#mod_development

1 messages ยท Page 405 of 1

cloud bridge
#

lol

jade hawk
#

whoosh

nimble spoke
cloud bridge
#

boom

#

nice

nimble spoke
#

I still have to add the helmet

cloud bridge
#

ah yes

#

safety first!

vocal wigeon
#

Can you still run over zombies with that motor?

nimble spoke
#

That's not a good idea, the stats make it a poor choice, and it can fall on its side, forcing you to get out

#

I'm actually testing the option to turn it upright again

jade hawk
#

There he is

#

The man, the dream

grave prawn
#

Has anyone on ever used irrigation?

quaint nightBOT
jade hawk
#

Relevant

vocal wigeon
#

That sounds like how a motor should behave, so that's good.

earnest quartz
#

i get vehicle salvage mod to destroy these leftover car bodiess, it works fine, give parts etc, all but delete the body after XD

nimble spoke
#

Suggest that then. It is possible to remove the bodies

#

Admins can remove cars already

#

I'lll be giving admins the power to turn them in case they're upside down

earnest quartz
#

code is there and throws exception

nimble spoke
#

ohhhh

earnest quartz
#
    if isClient() then
        sendClientCommand(self.character, 'vehicle', 'remove', args)
    else
        self:remove(player , args)
    end```
#

seems to throw on the else

#

shouldnt it use the first case since i'm in single player?

quasi geode
#

isClient() returns false in SP

earnest quartz
#

ah k

nimble spoke
#

The new vehicle spawn system sneaked into the weather test version

quasi geode
#

heh

earnest quartz
#

@quasi geode you can see if your vehicle color code request got in too ๐Ÿ˜›

nimble spoke
#

@inland gull If you read this, you added fossoil skin variations to your McCoy list, found 3 fossoil pickups in McCoy parking lots

quasi geode
#

no i cant its on steam...but rj said 'done' so i'd assume that actually ment 'done' lol

nimble spoke
#

several vehicle class files were updated today so probsbly yes

#

Yes, setColor is there

quasi geode
#

awesome

#

well...at least one of us gets to play with it LOL

nimble spoke
#

lol rng trolling me, go to mccoy, find several fossoil cars, spiffo van and mail van, no mccoy car

quasi geode
#

lol

nimble spoke
#

But I double checked, mccoy list is indeed wrong, I had to override it

#

Well, it is working, I found my icecream van

cursive bramble
#

Whats a smart way to have a container that processess some recipe without constant player input and has faster updstes of aroubd 1 second without doing some Ticking update nonsense? (Like oven)?
My current guess is to have the container stoee time it starts and when a player eventually opens it it then uses the time difference to quickly do all the actual processing. This way only when a player checks up on it does it do any work and it is accurate?

nimble spoke
#

I think I found how to give different models based on the installed item

quasi geode
#

that would be the smart way to do it...IF there was a event that triggered when a player looks in a container

#

oh sweet

nimble spoke
#

I'll make a few tests

cursive bramble
#

There is no such event?

#

Then id have to use some sorta custom 'look inside' context option or somesuch. Damn.

#

Else i would otherwise create a ticking timer helper and only do the real hard work after the recipes x1 time limit. But if that is quick or constant its then effectively a ticking update and i really wanna avoid those cause they would be BAD for mp

nimble spoke
#

Fuck yeah, my idea worked, time to overhaul the tires

#

And..... time to convert standard cars into monster trucks? lol

nimble spoke
#

maybe I should steal the antenna from radio vans to use elsewhere

quaint nightBOT
jade hawk
#

LMAO PP

white sun
#

hahhaa FunY MemE

cursive bramble
#

how would i go about implementing 'zombie.inventory.ItemContainer;' or lua 'itemContainer.new(...) = container instance)
doesnt seem to show up in loot ui and it doesnt have a capacity etc yet it DOES get created.

#

nvm i didnt use isoObject:SetContainer

nimble spoke
white sun
#

liking this stuff you're doing @nimble spoke, do you release it on steam, or is all this stuff still currently a work in progress?

nimble spoke
#

Most of it is in progress, but you can find the mod on steam. I'll upload new features as I consider them finished

#

This new tire system is almost finished. I want to define specific tire items for a few cars, and possibly add some new tire types as well, like vintage tires with wider white bands

white sun
#

very nice, yours and snakes work i really like from the images shown off

golden light
#

Hi everyone I just joined this server

jade hawk
golden light
#

I've been playing PJ zomboid for some time and I've been thinking of making a good combat mod

jade hawk
#

Ooh, do tell

golden light
#

I'm not a programmer but I am an animator / artist

#

I wanted to see if I could find some people here who were willing to help me out

#

with the coding aspects of it.

#

I've made game

#

games* With unity

#

and I have a good understanding of how to create game assets and such just that I've never modded

#

I wanted to start off by finding out how to get a hold of the models and seeing how they're rigged and what 3d software they're made in

earnest quartz
#

pz doesnt use unity ๐Ÿ˜› and no real animation system yeeet

golden light
#

I'm aware haha thats why im herer

#

here**

#

Ilol

earnest quartz
#

3d models is just cars, and people, blender works fine and is free

#

most of the stuff you see is just sprites

golden light
#

Ahhhh so thats a start then

#

I use blender

earnest quartz
#

notice the game has 4 angles / 4 sides to objects ๐Ÿ˜› crates, shelves, furnituere, etc heh

golden light
#

Yeah after seeing the people go from sprites to 3d and there being a toggle for it I wanted to see if I do this

#

I just haven't had the time.

jade hawk
#

Tell us a bit about your idea for this system then.

earnest quartz
#

some mod tuts in forums floating around too

golden light
#

Well there will be an evade system, grab system, and better chain of melee attacks.

#

I would want to start their first

white sun
#

interesting

jade hawk
#

Yeah that would definitely be great.

golden light
#

then continue to work on things like interacting between players

#

Like if a zombie grabs you

earnest quartz
#

but as far as 3d models, you (along with several others in this chan) mostly be makin cars heh

golden light
#

or your friend

#

you can button mash or your friend can help you

#

Then I want to work on zombies combat aswell

earnest quartz
#

no idea how possible thatll be ๐Ÿ˜› since animation system isnt in yet

golden light
#

Well if they plugged in blender models

#

thats all I actually need

#

I know how to animate in blender

earnest quartz
#

assumes they use said animations in pz heh

golden light
#

I mean fbx files carry animation data and Its the standard so they have to be using blender or another software to anime these 3d models. The point is they implemented zombies and humans in 3d which allows for the possibilities of what I want to work on.

#

For anyone interesting on helping on i'll definitely appreciate it. I'll be attempting to work on this on my spare time since the adult life isn't as forgiving in terms of free time lmaoo

#

I dont know how to code or how to go about getting these models and plugging them into the game.

#

Are there devs here I can talk to?

earnest quartz
#

define 'here', most of em are in the discord, and pingable yes

#

and 3d models use multiple formats, think pz uses its own not fbx, but i could be wrong ^.^ havent gotten to explore it much yet

nimble spoke
#

Just wait for the animations update, you really shouldn't fight the system to get these ideas right now

#

Write down your plans, try to find someone willing to do the coding, and wait for the update

#

And when it does, Austin powers'karate chop your way through the hordes

velvet coyote
#

When is the Animation update supposed to be in?

river plinth
#

@velvet coyote when it's ready

velvet coyote
#

Ok so there's no set date from Devs,im guessing in a few months maybe end of year

white sun
#

no ETA

#

i would say end of this year or next year realistically

#

early next year*

velvet coyote
#

Yea I would think so

#

@white sun thx

white sun
#

np

nimble spoke
#

Do you know what we really need? Fucking hood ornaments I tell you that

abstract hinge
#

more honking sounds

#

i want my car to scream when i honk

#

or maybe make a really loud zombie moan

nimble spoke
#

lol

quasi geode
#

thats just obcene...cant we have non-fucking hood ornaments? ๐Ÿค”

nimble spoke
#

I think it falls in the same category as the lightbar, I can't make a part replace the honk sound

#

Ohhhh non'fucking hood ornaments are fine too

quasi geode
#

i bet we could...on key press play a custom sound file?

#

probably have to map it to a different key then the default horn

nimble spoke
#

I don't know.... let me finish the code for tires before giving me more ideas lol

quasi geode
#

floods soul with piles of new ideas before he has time to implment anything

nimble spoke
#

I will definitely add some hood ornaments though

quasi geode
#

spoilers! we need installable spoilers! and exaust pipes, and.....

#

<.<

nimble spoke
#

Almost there, it worked for cars with fixed tire types

quasi geode
#

sweet

#

that herse should be a 2 door

quaint nightBOT
nimble spoke
#

I guess it should.... ohhh boy, I'll fix that before uploading

quasi geode
#

not trying to be picky just pointing out lol

nimble spoke
#

No no, you're right

#

I totally ignored that

quasi geode
#

well...it could be a herse for transporting dead midgets ๐Ÿ˜„

nimble spoke
#

LOL

quasi geode
#

"Small Time Funeral Services"

nimble spoke
#

it only carries ashes, not coffins

#

west point policy

quasi geode
#

lol

nimble spoke
#

When dead people started killing people, you know, they had to ban coffins

quasi geode
#

too bad...mccoy logging co could have made a fortune

nimble spoke
#

true

#

weird thing, when I define a fixed tire type it works, when I let it pick one just like the original code, it only spawns the front left tire

quasi geode
#

o.O

earnest quartz
#

maybe missing something, a typo here, a * there ๐Ÿ˜›

nimble spoke
#

No, it was a break that came from a separate code

earnest quartz
#

where was the link to that hunting mod from snake? not seeing it in workshop

quasi geode
#

thats because its not in the workshop

earnest quartz
#

๐Ÿ˜

#

got a linky?

quasi geode
#

yes...his mods arent orgm compatible though....i'm working on writing patches for them atm

nimble spoke
#

@ember orchid I updated my mod to use the new tire system, I could use a suggestion for a new performance tire texture. I saw you made a new one for your car.

quasi geode
#

you will run into conflicts, the LGEP mod requires his custom tooltips mod, which will conflict with orgm's weapon tool tips (minor side effect)

nimble spoke
#

Holy shit... I almost committed sudoku right now lol.... stripped the mod in workshop folder of all testing stuff, left only what should go in the update, and now went looking for the copy..... WHERE IS IT? I had copied it to the wrong folder

quasi geode
#

LOL..."committed sudoku"

#

i think maybe you mean "seppuku"? XD

nimble spoke
#

That's the joke lol

quasi geode
#

lol

#

death by number puzzles? ๐Ÿค”

nimble spoke
#

But really, I got desperate for a moment

#

so many modding and testing hours could have been wasted

quasi geode
#

suggestion: github? its great for making backups XD

earnest quartz
#

wonder what people did before github

nimble spoke
#

I use an external drive

earnest quartz
#

git is nice for branching a project though ๐Ÿ˜„

quasi geode
#

external drives are nice for local backups, but you still need to manually do it (unless you automate that sort of thing)

#

i dont generally trust externals for my only backup copies, sucks when they die

#

with git you just commit the changes and its done

earnest quartz
#

i got a nas with raid6 for external, 4x 4tb drives to store 8tb, any 2 drives can fail and still goes on, that sucker holds my scifi tv collection ๐Ÿ˜„ i aint fuckin losin that

quasi geode
#

8tb of scifi tells me you watch too many shows ๐Ÿ˜

earnest quartz
#

star trek TOS/ENT/TNG/DS9/VOY, sg1/sga/sgu, babylon 5 + spinoff crusade, andromeda, farscape, more ๐Ÿ˜„

upper bough
#

8tb of scifi? not nearly enough

earnest quartz
#

sadly hollywood sucks and quit making it

nimble spoke
#

Hey Fenris, Do you have my army pickup truck in your collection?

quasi geode
#

i dont atm

#

i was going to ask for permission to throw it in our server mod, but i've been distracted converting snakes ammo maker to work with orgm lol

#

turned out to be a pretty damn big job...i was going to make a patch for it but basically ended up having to rewrite the whole thing from scratch

nimble spoke
#

Ohhh ok, you can add it to the server

quasi geode
#

awesome ty ๐Ÿ˜„

#

trying to rush and get this damn mod finished off..its seriously cutting into my play time LOL

nimble spoke
#

I can imagine

#

I've been mostly testing this mod for over a week now

#

reflex-launching jdgui to check a million things

quasi geode
#

lol

#

ya this has been a week long process so far...first updating orgm to support his military complex mod so loot spawns properly...then fixing the custom tooltips mod so it doesnt break orgm's firearm tooltips....then adding lead softpoint bullets for all of orgm's calibers and FMJ/HP/SP bullet items for every caliber... recoding this whole damn ammo making mod to be more dynamic and less hardcoded items so it works easier with all of orgm's stuff....

#

and i still need to make a patch for the LGEP mod for the hunting ๐Ÿ˜

nimble spoke
#

Hmmmm, speaking of military stuff and orgm, what should we do about my army vehicles?

quasi geode
#

LGEP looks easy enough to patch though that should be easy

#

armor them up and add gunports! ๐Ÿ˜„

nimble spoke
#

LOL no, I mean, I think you can handle orgm item spawn from your side, just add them to the table in my mod

#

If snake add the Army tag to his parking lots (I have no idea how those are done, just saw a comment by RJ) then I guess his map would spawn the cars

quasi geode
#

oh ya..i still need to redo orgm's spawn system for vehicles...i need to check if theres a even that fires when vehicle containers spawn loot

#

i really dont like distributions tables

#

they dont flow well with orgm

nimble spoke
#

Ok, I don't think there's a specific event, but if I remember it right OnFillContainer fires for them

quasi geode
#

that would be good enough

proud spruce
#

I have to test that again. Last test I did, OnFillContainer did not seem to fire on vehicles.

ember orchid
#

Hey @nimble spoke , if you want, you can just nab the tires from my Charger.

#

Otherwise, I'd go with spinning rims.

quasi geode
#

oh man...i just had a awesome idea

#

backfires!

ember orchid
#

Haha, oh shit, that's awful.

quasi geode
#

for low quality engines while driving ๐Ÿ˜„

ember orchid
#

Like good awful, you know?

quasi geode
#

that HAS to be a thing lol

#

expecially for shit cars that fail to start LOL

ember orchid
#

Yeah man.

quasi geode
#

try to start car....BANG!...run from the horde it atracts ๐Ÿ˜„

ember orchid
#

Especially older ones.

#

I'm not sure if backfires still happen with computers controlling the mixture or not.

quasi geode
#

ya well its 93, so alot wouldnt be using comps

#

only the vehicles released in the last few years

#

very late 80's early 90's

ember orchid
#

That's true, I think that's when it started becoming standard.

quasi geode
#

any car more then 6-7 years old would still be old carb-style no efi crap

ember orchid
#

Most of the ones in the game look around early 90 to me.

nimble spoke
#

lol

#

yeah, for rural kentucky cars look all too recent

#

We should have more cars from 70s and even older

ember orchid
#

The normal sedan looks like it's from the 80s, so that might still be carbureted.

#

But yeah man, I like the idea a lot.

earnest quartz
#

@quasi geode can right click > convert vanilla ammo, what about adding vanilla guns? ๐Ÿ˜„

#

convert, random gun of type

quasi geode
#

ya i'll probably add that but not to random...theres some vanilla guns that simply cant be removed as their spawning is actually hard coded in the java

earnest quartz
#

right, hense the recipe to convert ๐Ÿ˜›

#

why not random though? ex theres multiple pistols, cant all be beretta ๐Ÿ˜„

quasi geode
#

oh well i was goingto make them all BB guns or .22's ๐Ÿ˜œ

earnest quartz
#

lol XD

#

downside is the ammo that drops on zombies can convert to the other big guns, so seems silly they carry 7.62 ammo but a bb gun ๐Ÿ˜„

#

if ammo moved to bb too thatd fit

quasi geode
#

what? it will fit...you just have to shove it in hard enough!

ember orchid
#

Well hold on, just hold the round in front of the barrel of the BB gun, then fire until you hit the primer just right.

earnest quartz
#

lol

ember orchid
#

Gotta think outside the box.

earnest quartz
#

speaking of which, why cant we lodge bullets in the cracks of our poor quality (l;vl 1 and 2) walls, and hit with a hammer to fire em? i saw that in a western once lmao

#

piss poor nearly random aim, but i wouldnt wanna stand in front of the door holdin em

quasi geode
#

there ya go anxcon

#

it will fit! you just have to force it!

earnest quartz
#

id much rather have this ๐Ÿ˜›

#

50 cal ๐Ÿ˜„

#

you should so add it, along with all the fun results ๐Ÿ˜„

quasi geode
#

thats just pointless

earnest quartz
#

whats a broken wrist or 2

quasi geode
#

piss all barrel length that thing woud get no real energy behind it

#

thats also a very faked image XD

earnest quartz
#

not the point ๐Ÿ˜›

ember orchid
#

.600 Nitro express.

#

I'm not even sure how you're supposed to hold that.

quasi geode
#

pft..thats a tiny toy

#

28mm

#

least you doubt its functionality:

nimble spoke
#

Is that for the upcoming Antman and Wasp movie or what?

ember orchid
#

Yeah, I've seen that thing, haha.

drifting ore
#

28 shots later

ember orchid
#

The story of going deaf?

quasi geode
#

some polish gunsmith with way too much free time on his hands....not very pratical but gotta admit it would do wonders for scaring off home invaders

nimble spoke
#

If hs home is invaded by a spaceship.... he can shoot at it

#

Just hope it doesn't move very fast

quasi geode
#

or those damn helicopter trolls in the zombie apocolypse

ember orchid
#

So I'm looking for reference pictures, and you know what the Hummer H2 always makes me think of?

nimble spoke
proud spruce
#

Oh my god, that's fantastic

ember orchid
#

Should the antenna be thinner?

nimble spoke
#

Awesome job, I wish I had better modelling skills than taking hours to finish a box on wheels

#

I fear my army pickup will become obsolete

ember orchid
#

Hey, the army uses pickups too.

earnest quartz
#

@ember orchid antenna thinner, and arc down so the tip attaches to the hood

ember orchid
#

I figured they were only put down for storage.

#

Or do they only pop 'em up when they need to use em?

#

It'd definitely make sense for your military pickup to probably be more common than the HMMWV, especially if there's gonna be like a national guard base or something similar.

quasi geode
#

cargo plane mod when? ๐Ÿ˜œ

ember orchid
#

Haha

quasi geode
#

would make going on my armory loot runs much easier ๐Ÿ˜„

ember orchid
#

Well, depends on how good ya are at landing.

quasi geode
#

well...the highways are pretty straight stretches...could probably land near any of the towns lol

#

not like those roads curve or have hills to worry about

ember orchid
#

Yeah, that's true.

#

Gotta watch the light poles, though.

quasi geode
#

plus those props would do a awesome job of clearing out the hordes

ember orchid
#

It'd definitely be a good time.

quasi geode
#

i'd save on a lot of ammo

ember orchid
#

Think about the propellers, you'd have to find new ones pretty quick.

quasi geode
#

and having my favorite weapon listed as 'C-130 Hercules' would be pretty damn epic

ember orchid
#

Hahaha

#

Yeah, that's a pretty good point.

#

Here we go, our first airplane mod.

#

Just gotta... use your imagination a little.

#

Raise the model offset a lot...

#

Don't "fly" over anything like trees or houses.

quasi geode
#

naw...screw the offset..BaseVehicle super class is IsoMovingObject, which has a .setZ(float) method

#

i'm sure with a bit of work we can make them fly ๐Ÿ˜„

nimble spoke
#

lol, setZ(waaaaay up bro)

quasi geode
#

well..thats interesting...SwipeStatePlayer has code for shooting vehicles and hitting parts

#

but i dont see the shootable field on vehicles getting set anywhere

#

oh...its set by default in IsoMovingObject

#

interesting...i'm going to have to go unload a few mags on some cars and test this

#

nope doesnt work

quaint nightBOT
quaint nightBOT
earnest quartz
#

and ofcourse you only shot the car for science ๐Ÿ˜›

earnest quartz
#

@quasi geode not sure if vanilla bug or orgm - went through 9 beretta > eject magazines > remove upgrades, during remove upgrade noticed the weight was diff between guns, half of them went neg ๐Ÿค”

quasi geode
#

theres a vanilla bug where weight is not saved when you exit/reload....if you put attachments on a gun and relog the weight resets

earnest quartz
#

heh dropped on ground, now cant drop anything o pick it up ๐Ÿ˜„

quasi geode
#

orgm corrects it when you equip the gun again

earnest quartz
#

ah k

quasi geode
#

it should really be recorrecting the weight on attaching/removing too...i thought i had done that but i must have missed it

earnest quartz
#

also notice when i equip, the tooltip bar for damage drops vs unequipped value, guessing just skill or such modifying?

quasi geode
#

its the damage multipler and caliber/bullet type taking effect...the inital value is what written in the script txt files

#

i should really nerf all those values to 0

earnest quartz
#

considering no magazine in it atm

#

and bar is like 25% when equipped

#

pistol whip damage? ๐Ÿ˜„

#

wait.....does that even work when ammo is gone?

#

i dont remember it, but itd be cool ๐Ÿ˜„

quasi geode
#

nope

cursive bramble
#

modding wise, having issues -> i make a inventory object and assign to world object - i add items to the object in game and iterate and print the contents using getItems() (with integer indexes)

or code :

[
local cont = ItemContainer.new("crate", sq, obj, 6, 6);
cont:setExplored(true);
worldobj:setContainer(cont)
]

yet print says there is correct amount of items in the container but each item returns as nil OR again as code :

[
local container = _obj:getContainer();
print(container);
if(container ~= nil) then
Items = container:getItems();
for i = Items:size()-1 , 0, -1 do
print(i,Items[i]);
end
print("inv container : ",container.inventoryContainer);
end
]

the print(i,Items[i]) prints 'nil'

#

any help?

quasi geode
#

Items is not a lua table...its a java array

#

use Items:get(i) not Items[i]

nimble spoke
#

So, I can control police lightbars properly by checking the installed item, and I can also stop the sound when I uninstall it, tested in MP. So far so good, but it comes with the loss of visible lights

#

And now I don't know if it is worth replacing the vanilla system with that

earnest quartz
#

cant make lights work? ๐Ÿ˜ฆ

cursive bramble
#

oh? ill try that soon, takign a break. ty ๐Ÿ˜ƒ

#

alot of the inner workings of kahlua is lost to me

nimble spoke
#

I can't because they are a texture applied over the car's texture

#

Separate models don't have that

quasi geode
#

ya i figured that might be problem without doing some extra hacking

nimble spoke
#

I don't think there is extra hacking to solve that, at least not something easy

#

So probably not worth the effort for now

cursive bramble
#

@quasi geode ty, getting [0 zombie.inventory.types.Literature@5e5d171f] output with my print now the get method did it ๐Ÿ˜ƒ

#

now to continue adding this grindstone to my mechanicallyChallanged mod ๐Ÿ˜„

cursive bramble
#

also

#

i found event that fires if ever focus is given to inventory uis

#

so i can update contents of grindstone using that event. possibly

#

it could be also laggy, will need to see.

nimble spoke
#

Which event is it?

cursive bramble
#

'OnCreateUI'

nimble spoke
#

Hmmm interesting use, basically serving as a "onContainer checked"

cursive bramble
#

yes

nimble spoke
#

But yeah, it will fire a whole lot more than you need

cursive bramble
#

not sure what else to use

nimble spoke
#

I'll check the list here

cursive bramble
#

i printed the Events table for list, no other events seemed usefull

nimble spoke
#

Is it working for you?

cursive bramble
#

conditions are . fire when the 'work' of the grindstone (and future devices) finish some progress without using a constant 'are you done yet' tick update (i could implement timers, but that just as bad?)

#

i dunno XD

#

been struggling blindly on that get(i) call issue, gotta add the new logic now

nimble spoke
#

If only onContainerUpdate were called more often.....

#

Right now it is basically when an item is destroyed, food rots, or water storage items receive rain, or wet items dry

weary quest
#

Quick question, some mods create and use .ini files, ORGM for example. These seem to go into a Zomboid/Lua folder on the client, does the server side file have to go into the exact same path? The reason I ask is the server host i'm using doesn't seem to give me access to this folder, all I have is the ProjectZomboid\serverfiles folder and below, not sure if there's somewhere in there it'd also work.

quasi geode
#

if its orgm, then yes it specifically has to go in the Zomboid/Lua folder

weary quest
#

Ah, cheers ๐Ÿ˜› i think i'll need to contact the company and see if they can give me access to the folder i need

quasi geode
#

why would the host not give access to that folder? they should give you access to the entire Zomboid folder

weary quest
#

Not sure, it seems to be fairly limited in the built in file manager and over FTP

quasi geode
#

thats normally where all the server config files and everything else goes

#

ie: Zomboid/Server...Zomboid/Logs etc

weary quest
#

Ah... wait, I think i may have found those folders inside a folder called "World", doesn't have a Lua folder, but it has Server and Logs

#

Perhaps they rearrange things for some reason ๐Ÿ˜›

quasi geode
#

oh...well if it has Server and Logs, then its probably using a symbolic link, and assume that folder IS the Zomboid folder

#

Lua isnt normally created automatically on dedicated servers, so make a new folder in there

weary quest
#

I suspect it's to allow switching between different world saves? ๐Ÿ˜› either way, think it'll work now

quasi geode
#

what all folders are in there? just Server and Logs?

#

or is there a server-console.txt in there?

weary quest
#

db, Logs, Saves, Server, Workshop, and yeah, an options.ini and server-console.txt ๐Ÿ˜„

quasi geode
#

ok...so that is the Zomboid folder then

#

just make another folder in there called Lua

weary quest
#

Cheers for the help ๐Ÿ˜ƒ

#

Still pretty new to hosting zomboid servers ๐Ÿ˜›

cursive bramble
#

if food rots is a thing, could we maybe fake a 'food' item to rot in the time it takes to process ? that way the timer is the food rot ?

lusty dagger
#

cooking stale food in recipes

cursive bramble
#

i meant in a container - adding to the special container sets it to rot in the time desired (the process time of the container-device)

nimble spoke
#

Food takes at least a day to rot

#

Unless you do some setAge() math

#

then it might work, I don't know

cursive bramble
#

ill play around some later

#

gotta figure how to make my own items ?

nimble spoke
#

Do you mean the item's script in the text files or something else?

cursive bramble
#

well. a fully spawnable unique item?

#

ie like a item 'flour' if say doesnt exist yet

nimble spoke
#

You're trying to code your own super advanced stuff and skipped modding items? lol

cursive bramble
#

....yes XD

#

well i started with robomats tuts

nimble spoke
#

open media/scripts/newitems.txt and take a look

#

easiest thing ever

cursive bramble
#

alright

quasi geode
#

Soul Filcher - Today at 3:18 PM You're trying to code your own super advanced stuff and skipped modding items? lol sure..thats what i did with orgm ๐Ÿ˜„

#

lua first...stupid text files are boring ๐Ÿ˜‰

nimble spoke
#

I started modding because I saw there was a pumpkin icon but no pumpkin in game, and I thought.... hey, maybe I can add the pumpkin? Then I saw the bucket with concrete item that had no use.... and here I am

cursive bramble
#

i assume i add my own new items definitions to my mods media/scripts.newitems.txt

nimble spoke
#

whatever txt

#

name doesn't matter, as long as you open module whatever {

#

and then your item will be whatever.item

cursive bramble
#

so the file determines the base?

#

AMC.txt (contains def) = AMC.item

nimble spoke
#

no, it doesn't matter at all, what you put after module matters

cursive bramble
#

oooh

nimble spoke
#

You can create as many text files you want

cursive bramble
#

makes 65536 text files

quasi geode
#

pft no trying to bypass the short int limit!

cursive bramble
#

:<

ember orchid
#

Anyone have an idea of how we'd make new car engine sounds?

quasi geode
#

lol doing new sound for the charger?

#

(saw the request on the steam page)

ember orchid
#

I'm mulling the idea around, haha.

#

You need four different loops for different speeds. I might be able to get those workin right.

quasi geode
#

finally got that thing uploaded to the server today

ember orchid
#

At the very least I could add more base to the ones already there.

#

Hell yeah, man. You got the new model, too.

quasi geode
#

ya

earnest quartz
#

id assume toss a wav file in media/sound and then call it by name in the vehicle config, if doesnt work, check if lua code loads somewhere ๐Ÿ˜„

ember orchid
#

I can't remember if I updated the textures for the black one.

quasi geode
#

i did up script files for both the red and black ones so they both work

#

though i had some issues with the wheel textures when i tested on a local server so just used the default models for now

earnest quartz
#

@quasi geode wheres that base at? i like the guard building lol

ember orchid
#

Do the front bumpers look the same?

quasi geode
#

i think so

ember orchid
#

I updated the red one's texture for sure, but the black might still be too big.

quasi geode
#

thats snake's military complex mod anxcon

ember orchid
#

As for the sound, the corvette type car's script file had "engineRPMType = firebird", and removing that changed the sound to the Normal sedan's.

earnest quartz
#

ah right, gotta grab it anf burn it to the ground

ember orchid
#

So there's gotta be something somewhere that tells the .wavs when to play, then gives it a name like, well, firebird.

#

I've just got no idea where, haha.

earnest quartz
#

car sounds are media/sound/car

#

bunch of wav files

ember orchid
#

Naw, I found those. I mean like the script file or whatever that tells them when to play.

earnest quartz
#

but they're named ##.wave o.O

ember orchid
#

I could probably just straight up replace them, but it'd change all the cars that use that sound.

#

I'd wanna add a new type.

earnest quartz
#

no mention of zb_fb_fast.wav in pz files (unless its in code) but the sound sounds right

ember orchid
#

It looks like there are two types, and the sedan one is the default.

#

The ones you can overwrite it with are firebird or van.

#

I'm searching through all the .txt files in the media folder, so hopefully something will pop up.

earnest quartz
#

i just use np++ ๐Ÿ˜„

ember orchid
#

Same dude, my man.

#

I feel like we're a little closer now.

#

No luck for firebird.

#

Just the vehicles script files.

earnest quartz
#

ya not seeing the wav files mentioned either

#

pz uses fmod i think for sound?

ember orchid
#

No idea.

quasi geode
#

ya its fmod

nimble spoke
#

awesome, but that's no army vehicle son

#

the engine sounds are in java, no way to add more right now

ember orchid
#

Gotcha.

nimble spoke
#

same thing for lightbar sounds sadly

ember orchid
#

Well damn.

#

Hey, Soul Filcher, I haven't messed with the weather beta yet, but you were mentioning some improvements to what we can do with the vehicles, right?

nimble spoke
#

yes, the spawn system is there, Fenris' request for a setColor is there. I tried to find anything that could be the fix for texture overlays but couldn't find it

ember orchid
#

Awesome. Well, we've got more, so that's good, haha.

#

Was there a changelog for that stuff anywhere?

nimble spoke
#

No

#

I went checking all updated files

ember orchid
#

Gotcha.

nimble spoke
#

I think I can turn Turbo's thunder map into a nice GPS

ember orchid
#

Nice.

#

I was actually thinking there should be an almost GPS.

#

Something to give you an idea of how long until the road turns.

#

That way if you're doin' 120, you'll have a change to get ready for the turn, haha.

nimble spoke
#

well, it actually doesn't do that, it is just a big window that shows your current position and has the cities marked on it

ember orchid
#

Yeah, I figured.

#

I just want something to lemme know when to start slowing down.

nimble spoke
#

road signs?

ember orchid
#

Yeah, like one of those "45 MPH TURN" signs or something.

nimble spoke
#

I think they should add more of those now

ember orchid
#

That'd work.

earnest quartz
#

id like cruise control or a max speed / max rpm setting ;3

nimble spoke
#

what the fuck is wrong with this line? sendClientCommand(getPlayer(), SFDrive, useCarOven, { vehicle = vehicle, cont = cont })

#

it throws a kahlua implementation error

#

I'll test that gps theory

quasi geode
#

man....that charger really flys when you boost it to 770 horsepower and run over piles of corpses

ember orchid
#

Jesus dude.

#

It's already like 570!

quasi geode
ember orchid
#

Hahaha.

#

Yeah, I've noticed it just kinda... floats when it flips.

proud spruce
#

-dukes of hazzard horn-

quasi geode
#

and i'm supposed to have insane HP...thats my admin ride!

ember orchid
#

Just, uh.

#

I guess wear your seatbelt.

proud spruce
#

No clip through the seat and get yourself stuck so nothing can get you out.

quasi geode
#

lol...they're all 600HP except the 2 chargers at 770

ember orchid
#

Lord, haha.

quaint nightBOT
ember orchid
#

Hey, if you flip other vehicles, do they float like the charger?

#

Or did I screw something up there?

quasi geode
#

idk i've never managed to do it...come close with the corvette though

#

good lord...another orgm upload

proud spruce
#

With a misspelled title, to boot

ember orchid
#

Haha.

#

Maybe it's a specific brand, like 5.11 tac gear.

proud spruce
#

I looked at the description. Sadly, it is not.

quasi geode
#

well sucks to be him...another orgm that wont function properly lol

nimble spoke
#

lol

#

Sometimes I really think the game is out to troll me, now it is asking for a = near require "ISUI/ISCollapsableWindow"

#

It's the fucking first line of code in the file and no, it doesn't need a =

quasi geode
#

pft...he reuploaded the whole damn mod just to overwrite a few models and textures

ember orchid
#

Well, to be fair, he did say it's just for friends.

quasi geode
#

sure...just didnt need to upload everything for that...orgm doesnt like it when the workshop or mod id changes

#

so he pretty much just wasted his time lol

nimble spoke
#

You should really add a warning to the description

#

Maybe even instruction about how a steam mod can require another steam mod

quasi geode
#

i should...but theres no point...if they dont bother to read the 'credits and permissions.txt' file, then they wont bother reading any other warnings either

#

people never read a damn thing ๐Ÿ˜

ember orchid
#

But spending hours accomplishing nothing and not knowing why is the whole fun of modding!

#

Right?

nimble spoke
#

Fuck yeah!

quasi geode
#

XD

#

but orgm already comes with instructions on how to make patch mods for it...and has several examples included

#

so adding more instructions is just pointless lol

ember orchid
#

Pfft, who reads things anyway.

#

When you're slapping together a model, furniture or home made explosives, do you read instructions?

#

Hell naw, you just throw it together and hope for the best.

quasi geode
#

one thing i learned doing software dev...you can have a file in all capital letters "README FIRST.txt" and no one will bother

ember orchid
#

Survival of the fittest.

quasi geode
#

they'll ask stupid questions you answered in the first 2 lines of that file

ember orchid
#

Just gotta change it to "DON'T OPEN.txt."

quasi geode
#

lmao

proud spruce
#

thisreadmewillselfdestructin15seconds.txt

quasi geode
#

you cant even include this shit in a popup dialog because the users will just click it away without reading XD

#

as the saying goes: โ€œProgramming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.โ€

#

๐Ÿ˜

nimble spoke
#

Ok, GPS part incoming

#

I really had to add a bizarre = totally out of place to stop the error

quasi geode
#

๐Ÿค”

nimble spoke
#

I'm done fighting the system

#

Which car could have a GPS? SUV?

ember orchid
#

They should all have a GPS slot, I'd say.

#

Just a really rare chance to spawn 'em.

#

I don't think any car came standard with 'em back then.

#

Like, super rare spawn chance. Like 1 in every hundred.

nimble spoke
#

Yeah, I'd probably give them all the slot, but probably make them spawn in "good cars"

#

And not always

#

Something in my mod is screwing with ISComboBox.lua and I didn't even touch it

#

Object floor did not have __call metatable set

#

@quasi geode Do you get any errors when using it? When trying to use the radio in a car?

quasi geode
#

the 2 ways? or normal?

#

well answer is no to either of them i guess lol

nimble spoke
#

Then it should be in a file that didn't get uploaded

#

For me here it throws that metatable error right at the start of a game, then the combobox error for a lot fo things

quasi geode
#

o.O

#

for what that pimp my ride mod?

nimble spoke
#

No, my own mod

quasi geode
#

oh..i havent loaded it

#

i been too busy trying to get snakes mods running on our server with orgm to deal with much else lately

#

on that note...i just went and checked out the military complex..hit 2 of the buildings and the training grounds there...i worked the buildings into orgm's spawn code giving the rooms the same chances as police stations....

#

and walked away with somewhere between 15-20,000 rounds of ammo o.O

nimble spoke
#

lol

#

is is a military base after all, not some puny police station

quasi geode
#

its normally completely overrun, but since i didnt reset the map when i installed it, and that area had a really low Z population there was almost none there lol

#

i'll assume its going to respawn alot of Z's there after some time

#

probably better i grabbed that ammo and removed it from play before someone else manages to score it <.<

#

didnt even fully get to explore lol

nimble spoke
#

lol

#

one more idea, loudspeakers, how come police cars don't have them?

quasi geode
#

lol

nimble spoke
#

But how would they work?

quasi geode
#

thats probably why they didnt add them

#

you can yell "hey you!" and "over here!" really loud? lol

nimble spoke
#

Yeah, but it would be even louder

#

Open radial menu, select louspeaker, type phrase, a high-pitched sound goes off and that's it, have fun!

quasi geode
#

add some electrical skill hacks with a remote control...start/stop the car....trigger the horn etc XD

nimble spoke
#

That could be nice, really nice

#

I think I'll make the GPS slot an electronics slot, and possibly add some fun options

quasi geode
#

electronic door locks on remote too that cant be opened from the inside...that way you can trap those pesky car thieves in mp and start blasting the horn on them!

#

or use the default car alarm lol

#

should maybe add multiple electronics slots

#

2 or 3 of them

nimble spoke
#

lol

#

Well, imagine opening the mechanic screen. Electronics 1 missing, electronics 2 missing, electronics 3 missing..... for every fucking car you check. Not ideal in my opinion

quasi geode
#

maybe not...but maybe it will convince people not to steal shit cars in the apocolypse and go for the good ones instead lol

#

or label them 'Upgrade slots'

nimble spoke
#

Yeah, I've been thiking about the categories, so far everything new goes in the 'Other' category but I will probably organize them better later

#

'External Acessories' like the tire, and lightbars, probably an 'Armor' category if I ever get there

quasi geode
#

armor will be sweet people will love that one

#

me...i dont need armor...i drive carefully and obey the speed limits ๐Ÿ˜‰

#

(never mind that screenshot i posted earlier of my upside down charger!)

nimble spoke
#

hahaha

#

that was a stunt

quasi geode
#

lol i almost rolled it a second time too...hit a corpse covered corner at 120

#

ended up on its side

nimble spoke
#

I will add a wolf head ornament for you

quasi geode
#

๐Ÿ˜„

nimble spoke
#

So when you're driving you can aim it right where it hurts them the most

quasi geode
#

i usually drive with my benelli 12g hanging out the window...shotgun the hordes in my way instead of ramming them

nimble spoke
#

except when you use them as a ramp

#

speaking of which.... I have to run over hordes with my monster truck. That was so nice

upper bough
#

Just wondering, is lua vehicle spawning going to be overhauled soon? I keep hearing talk about it here, was going to add vehicle spawning to my mod but I'm not sure if I should just wait until the function is changed around

nimble spoke
#

It is bound to come in the next update

upper bough
#

Oh, is it not already in the game?

nimble spoke
#

The system is already in place in the weather test version

upper bough
#

Ah ok

ember orchid
#

So unrelated, but I just realized the house alarms is the alarm in Goldeneye when they test fire it on Severnaya.

nimble spoke
#

hmmmm Russian biological test weapon confirmed

ember orchid
#

I'm cool with that.

quaint nightBOT
jade hawk
#

I don't see the point in this mod anymore.

#

Considering we can alter the starting points already

left shadow
#

how exact do vehicle masks have to be? ive seen that some dont seem to be exact matches, so i was wondering what the wiggle room on those was.

quaint nightBOT
#

There has been a new Mod Published!

quaint nightBOT
nimble spoke
#

@left shadow They define areas for damage, showing/hiding windows, so as exact as you want. But completely switching the colors will have weird results in game

#

I saw that some of them have less divisions than others, so it probably depends on how you want your damage overlays to work

earnest quartz
#

a settable car alarm would be nice

left shadow
#

@nimble spoke i dont want to change the area colors, I was more wonderign what happened when the areas themselves didnt totally line up with all body areas

#

but that makes sense.. ill try and fit them as best i can

nimble spoke
#

@earnest quartz Fenris and me working on it ๐Ÿ˜‰

#

Yeah, don't worry being totally exact with damage areas, just windows

left shadow
#

cool thank you

nimble spoke
quasi geode
#

soul...did you notice the road trip UI window? its supposed to only be availaible in debug mode

nimble spoke
#

I saw it in your code, what is it?

#

tells me it is exactly what I'm doing

quasi geode
quaint nightBOT
nimble spoke
#

Uhhhhh, I'll check that

quasi geode
#

i think probably the most interesting bit in the code for it is the 'distance travelled'

#

good example of some odometer code ๐Ÿ˜„

nimble spoke
#

Yeah, I'd like to add some stuff to the GPS screen too, let's see what I find there

earnest quartz
#

while on the car trtacking direction, perhaps a key to allign to current direction, N E S W, if already within say 5-10 degrees

#

so can run down long roads fast without driving into a pole on the side ๐Ÿ˜›

#

max speed/rpm would be nice too, as (IRL, dunno ingame) high RPM damages engines more

quaint nightBOT
nimble spoke
#

I think I might be able to allow adding new points of interest in a gps

earnest quartz
#

use maps + marking

#

if a map in main inventory (or maybe count glove box) then show a marker on your gps for each mark on map

nimble spoke
#

Nah, you will actually add them to the gps, they will be saved in the memory

earnest quartz
#

but map already provides a UI and easy way to mark ๐Ÿ˜›

nimble spoke
#

I'm only missing the way to mark

cursive bramble
#

realllly annoying thing now i need to fix.

#

my spawed world obejcts dont save

#

though looks like the containers do?

urban shell
#

Hi, do you guys know what i should look into to customize the UI and add a new skill tree?

#

what classes

nimble spoke
#

As long as you can add the new skill to the classes, the UI works for itself

cursive bramble
#

any one have advice why my IsoObject dont save :<

#

Code used to create these objects :
[
local obj = IsoObject.new(cell, sq, Cubes.sprites.generator_BR.sprite);
-- add object to square
sq:AddTileObject(obj);
obj:setName("AMC_Producer");

]

ember orchid
#

Should I get rid of the top hatch?

river plinth
#

@ember orchid looks good! (And yep, I think it would look even better without the hatch)

earnest quartz
#

nah mount a gun up there

woeful bridge
#

that time your game lags and you drive your tractor into the river so you ragequit and uninstall the game

ember orchid
#

Appreciate it, dude. @earnest quartz I definitely would if we could use it, haha.

earnest quartz
#

@ember orchid oh oh oh turn it into a 'window' object in the car file, when said window is open you have access to a seat, if you sit in that seat it can show player sticking out the top and can shoot, bonus points if MG on roof to shoot

#

opening the 'window' will have hatch opened ๐Ÿ˜„

ember orchid
#

That's not a bad idea. I think we'll have to wait for the animation updates, that could probably work.

earnest quartz
#

bit slopping (removes it rather than swing open, but hey maybe it swings inside)

#

well windows work now

ember orchid
#

Yeah, but unless we have a dummy player, I don't think we'd be able to have a player popping out, ya know?

earnest quartz
#

not sure if soul explored the direction of 'only show char if its in <this> seat'

#

he was makin one for his motorcycle

#

or got from the game i mean ๐Ÿ˜› somewhere in there

#

@nimble spoke ^ evil thoughts brewing

ember orchid
#

I think the way he has it set up is as a dummy player, like a mannequin.

earnest quartz
#

ya

#

thats all i was thinkin to do

ember orchid
#

I dunno if you'd be able to set it so the player only appears if the window is open.

nimble spoke
#

@earnest quartz totally possible

earnest quartz
#

or sit in specific seat

ember orchid
#

That's probably doable.

earnest quartz
#

usually a guy up top no longer takes a seat

nimble spoke
#

Could check for both

#

but a guy in the vehicle has to take a seat

earnest quartz
#

ya, i was saying the hatch is a 'window', when window oppens, he has access to move to a new seat

#

kinda like ambulances have seats you need access to the back to get into

#

then when hes in said seat, show the dummy player, with gun ๐Ÿ˜„

ember orchid
#

Not a bad idea, but that's beyond what I can do, haha.

earnest quartz
#

i think soul is the only one who knows enough to chase the idea atm ๐Ÿ˜ฆ lol

#

im still stuck tryin to make my ram work

cursive bramble
#

anyone had experience with isoObjects spawning and custom containers ?

urban shell
#

@nimble spoke Ok, thakns

ember orchid
#

Hey @nimble spoke , you can make spare tires appear on vehicles now, right?

#

And disappear when they're removed?

nimble spoke
#

yeah

#

and pick model based on tire item

#

Should I upload the motorcycle as a separate mod and let people test it?

ember orchid
#

Do you basically make a new part slot, then use the vehicle mechanics menu to install and remove it?

nimble spoke
#

That's right

ember orchid
#

Is the model that appears based on the slot you use, or is it based on what you put in the slot?

nimble spoke
#

vanilla uses the one listed for the part, but in truth you can add more than one to a part, so I did that and added a code to pick the right one when installing, then turn them all off when uninstalling

ember orchid
#

Fancy.

nimble spoke
#

If you check my mod it is all there

ember orchid
#

Cool man, I'll check it out soon.

nimble spoke
#

If you want you can add my mod as a requirement and simply add the part to your vehicle

#

Your call

ember orchid
#

Depends on how complicated it is, haha.

#

I appreciate it.

quasi geode
#

so it seems i totally underestimated how many rooms in snakes military complex spawn ammo and how much i actually looted the other day...now that i've turned one of the buildings into my safehouse, and sorted through the crap....

#

over 20k shotgun shells, 40k+ pistol, another 20k+ in rifle...on rare loot settings o.O

#

i'm really going to have to setup custom spawn rates for that map instead of using the police storage ones lol

nimble spoke
#

lol

#

They're beating the apocalypse by sheer numbers

#

If you have that many soldiers they win by punching zombies

quasi geode
#

ya too bad its MP and i cant use the survivors mod...could totally clean up knox county

#

on the upside, i get to completely kill anyone who comes near my stash!

nimble spoke
#

I can set a moddata for an item and then when I try item:transmitModData() it accuses me of calling nil, fucking liar

#

Wellllll.... think the system works in SP, as always MP trolls my face

quasi geode
#

hrm are you trying with a VehiclePart of a actual InventoryItem?

nimble spoke
#

part:getInventoryItem()

quaint nightBOT
earnest quartz
#

electric gocart / golfcart, they existed in the 90s, electricity powers em, quiet, scavenge batteries from vehicles to poweer it / use generator to recharge

#

electric would be quieter, but its small, only be 3 seats? 2 front, 1 back, slow speed

#

no coverage from windows etc, like motorcycle ๐Ÿ˜„

ember orchid
#

Heck yeah, I like that idea.

#

It should drain the batteries far quicker than a car uses gas, too.

ember orchid
#

I want to make an M35 2.5 ton cargo truck, but think the max model size is too small.

nimble spoke
#

๐Ÿ˜ฉ sadly no point in making large vehicles for now

lusty dagger
#

noice

nimble spoke
#

Are you simply overriding wheel model for that vehicle?

ember orchid
#

Yeah.

#

Well, sorry, I'm not overriding one of the default wheels.

#

I'm having it use a new one I made.

nimble spoke
#

It was just my curiosity man, I'm no keeper of the wheels or anything

quasi geode
#

lmao

#

they need to make a new role in discord, just for you "keeper of the wheels" ๐Ÿ˜„

nimble spoke
#

haha

ember orchid
#

Oh, no.

#

I didn't mean like "Oh, I'm SO SORRY I'm not OVERRING them," haha.

#

I misunderstood what you meant.

nimble spoke
#

๐Ÿ˜„

#

Please make a new role called "Fixer of MP issues" and appoint someone qualified

#

Even with Fenris'code right in front of me I couldn't fix shit, so I'm done with it for now

ember orchid
#

What's giving ya trouble, the camper van?

nimble spoke
#

Icecream truck, camper van, now GPS too

#

All working perfectly in SP

quasi geode
#

ya mp is often much more of a pain to deal with

#

why i tend to start testing mp early before getting to far into something

nimble spoke
#

I tried to copy your code as much as possible. scribbled the whole path things take in a paper and kept looking at it, I can't decipher this alien language

#

Why can't we have a doThisShitFor EVERYBODY( insert shit here)

quasi geode
#

lol ya the whole code there is kinda funky...the client sends the command to the server and the server pretty much just echos the exact same command back to all clients

nimble spoke
#

Yeah, simple, that's what I copied from you

quasi geode
#

i'll admit the code in there is kinda screwy wasnt sure if i wanted to go with that format...since for most functions there a PMR.Client.myFunction() a PMR.Server.myFunction(), and a PMR.myFunction() thats shared (which does the actual changes)...its kinda a confusing format imo

nimble spoke
#

although you have a file in shared folder with yet more copies of each function and I don't know why they're there

quasi geode
#

the ones in Client and Server are just wrappers around the ones in shared

#

Client/Server is just there to make sure the commands get sent if needed, then call the functions in shared

#

for small functions theres really not much point doing it that way...but for potentially larger functions its designed to save on alot of redundant code

#

it was all still very prototype, wasnt quite sure i was going to continue down that design path

nimble spoke
#

It seems client commands can't send vehicles or parts in args.... quite limiting

quasi geode
#

no..send the vehicle ID number

nimble spoke
#

how do I do that?

quasi geode
#

vehicle:getId()

#

getVehicleById(id)

nimble spoke
#

ohhh thanks man

quasi geode
#

ie: in the PMR client files:

#
function Client.setAlarmState(vehicle, value)
    if isClient() then
        sendClientCommand(getPlayer(), PMR.mod, "setAlarmState", { vehicle = vehicle:getId(), alarm = value })
    else
        vehicle:setAlarmed(value)
    end
end
#

the args it sends for the 'vehicle' key its just sending the id number

#

one of the functions in shared that it uses:

#
function PMR.classOrID(vehicle)
    if type(vehicle) == "number" then
        return getVehicleById(vehicle)
    elseif type(vehicle) == "string" then
        return getVehicleById(tonumber(vehicle))
    elseif instanceof(vehicle, "BaseVehicle") then
        return vehicle
    end
    return nil
end
#

most of the other functions when they get passed a 'vehicle' in the function arguments, run it through .classOrID() as a sanity check

#

if its a id number, it converts it...but wont choke out if you accidentially try and pass a BaseVehicle object ot getVehicleById

#

that way you can blindly pass id numbers or the actual class to the other functions and both are just as valid

#

but ya..side tracked there LOL...has to be a id passed through the send commands...it doesnt sterilize java objects..as far as i know the sends will only support strings, numbers and tables

nimble spoke
#

passing the id should solve what I'm trying to solve for now, let's see if it helped

#

Nah, there's still something in the shadows, and I fixed a million things I found today

quasi geode
#

๐Ÿ˜

nimble spoke
#

could the part update functions run on the server? should I add if isServer() in them?

#

because right now I'm checking isClient() and maybe that's not the case

quasi geode
#

well isClient will only return true if its MP and a client...for most of PMR's stuff it was running the same functions on both client and the server...ie: the client sends the command to the server, the server then updates the vehicle stats, then sends the command back to the clients, which then run the same update functions

nimble spoke
#

yeah but you called them from context menus, which are created by the client then you send a client command

quasi geode
#

ya

nimble spoke
#

this is not the case, I'm checking it in the update functions for the vehicle.... just wondering

#

well, let's test that theroy

quasi geode
#

oh....vehicle:setNeedPartsUpdate(boolean)

#

maybe?

#

and just noticed this one you were asking about earlier vehicle:transmitPartModData(part)

#

but thats for the part, not the inventoryitem

#

those are both used in Vehicles.Update.Engine

#

since theres no isClient/isServer checking in Vehicles.Update.Engine, its probably safe to assume that for those 2 methods the checking is handled in the java code

nimble spoke
#

Yeah, engine is handled in java, the create part functions too

quasi geode
#

not the engine specifically, but the :transmitpartModData() and :setNeedPartsUpdate()

nimble spoke
#

So when I create an icecream van the items get cold for a moment and the mod data for the part is all done properly.... then the update function doesn't

#

and I know it is updating, is just that java is no longer handling it then

urban lynx
#

any way to make a mod that make the max sprint level be 50%? now with max sprint skills i fly accross the map, very unrealistic. would be great to stop the max sprint level at half or so

earnest quartz
#

i know you can fetch the current xp value, and you can add xp, so worst case i would assume adding neg xp prolly works

quaint nightBOT
nimble spoke
#

How can I load custom sounds?

#

I've hard about fmod, what is it?

quasi geode
#

fmod is the java sound libraries

#

orgm uses this for adding sounds on OnLoadSoundBanks event

quaint nightBOT
quasi geode
#
getFMODSoundBank():addSound(key, "media/sound/" .. key .. ".ogg", value.gain, value.minrange, value.maxrange, value.maxreverbrange, value.reverbfactor, value.priority, false)
#

the 'value' variable there is a table i passed into the function

#

'key' being the filename

nimble spoke
#

ok, thanks, I'll check that

#

I want to give our car alarm that beep when you activate it

#

searches orgm in the workshop Holy Diesel man

quasi geode
#

lol

nimble spoke
#

Even Enigma Grey has his own version

quasi geode
#

oh no his was a override for a testing key that got left in the orginal legacy version

#

if you pressed the 'end' key with legacy orgm, it spawns a shitload of items in your inventory

#

enigma's mod just deletes it all after XD

nimble spoke
#

I want my own version too, I will replace all guns with nerf guns

quasi geode
#

lol

nimble spoke
#

I will call it ORGasM

quasi geode
#

i've been asked on a few occassions if thats what orgm stands for ๐Ÿ˜

nimble spoke
#

lol

#

We all know it is ๐Ÿ˜‰

quasi geode
#

it is if your a gunnut ๐Ÿ˜„

nimble spoke
#

So, to which one should I give 1 more subscription?

quasi geode
#

uh probably the authentic one? lol

nimble spoke
#

Just ORGM then?

quasi geode
#

ya...unless you want outdated and buggy clones XD

nimble spoke
#

lol that giant READ ME FOR MODDERS

quasi geode
#

i need to update that

nimble spoke
#

let's skip that and get to the goodies

quasi geode
#

that file mostly just explains the file structure and methods for interfacing with orgm's api

nimble spoke
#

I may be the only one who isn't here for the guns, but for the sounds they make

quasi geode
#

look at the bottom of shared/2LoadOrder/ORGMSharedFunctions.lua

#

the last 2 functions in there

nimble spoke
#

Ok, I can ignore the mega-complex table stuff and grab that last one directly

quasi geode
#

ya i just use the whole table setup there to save alot of hardcoded registering crap with the soundbanks

nimble spoke
#

Now I need to fill a whole lot of values

ember orchid
quasi geode
#

nice

ember orchid
#

Thanks. Just need to texture and statify it.

nimble spoke
#

Does it need to be ogg?

#

Or can it handle other formats?

quasi geode
#

never tried other formats...possibly .wav

nimble spoke
#

no sounds in game, but no warning or errors

#

hmmm converted to ogg and still no sounds

#

Of course, stupid me typed the wrong function name in the load event

#

Aaaaand still no sounds

midnight carbon
#

Make sure you aren't in Ghost mod or Admin mode when testing. No gun sounds when you do that.

nimble spoke
#

I'm testing it in SP, and replacing my sound file with a vanilla sound works

dense dust
#

@astral junco add me

left shadow
#

im having a resizing issue with an exported model. I made a burnt version of the car im working on but it came out too small the first attempt. when i import it back into blender and make it bigger then re-export. its the same size. anybody know why?

ember orchid
#

I had the same issue when I rescaled mine in object mode. Switch to edit mode, scale it, then try exporting again. @left shadow

nimble spoke
#

Also pay attention to model scale in each vehicle's script

left shadow
#

cool. thank you

nimble spoke
#

I predict incompatibilities for mods adding to the vehicle spawn system

left shadow
#

i barely know what im doing as it is.. ill have to take your word for it

ember orchid
#

Yeah, I feel ya. Are you just trying to make car models right now?

nimble spoke
#

the spawn chance for all vehicles in the burnt table has to equal 100, we can't guarantee that with multiple mods

left shadow
#

kinda. ive done this sort of thing before.. just not a lot

ember orchid
#

Gotcha. If you need any help dude, just ask away.

left shadow
ember orchid
#

Did you try resizing it in edit mode, not object mode?

left shadow
#

yes. i even changed the shape of things to see if they were eporting.. all the edits but the size seemt o be exporting fine

ember orchid
#

That's weird as heck.

#

Maybe it's something weird with the burnt cars, then.

left shadow
#

this things been nothing but problems since i started doing it lol

ember orchid
#

I haven't messed with those.

quasi geode
#

disclaimer: DrEllis is famous for breaking shit lol

ember orchid
#

In the scripts for the normal cars, there's a model scale setting, like Soul Filcher said.

left shadow
#

usually pretty quickly too

ember orchid
#

Well that's perfect, you're makin a wrecked car.

left shadow
#

ahh. ill check that

#

totally missed that

ember orchid
#

Hopefully that'll be it.

left shadow
nimble spoke
#

Is that a DeLorean?

left shadow
#

yes

nimble spoke
#

The thought of making a DeLorean crossed my mind

left shadow
#

im not a modeller. i dumped $3 on turbosquid for a simple low poly one

nimble spoke
#

You gotta add a 2015 sports magazine to the loot

left shadow
#

the almanac LOL

nimble spoke
#

yeah

#

Even if a very low spawn chance

left shadow
#

the last piece of the puzzle now is the stupid bumper lights

#

finding where on the texture the mask would be for them lights has been a pain.

nimble spoke
#

They won't work for now

left shadow
#

why?

nimble spoke
#

Well, at least for me my custom models won't load lights, damage or anything but the base texture

left shadow
nimble spoke
#

lol, are you replacing a model?

left shadow
#

yes, but im editing the entire fileset as needed.

nimble spoke
#

Ahh that's the reason then

left shadow
#

making all new png's & stuff

nimble spoke
#

For now it won't work as a non replacement

left shadow
#

the damage is giving me a bit of a hard time too.. i dont understand how the 4 files work

nimble spoke
#

I think overlay and overlay 2 are options, when you car is damaged it will apply one of the 2, or something like that

#

or possibly one is light damage and the other is more damaged

left shadow
#

i have all 4 in various states of damage and it only ever seems to display parts of them.. im thinking i have to redo my mask maybe

nimble spoke
#

I got lucky they spawned near each other for the pic

left shadow
#

spiffo & the cubevan?

nimble spoke
#

yeah, more like a small truck

#

I'm thinking about giving the truck a trunk even in burnt form

#

Maybe do that for all cars, I don't know

left shadow
#

its not like it goes anywhere when its burned.. burnt cars woul dmake good stash spots

#

what would be cool is if you could add fuel to burned cars like campfires lol

quasi geode
#

soul...someone on our server just suggested 'locking gas caps' for cars

#

(more ideas to keep you busy!) lol

ember orchid
#

Hey, @left shadow , if you need to find where to place the overlays (like the vehicle mask), export the UV layer in blender. Should make things a lot easier.

left shadow
#

the main issue was just trying to figure out how the mask markers worked. the texture has 2 parts for where the lights went.and with the way the mask was i kept trying to mark the lights on the bumper like the headlights were marked on the body.. but i had to put the marker & color on the same peice to make the bumper lghts ligth up..

nimble spoke
#

@quasi geode Added to the ideas list

#

I was thinking about breaking and fixing dashboard parts too

#

speedometer, gas meter and so on

left shadow
#

i have a pretty sweet swat van model. i ripped all the interior stuff from it but i made giant holes

#

i havent looked that that info yet for this one

#

now that you mention it, i havent even seen the dash textures yet

nimble spoke
#

Ohhh I don't mean textures, I mean making them not work in the UI if the parts are broken

left shadow
#

i know what u meant. but now u got me lookign for the dash stuff lol

nimble spoke
#

lol

#

awww, car masks don't have specific colors for turning lights

#

I'm testing the set alarm on/off with a short light blink

#

brake lights it is then

left shadow
#

turning lights?

#

signals lol

#

i get it

#

i got my side markers to work. but they just come on with the rest of the lights like the bumper lights. the brakelights work but it would be cool if there were actual reverse lights too

nimble spoke
#

Yeah, I can turn them on/off but now I need a way to create a short blink, I don't know how I'd code that

#

I'm testing it with the SUV, I was hoping I could use those large signals

left shadow
#

is there a way to put a headlight at the rear of the vehicle that only works when driving in reverse?

#

im pretty sure i could mask it.. i just dont know how to code it

nimble spoke
#

I don't know how hard it would be to add new vehicke mask colors for those signals, consider it yet one more request @inland gull

#

Not really, because it would always turn on with standard lights

left shadow
#

you wouldnt need new mask colors. just apply the flshing to the side marker colors

nimble spoke
#

You can't do that

left shadow
#

i used the side marker colors for the bumper ligghts..it seems those can just be stuck anywhere

nimble spoke
#

mask basically say "this area is left headlight" "this is right tail light" and so on

left shadow
#

ijust changed the lens color on the lights png

#

side markers are basically signals anyway

nimble spoke
#

yeah, but they eill turn on/off along the mask color you used

#

not when you want them to

left shadow
#

thats what i mean. most cars seem to have a slightly different color for the side markers than for the left & right front or rearlights

#

uness what youre saying is youd want the side markers to still stay solid rather than flash for turning.. then ya. that wouldnt work...

nimble spoke
#

My idea was to use them for the alarm effect, but I'm settling with brake lights

#

I'd have to change all existing masks, it is too much work for such a small thing

left shadow
#

where is the info for the lights kept?

#

and ive just been doing it with the eye dropper & fill tool. grab entire copies of the file im working with as a layer and erase what i dont need.. beats the hell out of editing from new every time

#

for the masks

#

changing colors & shit just to see what happened..

nimble spoke
#

What do you mean by info for the lights? What controls the masks colors?

left shadow
#

yes

#

or rather what file contains that info?

nimble spoke
#

I don't know

left shadow
#

hm

#

bah, its all just numbers ๐Ÿ˜ฆ

nimble spoke
#

?

left shadow
#

the fle i found was all just number data.. nothing really pointed to rgb colors or anythng like that in the car lights script

nimble spoke
#

it is probably controlled somewhere in IsoSprite, or any of these files that handle sprite animations

left shadow
#

moving on to a lambo for shits & giggles

left shadow
nimble spoke
#

I was in the process of converting Nolan's Camaro one of these days lol

left shadow
#

a camaro would be pretty sweet

#

the smokey & the bandit firechicken would be pretty sick.. but its a t-top and it would look like knight rider with nobody drivin lol

grave prawn
#

Anyone used a Cellar before?

nimble spoke
#

@quasi geode I got the "locking gas caps" working, but only in SP, super useful, right?

quasi geode
#

extremely...keep those damn gas huffing zombies away ๐Ÿ˜‰

earnest quartz
#

should be able to use jumper cables + car A to start car B if B battery dead

#

and if you drive off with cables still connected, tear / break ๐Ÿ˜„

nimble spoke
#

What is the easiest way to add a delay/timer? I need to turn brake lights on, and then after a split second turn them off

earnest quartz
#

when we have no brakes key? ;x

quasi geode
#

are the vehicle update functions still getting called? you could add a check in there

#

failing that...i can only point you to this thread some crazy bastard wrote a while back

nimble spoke
#

hhmmm interesting, but not practical for what I wanted. Thanks anyway, I could probably think of ways to use it

nimble spoke
#

How come enabling/disabling alarm works in MP when nothing else does?

#

ahhh probably because setAlarmed is handled by java directly and saved, unlike everything else I'm trying to do

quasi geode
#

probably...and ya that timer system is more a example and for instances where you require multiple timers going at once, that you can add/remove

nimble spoke
#

the weird thing is, I got a print command through, and received the print in my console, so I received the command from the server

#

Saying that nothing is working is an exaggeration, I can turn on/off the freezing system of my icecream van, but to no real effect

#

Yay! You got your MP lcoked gas caps fenris

quasi geode
#

lol wasnt my idea..anyone goes near my cars they're in for a world of hurt...but figured i'd pass it on was a good idea XD

earnest quartz
#

@nimble spoke next comes rigging with explosives!

#

start car > boom

quasi geode
#

i'm dualing on my server now...one comp logged in with a sniper with a SR-25, scope and hollowpoint 7.62 rounds on the roof of my base overlooking the parking lot

earnest quartz
#

can we shoot lower layers yet? ;3

quasi geode
#

my other character when i'm out of base...rarely gets out of the car and travels around with a AR-10 XD

#

could shoot lower elevations for ages now

#

i've been sticking snipers on rooftops and walls since build 33 lol

earnest quartz
#

i remember readin somethin bout it but wasnt sure it was in, b/c i tried shootin zombies a few times from windows and never killed em heh

quasi geode
#

if they're right below you up against the wall then you wont hit

#

need some distance

earnest quartz
#

45 deg?

quasi geode
#

they can be up against the wall if your farther away..like further down the wall

#

but right above wont hit

nimble spoke
#

ohhhh and now the gps saves new points in MP too, I finally got the hang of it

#

I had to send all those illegal immigrant args back home and basically only use vehicle id

quasi geode
#

lol

nimble spoke
#

What is the method for a "player id"?

#

I need to add player as an arg for a single command