#mod_development
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there is like hair models too
By the way, there is one more feature, a vest and a sweater use one texture
what about the texture fot those trousers? where does that come in?
Did not quite understand the question.
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,
}
These models simply will not load the game into RAM, the game will not know about their existence
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
what file was that shot taken from?
ModelManager.class
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
@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.
Here are two methods through which the game loads the models, they are virtually identical. The difference in one argument
Wait, so you implemented the change in decompiled code and it worked?
No, of course not, I would kill the eternal eternity in order to restore this code after decompilation. ))
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?
-nope-
That looks dreadful.
I suggest adding a method that will allow us to load skinned mesh in game!
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I replaced the original models of clothes, and it looks good.
...
Just added/tweaked some lua methods.
But no idea to what effect.
I believe this should work! ๐
I'll take your word on that ๐
I dont see that line in ModelManager.class
Which one?
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
hard to believe any decompiler could be so wrong. nope dont see anything like that
can you git checkout that file and give us
Sure. Let me just... hey, wait a minute! You almost got me.
RJ gave me the IsoPlayer.class file a few times.... was no big deal
We do not need this file)) This one LuaManager$GlobalObject.class
if we had, we could add extra load model lines. and then recompile it. and require it as paste in for part of a mod
wait which build are you using?
maybe becuase im using a very old one my file is different
38.30
is that IWBUMS or vehicle?
I still dont see those screen shot lines in the ModelManager.class file
@placid delta Upload your version of ModelManager.
Well that's why, that whole chunk of comments. It's wiped out a fair amount of the code.
Bad decompile it would seem.
sigh, guess you have no choice but to give me git credentials so i can chcekout the fiel myself
All about ssh keys with me.
@placid delta Why do you need this file?
you could use it to load extra models you make yourself. ofcourse you would need to include your edited version of this file as a "paste in install dir" type of install for your mod if you make something using it
This is so-so prospect, you need a method that will allow you to say a game from Lua, see I have models for you
Look at this file, LuaManager$GlobalObject.class, specifically here on this code https://i.imgur.com/iBk7gpI.png
This method does the same as the ones I've linked before. Only he works out of lua
Yeah an lua method is a better solution, if u can get it.
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.
And that is exactly what should be going out in the next build.
I understand understood. I'm just not sure what Nolan understood what I meant at the beginning of the conversation. ๐
I just wanted to try something right now am being impatient
@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?
It's not DirectX it's a LWJGL Framework, that's graphical rendering is done via OpenGL I believe.
But still the engine was not used when developing the game?
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. 
So I recently been poking around and speaking to modders on a fairly regular basis (shoutout to the workshop_modding channel on Discord) and recently it f...
@pine vigil So support for 1x and 2x tiles is up and running? How can we use that?
New build is not out yet I think?
Ohhh so probably next week, right?
No... I think there should be a build this week.
Was expecting it yesterday, but there was a slight delay.
Making a new hunting system! https://www.youtube.com/watch?v=3dfKidZa9EU
Testeando el nuevo sistema de caza mayor usando rifle de caza! Quedan hacer unos retoques de tiempo y ajuste de tamaรฑo del item en el suelo... si el arma est...
I just realised I posted all this stuff in the wrong channel
Vehicle Branch modders! Find out how to support 1x and 2x Textures in your mods here: https://theindiestone.com/forums/index.php?/topic/23319-supporting-1x-and-2x-textures-in-mods/
Today a change will hopefully have been rolled out into the new vehicles build that will include the ability for modders to support 1x and 2x tiles in the...
Not working as in, not working as you were hoping, or not working as in the function is just not there?
The model is explicitly loaded into the game, but it does not appear on the character.
I tried everything to exclude the possibility of my mistake.
I tried to use loadZomboidModel directly. By adding a parameter bStatic = false. But it did not work either. ((
Sorry, wish it had worked out for you.
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
Well you tried the proper way so...Alright so just give us the raw modelmanager.java file then
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.
Soul Filcher i think you need to write the right path...
Contact me if you need some help!
Guys, any idea how to remove item from distribution ? Seems like compass from HC freeze up my game
Omg , finally found distribution table in HC
@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.
@nimble spoke let me check your mod mmmm
well you write this : farming_vegetableconf.icons["Beets"] = "Item_SFBeetroot";
and you need to write: farming_vegetableconf.icons["Beets"] = "media/textures/Item_SFBeetroot.png";
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.
Interesting, I didn`t think about that. Thank you, and no problem I understood perfectly.
I have to keep these small details in mind
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Intriguing.
Can I add my music library to my mod? I would like to add that something looks like a wild west)
lua code with error on line 58, but it only has 57 lines, what do?
end maybe
yeah, missing end at end-of-file
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
yesterday I had it working, today I get an error on a code I didnt even touch
@nimble spoke having the file and the actual error code helps
How can I hide some professions when creating a character? what source file do I need to change?
@cursive roost I went back to a previous version and worked from there
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
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 doesn't look like it is what I'm looking for, it seems to be always 100
I mean, I attack a door and it changes nothing
Well, I attacked the door and getDamage() == 100 keeps validating
huh
I don't see SetDamage being called anywhere
I think it simply doesn't change from 100
I don't have my coding machine handy
but it's in IsoObject.class
in a function that gets called when the object is hit, Damage gets reduced by 10
That's the file I'm checking
well, at least that was the case in build 36 which is the last one I checked
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
If you give me a couple of mins I might have an answer for you.
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
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.
Health is a public variable, so surely it must get bundled in when Lua creates a JavaObject for it.
So it should be accessible, I would have thought.
But why there isn't a getter function also seems weird.
ยฏ_(ใ)_/ยฏ
Yeah, that's my problem, I need getHealth and getMaxHealth
Can you work your magic?
If you get the IsoDoor object in lua, are you not able to just do .Health ?
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.
Let me do a quick test
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
Yeah, weird, I destroyed the door and even before the last hit health was equal max health
It might be if you get the variable and keep referencing it, the values are static.
So for instance.
Say our IsoDoor is called door
We create a lua variable called LuaDoor
door is hit, Health value changes.
LuaDoor health still equals 100. Because in the variables constrution, it copies all the variables, rather than referencing the original memory locations.
That's assuming you are creating a variable in the first place.
WHICH YOU PROBABLY AREN'T
wipes blackboard
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
Damn, I bet I'm going to have to boot this all up.
So far the same system works perfectly for a window, but for windows I'm checking isDestroyed()
So the door variables would be copied when I right-click it anyway
Time fo me to check this out then.
uhhhhh trying to print the values say I'm trying to call nil, so health == max health means nil == nil?
That would mean it doesn't work
I think there's something else that needs to be called, but I can't remember what it was.
I'm putting it aside for now, I can wait for a possible update of IsoDoor
Probably for the best, seems like a bit of pain to do otherwise. Been trying to figure it out.
@nimble spoke I have added some getter functions. So possibly when the next vehicles build comes out, is when it will be available.
But I'm pretty sure it's locked down now until after Christmas.
Thank you
i wonder if there is a Star Wars mod and a server using it out there
There is a lightsaber mod
What would be the best way to spawn loot with conditions? Add and remove them from loot tables?
For example seasonal items.
What use for the 20 points mod, though? I'm sure the Extra Points option was added into the game itself awhile back. xD
Yeah
Anyone know of an up-to-date modding tutorial ? I'm mostly struggling in figuring out the correct directory structure.
Thanks ๐
So I don't know why but I like trying to mod the game more than I like playing it XD :p
I know the feel, I have a tendency for that
I keep saying I'll start a new save but I'd like to "finish" my mods first
Lol yeah :p
And I play with no loot respawn, so starting a new save when I want to add more items is a problem
Lol yeah I can see that might cause issues XD
Anychance anyone knows how to get a list of zombies a player can see ?
Or just how to get a list of nearby zombies ?
A list? What do you mean?
There's a list of active zombies in the cell I think
You can loop over that and check the distance between them
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
And it starts throwing errors for items that can be used in the new recipe
Got nothing from the workshop or zomboid site. Looks like there is no way to fix the current bugs.
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.
Might be good to post your code though.
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" ?
They do not. Say does not generate "sound" that zombies hear. There's another function for generating sound that zombies respond to
Thank you
Do you know how to make the player generate sound ? I can't seem to find the function in the javadocs
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
Merry Zomboid, everybody!
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open gifts
new animation and cars
๐ฏ ๐ฏ ๐ฏ ๐ฏ ๐ฏ ๐ฏ
I ended up using the getSoundManager():PlayWorldSound() function, seems to work ๐
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 ?
Hi @subtle nexus What mod is it? Can you start a server without the mod?
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" ๐
Have you tried launching it vanilla
Sounds like driving cars mod might be what's ruining it if you can't start with only that mod @subtle nexus
@drifting ore is our server wizard, but as Admiral said you should try with no mods to see what is going on
hi guys ^_^ how is it going? ๐ 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).
Is it good something like this?
okay, so blender question.. how can i align the xyz thing (circled) with my model? I've notice in game that it is off..
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...
to fix it, MAKE SURE you export the model while in EDIT MODE.
not object mode
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 ?
Have you tried hosting ingame while connected to steam and then inviting your friends?
@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
Awesome
You guys think it's possible to create a mod that transmits voip over the radio system?
It might be possible but would take a fair amount of work
yea, I'm thinking that it would. usally it's best to use ts3 or discord and let the game devs do it
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
yes
YEAP
dammit capslock, sorry
Hey everyone, so I posted a list of all the availible lua functions here: https://theindiestone.com/forums/index.php?/topic/23364-all-lua-functions-list/ feel free to let me know what you think
I have made a program that extracts the global lua functions, like getPlayer() and the this is the result.
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Please let me know what you think!
...
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 ?
Anyone want to play pz later pm me
im working on some tut videos today, I may play later
just finished my video tutorials on modeling weapons and getting them in the game! A few small things to do, but they are ready. https://www.youtube.com/watch?v=bAoxv2fWgkI&list=PLwV27NP3RkJnkG-0_nkh9_Z8fmWoDbFmZ
In this video I explain the basic controls of Blender and what you can expect to use while making models for Project Zomboid. If you have any questions or su...
thank you Blackbeard!
I'm liking the new stuff from TWD-Project.
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 ?
@pine vigil How's your 2018 so far? Ready to be bugged about... bugs?
Haha, go for it.
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
in my example I copied the "beverage" recipe, gave it a new name but kept the original items
If I change the items to the ones I created for it, then all changes, I get errors
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
Ok, let me change them here
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.
I think I forgot to change spawn tables
Use your higher powers to spawn items
Will take a look at it tomorrow.
Thanks
@nimble spoke It's working for me...?
You're tomatoes I can place in a pasta pan.
I can make Cooking pot with beans.
I don't see any new evolved recipes though.
It's in your SFCookItems.txt but it's just a blank section.
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
I have no idea why the evolved recipes don't appear, I think nobody figured how to use them so far
IsoDoor updated, thank you @pine vigil
Cool.
I mean looking through your files you sent, I don't see new evolved recipes that you have created.
Where are they stored in code?
They're in SFCookModifiedItems.txt do I have to add them somewhere else?
Ah! There they are, okay let me test it again.
Okay, so you have no items that go into this evolved recipe which means it can't be created.
But I do? At least for one of them, I changed all fruits
Should have picked Outdoorsman
Okay, so...
Here's how I understand it.
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.
What's actually happening in game, is that Drainables get converted to another item that is of food type through a simple recipe.
If you want to see what I mean, you need to look at WaterPot and WaterPotRice and the conversion that happens there.
Juice is a bit of interesting one, because it's always essentially something that's Drainable.
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.
Possibly something to chalk up to evolvedrecipe system not being particularly robust enough.
But hot drink uses the mug with water as base item
Hmm... that's a good point.
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
Hot drink is also currently broken I feel.
Is it? I know it shows up in game, but didn't try it
I'm trying to open context menu for mug of water but it's erroring out on my side for some reason.
I fixed this error before, I guess it got trashed at some point.
Maybe evolved recipes just aren't working for some reason.
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
And I think the cause was that I changed tomato to add my own evolved recipe to the list
How can I block spawning objects in containers when I start the game?
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
@pine vigil How hard would it be to add an EveryMinute event? We have nothing between OnTick and EveryTenMinutes to work with
I don't think it would be too hard I suppose.
Actually no.
Because it's in game clock.
Which only increments in ten minute chunks.
Hmmmm, ok. Is there a reliable way to work around it? OnTick is waaay too fast for basically anything I try to do
What you trying to do?
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
It is a trap in the trap system, are those IsoObjects?
Let me check...
How about a OnEveryTenthTick? lol
Yes it is.
Use OnObjectCollision.
Then just do a check type/name/whatever on the object.
Does it fire when there's no "collision"?
No.
I mean, if the object doesn't block movement will it fire when I walk on it?
I believe so.
Ohhh nice, survivors too?
I would assume so.
I'll make some tests with OnObjectCollide then, thanks
@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
Interesting solution @placid delta, is that how you handled your traps?
Can't say I remember
I think I used on player update even and on zombie update event for those
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?
Not as far as I'm aware, the server should just load the script IIRC.
What you want to know about sendClientCommand/OnClientCommand?
in short: "why this damn thing does not answer the sendClientCommand" ๐
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 ๐
tho it is a bit suspicious why he has the same code for both server and client to move zombies...
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
thing is the callback OnClientCommand is never called in my case... or at least "print" never show up in the console
hmm ya i dont think print server side will show up in your client console
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
try getting a random zombie from getCell():getZombies() and killing it servers side for a test
found the bug already, there was a stack trace in another log file ๐
hm getSpecifiedPlayer(0) returned 0 on the server side...
You mean getSpecificPlayer?
yeah, thanks @pine vigil , that was it
surprising how the lack of auto method lookup can make me suffer for 5 hours ๐
you have to get from your online id
another question: I read about reloading scripts during gameplay having -Ddebug and holding shift during game launch
didn't work for me... ๐ฆ
I wonder what I did wrong
has to be left shift
and is it still work this way? post was from 2015
yes you can press f11(i think) and search for a lua script and reload it.
is it -debug or -Ddebug?
๐
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
No, it doesn't.
got it
mumblegrumbles
"This mod doesn't work anymore!"
goes to check, works fine in stable, iwbums and vehicle branches
@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)
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.
That'd be pretty sweet.
Is there a way to have server announcements whenever a player joins or leaves the server?
Hey guys, good evening, Need modder for guns mod
is there anyone that could help me?
sorry bad english
What kind of gun mod?
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.
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
I can check to see if it's exposed, when home.
zombie.iso.areas.SafeHouse is exposed.
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?
I'd love some insight into the erosion system, that thing is black magic right now
yep i hope he can help me :o
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
@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?
Probably on the forums, but I'll link through here like I usually do.
I wished there's easier way to test workshop mods on the server.
Anyone know how to trigger that big red server message thing that is used on MP but use it on SP?
@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.
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.
the zombie kill count on character menu, where is that stored? i cant seem to find a get method for it
@placid delta IsoGameCharacter -> getZombieKills()
and can you add the count of people killed? is there any event that looks like OnPlayerKill
getSurvivorKills() is probably what you seek.
thanks i dont know how i didnt see it
where is that list of events thread? such as OnPlayerUpdate OnWeaponSwing etc
As it turns out, a lot of the places that have Lua event listings, are either woefully out of date or have since disappeared from the internet. With that ...
I have made a program that extracts the global lua functions, like getPlayer() and the this is the result.
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Please let me know what you think!
...
why are some events red letters and have no info on parameters?
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.
is that info taken from an lua file or a class /java file?
Depends where the events get triggered.
Sometimes it's lua, most of the time it's in Java class files.
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
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.
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)
but when i try it like that now on vehcile build this happens:
victim is a handweapon obj
oh no its just me being stpuid, i was using OnWeapon Swing event
๐
Is it possible to listen local chat as I couldn't trigger any while using OnWorldMessage event?
i think onworldmessage is for the big red lettered server messages not normal chat messages
i see. if its for a mod this wont help but, you can get it from the log files.
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.
maybe the OnReceiveUserlog is what you need
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?
What about tracking clicked text?
How would you propose doing that exactly?
I have checked OnReceiveUserlog and it fires on different stuff like when you dupeitem, getting kick... etc.
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
When you say local chat, are you talking about LocalChat or are you talking about when a player says something in character? @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"
you know you could just add another text input box of your own
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.
@placid delta Is this nolanritchie?
That's my steam name yeah
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.
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
Hrm.
what is OnMakeItem event? does it really have no params?
nvm apparently its an old obsolute thing
I just learn that unpack(...) can't handle java strings.
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)
Last I read about it in this channel fmod was bugged and the bank files created with it are not working
These were my words about bank files
ohhh, but didn't Connall say something about it back then?
More that I don't really know how the Fmod stuff works.
Connall did you post that Erosion info somewhere?
No not yet, still working on some other tasks. Right now, wouldn't expect it until next week.
Any mod-related tasks?
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
That could come in handy at some point for me.
Easy mod settings would be sweet.
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.
waypoints, good mod idea. but i imagine a imersion killer\
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.
if its for admins only cant u just use necroforge?
I made a demo video of Achievements : https://youtu.be/GmiuBt4TO2M
PZ Achievements Now with Spiffo Banner messages http://steamcommunity.com/sharedfiles/filedetails/?id=1263771793
That achievement sound sounds very familiar, The Last Stand used the same one iirc.
I think the hydrocraft solar generator trick have been patched making it totally useless.
@placid delta is the designer of the solar gen.
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
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.
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.
Tbh, I would rather want a more realistic solar generator that actually use power while at night and charge during day.
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.
thank you @pine vigil
Np.
Hey people!!! Need some help!!
https://theindiestone.com/forums/index.php?/topic/23425-help-with-new-furniture-object/
Custom Tile Object dissapear after i reload the save
I've created a new furniture object (that can be constructed), made a texturepack and a tiledefinition for this object, everything works ok when i playing,...
Solved!!!
Excellent choice!
๐
Gratz
Interesting, what is that used for?
Make ammo
@rocky lynx I endorse your Mod for the base game.
It should be a thing.
Gunpowder, casings, Munitions work table, genius.
Very interesting
its a nice mod you are using
ya i think after you fire a gun you should be able to pick up the empty shells for reloading
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
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.
@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
mmmm :/ tested and not work: CanScrap, Material2, Material3 not appear here
there is another way to add properties?
nice ๐
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. ๐
It's balancing issues I have issues with when it comes to Mods.
"Non-aesthetic mods", I wonder what mods you use then
Books Recolor mod that gives themes to skillbooks.
Category mod, with more detailed item categories, etc.
You know vanilla books have different colors now, right?
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.
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
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
It can be done, as simple as those trash/blood objects that litter the streets and insides of some interiors
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.
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
@forest ferry might be worth posting that as an idea on the suggestions forum
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.
Thatโs a pretty smart mod, donโt see why you wouldnโt want it as a mechanic, helps create spontaneous content for players.
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.
True, but PZ has a lot of checkboxes already. ๐
Like, seriously, Sandbox PZ itches my checkbox obsession.
people bitch about the very existance of some mods :/
I mean there's nothing stopping you from incorporating a mod into the base game when it's at an acceptable level of quality.
The only mod I will bitch about, is that we lost the Naked Kate mod to time.
:โ)
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.
I think back during the K&B stages of the game, someone mentioned conversion from Zombies to the Chryssalids from Xcom
But I donโt think that ever happened.
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
^ this
Could be like a bunch of little storylines? Like in journals/notepads.
Follow the trail, get a free rag burger.
That wouldnโt really be spontaneous, though.
Something like an extension of the annotated maps, more specific loot as a reward
The key to a car with full trunk
Yeah, just little things that add on to the environmental storytelling that can already be seen
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.
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.'
This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.ย We started develo...
Yes. I'm aware.
Scroll up.
Scroll up.
That specific example I used would require NPCs, yes.
No seriously scroll up
Okay. Cool.
@placid delta Get naked achievemtn isn't working
Remove back pack and shoes too
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.
Ohhh I didnt know you had to remove backpacks
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 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
@nimble spoke second menรบ will have more options, to melt lead that needs "Make bullets" options.
@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?
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
there is another way because in recipes, if i put result: xxxxx.xxxxx = 1 Then gives me only 1 and not 5
Then just change the count to 1 and the recipe result count to 5?
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")
What's the name of the item? Include base
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)
Player:getInventory():AddItem(instanceItem("Base.Bullets9mm"))
iwill try that
I can't recall if it's "itemInstance" or "instanceItem" though
the InventoryItemFactory is published to lua iirc
InventoryItemFactory .createItem("xx.xxx") should work
Thanks!!!
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
@forest ferry nice question, or maybe mod to eliminate the flash when a fireweapon is shooted?
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
Firing a gun does light up the room for a split second
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.
Nice and realistic HQ pistol muzzle flashes. 10 gun shots. There are also gun shots sounds included. To get transparency use blending mode "screen" or "add" ...
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?
@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)
Me gusta
Oh it is
we need more good modders for the game.
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 :/
Go to mod's folder
go to scripts
and seek book's codenames in scripts
use notepad++
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.
@true basin All items can be found in txt files inside media/scripts
You can check them and override them in your mod
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.
Tell that to @placid delta I played it a few times, never survived long
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
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?
No and no
ah!
It surely creates a lot of chaos
But I never really survive long no matter what mod or setting
I got a sandbox config I setup with the intent to make the game a bit less hectic right at the start.
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
I like the inital chaos, but I always try to gather a group of survivors and it seems to be a bad idea
Tbf, with me always playing really slowlike, it might be fun to try some chaotic scenarios
I kinda wanted to see how LONG I could survive ๐
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!? ๐ ```
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.
Yes, it is very easy to mod certain aspects of this game
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.
I don't see a reason for conflict, poison is for drinking it
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.
No, it means that "eating" it results in poisoning
Both Whiskey and bleach have "Type = Food" but Disinfectant has "Type = draining"
That's the only way to get poisoned
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
Yeah, probably. I never tried it myself but it makes sense.
Do you mean in the health panel or what?
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 . . .
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
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?
I remember a discussion about it, that part of the game is very old, so it wasn't planned with modding in mind
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.
@opal tendon thanks so much man instantly fixed my issue ๐ 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 ๐ really appreciate the assistance ๐
@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.
@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?
Just create a recipe, that would do the trick
Ah! of course, thanks!
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
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? ๐ 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 ๐
@lordSeaworth#8792 you have to unbox the ammo, they can't unbox it themselves
java.lang.RuntimeException: __lt not defined for operand <- what does it mean?
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"
https://docs.python.org/2/library/operator.html
all I could find about it
what code are you running that gives you an error? I think an argument you passed is returning null
I'll check that
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
Fixed! Trying to do math with nil was the problem
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?
Better yet just send (with explanation) to hydromancer bc he original author of hydrocraft so he can update it for all
did that but still takes time for the updates if he does them ๐
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
How I can stop the sound??
self.character:getEmitter():playSound("Piano2");```
๐ฆ
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.
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
@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
ok thank u :D
Hey. It's my concept of slot machine, in the future it will be solid object. But balance is still weak :ะก
https://www.youtube.com/watch?v=NIQxhNKoA-Q
Excellent choice! Got any sprites for slot machines planned?
Of course.
hi
@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?
Probably an issue in BSFurnace.class
Maybe something I take a look at tomorrow.
yo, how to check if game is paused?
Paused as in pause menu, or paused as in time paused?
i guess i need both @pine vigil
then you also neex getGameSpeed()
i guess it returns 0 if paused?
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`
Hey, have anyone managed to get Hydro + vehicle branch work in MP?
@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.
@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
I recall having no luck trying to stop sounds myself. It just did not work. Someone else said they same thing here before
can you make a static class method in lua?
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?
Probably can't help very much, without seeing some code.
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);```
Have you tried putting a print outside the if statement, to see if the function is even getting called?
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).
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);```
anyway to check if pathing to a square is blocked / possible ?
I wonder if this might be applicable to what you're looking for. https://projectzomboid.com/modding/zombie/iso/IsoGridSquare.html#pathMatrix
Or, potentially, https://projectzomboid.com/modding/zombie/iso/IsoGridSquare.html#nav
is this a place i can ask for help in modding my rented server? got some (probably blatantly dumb) issues...
This is more programming/discussing work on mods, depends what you are trying to do I suppose.
lol
.modder Xeno
@placid delta
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Xeno's top ranking mod The Last of Us 1.6 is ranked #146 with:
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Is there an up to date guide on how to add mods from the workshop to a dedicated (headless) server?
@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]
- Mods=Hydrocraft
- 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.
Thats what I have and it will not load them ๐ฆ do you leave the mod in the steamapps folder or move them out into root/mods?
@clear slate
@rocky wave you don't move them anywhere, steam will download it to the right directory if you have the proper Workshop-Mod-ID
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)
@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?
@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
It's not WIP, it's discontinued.
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
You can certainly use the files for your own purposes.
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.
I'll work on that
Check line 1124, the problem happens when adding XP for melting the items?
Because BSFurnace.class gives xp for Melting
A Note on Mods and Workshop Items
https://steamcommunity.com/app/108600/discussions/0/3377008022036765965/
tnx ๐ฆ
Do anyone knows when to use setStencilRect() clearStencilRect()?
Anyone who has trouble reading the current in-game font might appreciate this: http://steamcommunity.com/sharedfiles/filedetails/?id=1308392484
I know I struggled with it for years, as someone with a visual impairment.
lol
I just notice that anyone can use " /servermsg " though it suited more for admin use.
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?
@wide cipher Game console displays in more detail what is the cause of the error and which lines of code cause these errors
Ok thank you
How could i get the game version number in Lua?
@pine vigil Did you get the console file I sent?
@nimble spoke Yeah, I did.
@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.
@river plinth cool :D I think I made this mod before combo locks. Is that a vanilla thing?
@cursive roost yep, combination locks are vanilla items to secure crates with a code
quest manager not working or just hiding?
I just wanted to know if I can add my quests? yes or no
When I asked, working is this function?
https://giphy.com/gifs/bare-barren-Az1CJ2MEjmsp2
When someone asked about bugs,recipes and vehicles
https://giphy.com/gifs/XIqCQx02E1U9W
@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
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
I don't think the game has quests yet
might be another function for a gameplay mechanic that never saw the light of day
But I can not find the UI associated with the quests, so I can not figure out it works or not.
there aren't any quests yet
Someone can tell how to find out in a certain square a tile with water.
Morning Everyone
Goodnight
@Kurogo#0356
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.
Is there any mod that makes you drop what you have in your hands? would be great for a quick escape
Ie if you are carrying backpacks in your hands and need to drop them fast, or empty guns
if not, well there is an idea!
dropping stuff on the ground takes way too long in this game
That would be like 5 lines of code, could make a mod like that in a heart beat
there needs to be some sort of fungi treatment for crops
@placid delta do you think it's possible?
@raven maple I'd say it is possible. I'd have to take a look at the code to be sure
come to think of it, could it be possible to allow the character see every corner of the area around him?
rephrase: disable current field of view system and allow "god vision". grows a pair of eyes on the back of character's head, etc.
Guys, I'd like to do a medical overhaul mod. Something like what the ACE medical mod does for Arma 3
Is it possible to edit how the medical system functions or is there a limit to what you can do?
Apologies folks, I have been away. Laser eye surgery.
@astral junco Get the IsoGridSquare and do <IsoGridSquare>:Is(IsoFlagType.water);
That should work.
@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.
Thanks Connall ๐ I'll give a shot and let you guys know if I hit any stumbling blocks
Been researching survival first aid in the event of a "collapse"
@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.
@pine vigil Thanks you, how do you feel after surgery? I hope better.
I can see without the aid of glasses and contact lenses, so that's pretty cool.
Eyes are still recovering so looking at the monitor for a long length of time is still tough.
Cool, get better!
Can you explain to me about the "Quests manager", can I interact with it? adding their assignments?
I'm honestly not sure what state QuestsManager is in.
that's some shit
Well, I've got one of my new traits working...now to find out what's wrong with the other one
Sweet, finally got both my new traits working. ๐
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
@kindred bear what is your folder structure for the mod and upload your mod.info file here.
i got it to work i don't know what was going on with it
my mod doesnt work anyway lol
editing multistage build
specificaly metal walls
does anyone know how to se isThumpable to false for items you build
set*
hmm why is io.open not defined in pz lua? what kind of lua does pz use anyway?
it uses kahlua
IIRC it lacks some of the functionality of newer Lua releases so it's probably the original Kahlua and not Kahlua2
great, searching "Kahlua" all i get are results about coffee
"kahlua java" got me better results, I had the same problem initially lol
it dates back to at least 2007
im just looking for a way to save a table or even just a string to a file. and reload from said file.
I've done something very similar with Cheat Menu but it's been like a year since I've worked on it
IIRC that stuff was disabled, due to some sort of security reasoning.