)
With a total of 1311 Subcribers
And a total of 15820 Visitors
And a total of 89 Favorites

Xeno's top ranking mod The Last of Us 1.6 is ranked #146 with:
4/5 Stars
Total unique subscribers: 1311
Total unique visitors: 15820
Total favorites: 89

quaint nightBOT
quaint nightBOT
rocky wave
#

Is there an up to date guide on how to add mods from the workshop to a dedicated (headless) server?

clear slate
#

@rocky wave I'm not quite sure for a updated guide for it but all you need is to have two entries in your 'servername.ini' on the headless server.
[This example is to add Hydrocraft]

  1. Mods=Hydrocraft
  2. WorkshopItems=498441420

Add or edit these two lines in your server ini with the mods you want to use. Seperate mods/workshopitems with an ;
Add all the ones you want to use. both their Workshopitem ID from the workshop and name of the mod in the mods section.

rocky wave
#

Thats what I have and it will not load them ๐Ÿ˜ฆ do you leave the mod in the steamapps folder or move them out into root/mods?

#

@clear slate

river plinth
#

@rocky wave you don't move them anywhere, steam will download it to the right directory if you have the proper Workshop-Mod-ID

stuck kayak
#

I am creating a new chatbox which also includes custom command feature. (There will be a server side settings to let you rollback to the original chatbox)

I figured when overriding ISChat method, it is going to break when the new chatbox is released. Vehicle branch and main branch also had slight difference so... I can't inject custom stuff into it. To add some twist, I added a color picker as part of the feature. (Can be disabled via server side settings)

pine vigil
#

@nimble spoke Just so you know, I'm only getting around to checking the blacksmithing bug, I was zoning the past few weeks and just really needed to get that done.

#

@nimble spoke I just realised you said furnace, is this a HydroCraft issue?

nimble spoke
#

@pine vigil No, enabling the blacksmith code in ISBlacksmithMenu.lua grants access to the official one, that was left out when metalworking was added.

#

I understand that it is a WIP, but right now most of it works, I just can't melt metal items because it crashes, so I believe the game has the wrong version of BSFurnace.class or something like that

#

I's also like to point that the furnace tiles have no walk collision

pine vigil
#

It's not WIP, it's discontinued.

nimble spoke
#

I just thought that maybe if it is something easy to identify and correct, I could make it a mod

#

Discontinued, ok

#

I think it is a damn shame it is all there mostly working, and we can't use it. So I'm volunteering to make it a mod

drifting ore
#

You can certainly use the files for your own purposes.

pine vigil
#

Can you give me some sort of error code, I got other work I need to be doing and don't want to spend too much time debugging something that was never intended to see the light of day.

nimble spoke
#

I'll work on that

nimble spoke
#

Because BSFurnace.class gives xp for Melting

drifting ore
astral junco
#

tnx ๐Ÿ˜ฆ

stuck kayak
#

Do anyone knows when to use setStencilRect() clearStencilRect()?

drifting ore
lusty dagger
#

lol

stuck kayak
#

I just notice that anyone can use " /servermsg " though it suited more for admin use.

wide cipher
#

Hello everyone, when there is errors in a mod we have a small red window with the number of errors encountered but is there a way to obtain more details?

astral junco
#

@wide cipher Game console displays in more detail what is the cause of the error and which lines of code cause these errors

wide cipher
#

Ok thank you

wide cipher
#

How could i get the game version number in Lua?

nimble spoke
#

@pine vigil Did you get the console file I sent?

pine vigil
#

@nimble spoke Yeah, I did.

quaint nightBOT
river plinth
#

@cursive roost a player of my server postet a Bugreport regarding the "Do I have a key for that" mod. If he has a combination lock in his inventar than all doorknobs are highlighted. as if he had a key for all of them.

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cursive roost
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@river plinth cool :D I think I made this mod before combo locks. Is that a vanilla thing?

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river plinth
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@cursive roost yep, combination locks are vanilla items to secure crates with a code

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astral junco
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quest manager not working or just hiding?

astral junco
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I just wanted to know if I can add my quests? yes or no

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astral junco
upper bough
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@astral junco which function?
I think the devs respond to bugs, recipes, vehicles, etc more because they're work-in-progress systems and modders sometimes stumble upon bugs that the devs missed

astral junco
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Probably, they are now busy, we need to add the role of @modding, so that we could call everyone with this role
@upper bough I have many questions, but now I'm curious to know if the "quest manager" is working

upper bough
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I don't think the game has quests yet

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might be another function for a gameplay mechanic that never saw the light of day

astral junco
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But I can not find the UI associated with the quests, so I can not figure out it works or not.

upper bough
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there aren't any quests yet

quaint nightBOT
astral junco
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Someone can tell how to find out in a certain square a tile with water.

dark peak
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Morning Everyone

foggy bronze
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Goodnight
@Kurogo#0356

astral junco
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๐Ÿ‘

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something like this โ”
Object:getSquare():GetProperties():Is("WaterAmount")

placid delta
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I've been working on making half decent AI, I though it was pretty good. Then I turned on normal sandbox zombie settings. Now the AI spends like a whole in game day fleeing from zombies before they even find a weapon.

cosmic iris
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Is there any mod that makes you drop what you have in your hands? would be great for a quick escape

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Ie if you are carrying backpacks in your hands and need to drop them fast, or empty guns

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if not, well there is an idea!

raven maple
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dropping stuff on the ground takes way too long in this game

placid delta
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That would be like 5 lines of code, could make a mod like that in a heart beat

raven maple
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there needs to be some sort of fungi treatment for crops

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@placid delta do you think it's possible?

nimble spoke
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@raven maple I'd say it is possible. I'd have to take a look at the code to be sure

raven maple
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mildew and pests are treatable, not sure if it goes the same for fungi

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code-wise

raven maple
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come to think of it, could it be possible to allow the character see every corner of the area around him?

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rephrase: disable current field of view system and allow "god vision". grows a pair of eyes on the back of character's head, etc.

forest ferry
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Guys, I'd like to do a medical overhaul mod. Something like what the ACE medical mod does for Arma 3

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Is it possible to edit how the medical system functions or is there a limit to what you can do?

pine vigil
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Apologies folks, I have been away. Laser eye surgery.

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@astral junco Get the IsoGridSquare and do <IsoGridSquare>:Is(IsoFlagType.water);

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That should work.

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@forest ferry Theoretically, sure. Practically? You might need to do some dancing around the current medical system. Could be a bit of a pain, but don't see why you couldn't extend/add functionality.

forest ferry
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Thanks Connall ๐Ÿ˜ƒ I'll give a shot and let you guys know if I hit any stumbling blocks

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Been researching survival first aid in the event of a "collapse"

pine vigil
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@raven maple I think so. I think it's done on a per grid basis on whether the player can see the grid or not. Might have some... "Interesting" results if it's messed around with.

astral junco
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@pine vigil Thanks you, how do you feel after surgery? I hope better.

pine vigil
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I can see without the aid of glasses and contact lenses, so that's pretty cool.

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Eyes are still recovering so looking at the monitor for a long length of time is still tough.

astral junco
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Cool, get better!

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Can you explain to me about the "Quests manager", can I interact with it? adding their assignments?

pine vigil
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I'm honestly not sure what state QuestsManager is in.

quaint nightBOT
raven maple
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that's some shit

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dark peak
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Well, I've got one of my new traits working...now to find out what's wrong with the other one

dark peak
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Sweet, finally got both my new traits working. ๐Ÿ˜„

kindred bear
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i have a question for anyone to answer I am trying to upload a mod and it says it is missing a mod.info file but it isn't

quaint nightBOT
pine vigil
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@kindred bear what is your folder structure for the mod and upload your mod.info file here.

kindred bear
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i got it to work i don't know what was going on with it

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my mod doesnt work anyway lol

stark fable
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what was it?

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Item?

kindred bear
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editing multistage build

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specificaly metal walls

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does anyone know how to se isThumpable to false for items you build

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set*

placid delta
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hmm why is io.open not defined in pz lua? what kind of lua does pz use anyway?

upper bough
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it uses kahlua

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IIRC it lacks some of the functionality of newer Lua releases so it's probably the original Kahlua and not Kahlua2

placid delta
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great, searching "Kahlua" all i get are results about coffee

upper bough
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"kahlua java" got me better results, I had the same problem initially lol

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it dates back to at least 2007

placid delta
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im just looking for a way to save a table or even just a string to a file. and reload from said file.

upper bough
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I've done something very similar with Cheat Menu but it's been like a year since I've worked on it

pine vigil
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IIRC that stuff was disabled, due to some sort of security reasoning.

upper bough
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but I was able to save information to a file

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you can only write in the mod's directory for security reasons IIRC