#mod_development
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lol
whoosh
Current version
I still have to add the helmet
Can you still run over zombies with that motor?
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
Has anyone on ever used irrigation?
There has been a new Mod Published!
Only the greatest song in the history of the entire world. This music gets you so pumped to deliver some PIZZAS.
Relevant
That sounds like how a motor should behave, so that's good.
i get vehicle salvage mod to destroy these leftover car bodiess, it works fine, give parts etc, all but delete the body after XD
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
code is there and throws exception
ohhhh
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?
isClient() returns false in SP
ah k
The new vehicle spawn system sneaked into the weather test version
heh
@quasi geode you can see if your vehicle color code request got in too ๐
@inland gull If you read this, you added fossoil skin variations to your McCoy list, found 3 fossoil pickups in McCoy parking lots
no i cant its on steam...but rj said 'done' so i'd assume that actually ment 'done' lol
several vehicle class files were updated today so probsbly yes
Yes, setColor is there
lol rng trolling me, go to mccoy, find several fossoil cars, spiffo van and mail van, no mccoy car
lol
But I double checked, mccoy list is indeed wrong, I had to override it
Well, it is working, I found my icecream van
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?
I think I found how to give different models based on the installed item
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
I'll make a few tests
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
Fuck yeah, my idea worked, time to overhaul the tires
And..... time to convert standard cars into monster trucks? lol
maybe I should steal the antenna from radio vans to use elsewhere
LMAO PP
hahhaa FunY MemE
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
Different tire models working
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?
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
very nice, yours and snakes work i really like from the images shown off
Hi everyone I just joined this server
Welcome, head to #pz_b42_chat for the main discussion bit.
I've been playing PJ zomboid for some time and I've been thinking of making a good combat mod
Ooh, do tell
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
pz doesnt use unity ๐ and no real animation system yeeet
3d models is just cars, and people, blender works fine and is free
most of the stuff you see is just sprites
notice the game has 4 angles / 4 sides to objects ๐ crates, shelves, furnituere, etc heh
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.
Tell us a bit about your idea for this system then.
some mod tuts in forums floating around too
Well there will be an evade system, grab system, and better chain of melee attacks.
I would want to start their first
interesting
Yeah that would definitely be great.
then continue to work on things like interacting between players
Like if a zombie grabs you
but as far as 3d models, you (along with several others in this chan) mostly be makin cars heh
or your friend
you can button mash or your friend can help you
Then I want to work on zombies combat aswell
no idea how possible thatll be ๐ since animation system isnt in yet
Well if they plugged in blender models
thats all I actually need
I know how to animate in blender
assumes they use said animations in pz heh
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?
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
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
When is the Animation update supposed to be in?
@velvet coyote when it's ready
Ok so there's no set date from Devs,im guessing in a few months maybe end of year
np
Do you know what we really need? Fucking hood ornaments I tell you that
more honking sounds
i want my car to scream when i honk
or maybe make a really loud zombie moan
lol
thats just obcene...cant we have non-fucking hood ornaments? ๐ค
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
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
I don't know.... let me finish the code for tires before giving me more ideas lol
floods soul with piles of new ideas before he has time to implment anything
I will definitely add some hood ornaments though
Almost there, it worked for cars with fixed tire types
Here's the hearse showing the new vintage tires
There has been a new Mod Published!
I guess it should.... ohhh boy, I'll fix that before uploading
not trying to be picky just pointing out lol
well...it could be a herse for transporting dead midgets ๐
LOL
"Small Time Funeral Services"
lol
When dead people started killing people, you know, they had to ban coffins
too bad...mccoy logging co could have made a fortune
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
o.O
maybe missing something, a typo here, a * there ๐
No, it was a break that came from a separate code
where was the link to that hunting mod from snake? not seeing it in workshop
thats because its not in the workshop
yes...his mods arent orgm compatible though....i'm working on writing patches for them atm
@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.
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)
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
That's the joke lol
But really, I got desperate for a moment
so many modding and testing hours could have been wasted
suggestion: github? its great for making backups XD
wonder what people did before github
I use an external drive
git is nice for branching a project though ๐
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
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 ๐ i aint fuckin losin that
8tb of scifi tells me you watch too many shows ๐
star trek TOS/ENT/TNG/DS9/VOY, sg1/sga/sgu, babylon 5 + spinoff crusade, andromeda, farscape, more ๐
8tb of scifi? not nearly enough
sadly hollywood sucks and quit making it
Hey Fenris, Do you have my army pickup truck in your collection?
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
Ohhh ok, you can add it to the server
awesome ty ๐
trying to rush and get this damn mod finished off..its seriously cutting into my play time LOL
I can imagine
I've been mostly testing this mod for over a week now
reflex-launching jdgui to check a million things
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 ๐
Hmmmm, speaking of military stuff and orgm, what should we do about my army vehicles?
LGEP looks easy enough to patch though that should be easy
armor them up and add gunports! ๐
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
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
Ok, I don't think there's a specific event, but if I remember it right OnFillContainer fires for them
that would be good enough
I have to test that again. Last test I did, OnFillContainer did not seem to fire on vehicles.
Hey @nimble spoke , if you want, you can just nab the tires from my Charger.
Otherwise, I'd go with spinning rims.
Haha, oh shit, that's awful.
for low quality engines while driving ๐
Like good awful, you know?
Yeah man.
try to start car....BANG!...run from the horde it atracts ๐
Especially older ones.
I'm not sure if backfires still happen with computers controlling the mixture or not.
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
That's true, I think that's when it started becoming standard.
any car more then 6-7 years old would still be old carb-style no efi crap
Most of the ones in the game look around early 90 to me.
lol
yeah, for rural kentucky cars look all too recent
We should have more cars from 70s and even older
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.
@quasi geode can right click > convert vanilla ammo, what about adding vanilla guns? ๐
convert, random gun of type
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
right, hense the recipe to convert ๐
why not random though? ex theres multiple pistols, cant all be beretta ๐
oh well i was goingto make them all BB guns or .22's ๐
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 ๐
if ammo moved to bb too thatd fit
what? it will fit...you just have to shove it in hard enough!
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.
lol
Gotta think outside the box.
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
.380ACP fired out of a 9mm handgun. 9mm fired out of a .40s&w handgun. And I even fire a .223 round out of a Glock 23. Demolition Ranch Apparel http://ambiti...
there ya go anxcon
it will fit! you just have to force it!
id much rather have this ๐
50 cal ๐
you should so add it, along with all the fun results ๐
thats just pointless
whats a broken wrist or 2
piss all barrel length that thing woud get no real energy behind it
thats also a very faked image XD
not the point ๐
pft..thats a tiny toy
28mm
least you doubt its functionality:
A man in Poland has built the world's largest working revolver, according to Guinness World Record. The weapon, a Remington model 1859, was built by Ryszard ...
Is that for the upcoming Antman and Wasp movie or what?
Yeah, I've seen that thing, haha.
28 shots later
The story of going deaf?
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
If hs home is invaded by a spaceship.... he can shoot at it
Just hope it doesn't move very fast
or those damn helicopter trolls in the zombie apocolypse
So I'm looking for reference pictures, and you know what the Hummer H2 always makes me think of?
They see me rolling. They moaning
Oh my god, that's fantastic
Super early version. Still needs a proper paint job, new wheels and the script file configured.
Should the antenna be thinner?
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
Hey, the army uses pickups too.
@ember orchid antenna thinner, and arc down so the tip attaches to the hood
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.
cargo plane mod when? ๐
Haha
would make going on my armory loot runs much easier ๐
Well, depends on how good ya are at landing.
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
plus those props would do a awesome job of clearing out the hordes
It'd definitely be a good time.
i'd save on a lot of ammo
Think about the propellers, you'd have to find new ones pretty quick.
and having my favorite weapon listed as 'C-130 Hercules' would be pretty damn epic
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.
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 ๐
lol, setZ(waaaaay up bro)
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
There has been a new Mod Published!
There has been a new Mod Published!
and ofcourse you only shot the car for science ๐
@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 ๐ค
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
heh dropped on ground, now cant drop anything o pick it up ๐
orgm corrects it when you equip the gun again
ah k
it should really be recorrecting the weight on attaching/removing too...i thought i had done that but i must have missed it
also notice when i equip, the tooltip bar for damage drops vs unequipped value, guessing just skill or such modifying?
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
considering no magazine in it atm
and bar is like 25% when equipped
pistol whip damage? ๐
wait.....does that even work when ammo is gone?
i dont remember it, but itd be cool ๐
nope
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?
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
cant make lights work? ๐ฆ
oh? ill try that soon, takign a break. ty ๐
alot of the inner workings of kahlua is lost to me
I can't because they are a texture applied over the car's texture
Separate models don't have that
ya i figured that might be problem without doing some extra hacking
I don't think there is extra hacking to solve that, at least not something easy
So probably not worth the effort for now
@quasi geode ty, getting [0 zombie.inventory.types.Literature@5e5d171f] output with my print now the get method did it ๐
now to continue adding this grindstone to my mechanicallyChallanged mod ๐
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.
Which event is it?
'OnCreateUI'
Hmmm interesting use, basically serving as a "onContainer checked"
yes
But yeah, it will fire a whole lot more than you need
not sure what else to use
I'll check the list here
i printed the Events table for list, no other events seemed usefull
Is it working for you?
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
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
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.
if its orgm, then yes it specifically has to go in the Zomboid/Lua folder
Ah, cheers ๐ i think i'll need to contact the company and see if they can give me access to the folder i need
why would the host not give access to that folder? they should give you access to the entire Zomboid folder
Not sure, it seems to be fairly limited in the built in file manager and over FTP
thats normally where all the server config files and everything else goes
ie: Zomboid/Server...Zomboid/Logs etc
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 ๐
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
I suspect it's to allow switching between different world saves? ๐ either way, think it'll work now
what all folders are in there? just Server and Logs?
or is there a server-console.txt in there?
db, Logs, Saves, Server, Workshop, and yeah, an options.ini and server-console.txt ๐
ok...so that is the Zomboid folder then
just make another folder in there called Lua
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 ?
cooking stale food in recipes
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)
Food takes at least a day to rot
Unless you do some setAge() math
then it might work, I don't know
Do you mean the item's script in the text files or something else?
well. a fully spawnable unique item?
ie like a item 'flour' if say doesnt exist yet
You're trying to code your own super advanced stuff and skipped modding items? lol
alright
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 ๐
lua first...stupid text files are boring ๐
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
i assume i add my own new items definitions to my mods media/scripts.newitems.txt
whatever txt
name doesn't matter, as long as you open module whatever {
and then your item will be whatever.item
no, it doesn't matter at all, what you put after module matters
oooh
You can create as many text files you want
makes 65536 text files
pft no trying to bypass the short int limit!
:<
Anyone have an idea of how we'd make new car engine sounds?
I'm mulling the idea around, haha.
You need four different loops for different speeds. I might be able to get those workin right.
At the very least I could add more base to the ones already there.
Hell yeah, man. You got the new model, too.
ya
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 ๐
I can't remember if I updated the textures for the black one.
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
@quasi geode wheres that base at? i like the guard building lol
Do the front bumpers look the same?
i think so
I updated the red one's texture for sure, but the black might still be too big.
thats snake's military complex mod anxcon
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.
ah right, gotta grab it anf burn it to the ground
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.
Naw, I found those. I mean like the script file or whatever that tells them when to play.
but they're named ##.wave o.O
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.
no mention of zb_fb_fast.wav in pz files (unless its in code) but the sound sounds right
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.
i just use np++ ๐
Same dude, my man.
I feel like we're a little closer now.
No luck for firebird.
Just the vehicles script files.
No idea.
ya its fmod
awesome, but that's no army vehicle son
the engine sounds are in java, no way to add more right now
Gotcha.
same thing for lightbar sounds sadly
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?
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
Awesome. Well, we've got more, so that's good, haha.
Was there a changelog for that stuff anywhere?
Gotcha.
I think I can turn Turbo's thunder map into a nice GPS
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.
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
road signs?
Yeah, like one of those "45 MPH TURN" signs or something.
I think they should add more of those now
That'd work.
id like cruise control or a max speed / max rpm setting ;3
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
man....that charger really flys when you boost it to 770 horsepower and run over piles of corpses
-dukes of hazzard horn-
and i'm supposed to have insane HP...thats my admin ride!
No clip through the seat and get yourself stuck so nothing can get you out.
Lord, haha.
There has been a new Mod Published!
Hey, if you flip other vehicles, do they float like the charger?
Or did I screw something up there?
idk i've never managed to do it...come close with the corvette though
good lord...another orgm upload
With a misspelled title, to boot
I looked at the description. Sadly, it is not.
well sucks to be him...another orgm that wont function properly lol
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 =
pft...he reuploaded the whole damn mod just to overwrite a few models and textures
Well, to be fair, he did say it's just for friends.
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
You should really add a warning to the description
Maybe even instruction about how a steam mod can require another steam mod
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 ๐
But spending hours accomplishing nothing and not knowing why is the whole fun of modding!
Right?
Fuck yeah!
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
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.
one thing i learned doing software dev...you can have a file in all capital letters "README FIRST.txt" and no one will bother
Survival of the fittest.
they'll ask stupid questions you answered in the first 2 lines of that file
Just gotta change it to "DON'T OPEN.txt."
lmao
thisreadmewillselfdestructin15seconds.txt
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: โProgramming 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
๐
Ok, GPS part incoming
I really had to add a bizarre = totally out of place to stop the error
๐ค
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.
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?
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
No, my own mod
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
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
lol
But how would they work?
thats probably why they didnt add them
you can yell "hey you!" and "over here!" really loud? lol
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!
add some electrical skill hacks with a remote control...start/stop the car....trigger the horn etc XD
That could be nice, really nice
I think I'll make the GPS slot an electronics slot, and possibly add some fun options
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
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
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'
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
armor will be sweet people will love that one
me...i dont need armor...i drive carefully and obey the speed limits ๐
(never mind that screenshot i posted earlier of my upside down charger!)
lol i almost rolled it a second time too...hit a corpse covered corner at 120
ended up on its side
I will add a wolf head ornament for you
๐
So when you're driving you can aim it right where it hurts them the most
i usually drive with my benelli 12g hanging out the window...shotgun the hordes in my way instead of ramming them
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
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
It is bound to come in the next update
Oh, is it not already in the game?
The system is already in place in the weather test version
Ah ok
So unrelated, but I just realized the house alarms is the alarm in Goldeneye when they test fire it on Severnaya.
hmmmm Russian biological test weapon confirmed
I'm cool with that.
There has been a new Mod Published!
I don't see the point in this mod anymore.
Considering we can alter the starting points already
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.
There has been a new Mod Published!
@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
a settable car alarm would be nice
@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
@earnest quartz Fenris and me working on it ๐
Yeah, don't worry being totally exact with damage areas, just windows
cool thank you
Roadtrip to mark points of interest
soul...did you notice the road trip UI window? its supposed to only be availaible in debug mode
There has been a new Mod Published!
Uhhhhh, I'll check that
i think probably the most interesting bit in the code for it is the 'distance travelled'
good example of some odometer code ๐
Yeah, I'd like to add some stuff to the GPS screen too, let's see what I find there
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 ๐
max speed/rpm would be nice too, as (IRL, dunno ingame) high RPM damages engines more
There has been a new Mod Published!
I think I might be able to allow adding new points of interest in a gps
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
Nah, you will actually add them to the gps, they will be saved in the memory
but map already provides a UI and easy way to mark ๐
I'm only missing the way to mark
realllly annoying thing now i need to fix.
my spawed world obejcts dont save
though looks like the containers do?
Hi, do you guys know what i should look into to customize the UI and add a new skill tree?
what classes
As long as you can add the new skill to the classes, the UI works for itself
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 looks good! (And yep, I think it would look even better without the hatch)
nah mount a gun up there
that time your game lags and you drive your tractor into the river so you ragequit and uninstall the game
Appreciate it, dude. @earnest quartz I definitely would if we could use it, haha.
@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 ๐
That's not a bad idea. I think we'll have to wait for the animation updates, that could probably work.
bit slopping (removes it rather than swing open, but hey maybe it swings inside)
well windows work now
Yeah, but unless we have a dummy player, I don't think we'd be able to have a player popping out, ya know?
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 ๐ somewhere in there
@nimble spoke ^ evil thoughts brewing
I think the way he has it set up is as a dummy player, like a mannequin.
I dunno if you'd be able to set it so the player only appears if the window is open.
@earnest quartz totally possible
or sit in specific seat
That's probably doable.
usually a guy up top no longer takes a seat
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 ๐
Not a bad idea, but that's beyond what I can do, haha.
i think soul is the only one who knows enough to chase the idea atm ๐ฆ lol
im still stuck tryin to make my ram work
anyone had experience with isoObjects spawning and custom containers ?
@nimble spoke Ok, thakns
Hey @nimble spoke , you can make spare tires appear on vehicles now, right?
And disappear when they're removed?
yeah
and pick model based on tire item
Should I upload the motorcycle as a separate mod and let people test it?
Do you basically make a new part slot, then use the vehicle mechanics menu to install and remove it?
That's right
Is the model that appears based on the slot you use, or is it based on what you put in the slot?
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
Fancy.
If you check my mod it is all there
Cool man, I'll check it out soon.
If you want you can add my mod as a requirement and simply add the part to your vehicle
Your call
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
lol
They're beating the apocalypse by sheer numbers
If you have that many soldiers they win by punching zombies
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!
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
hrm are you trying with a VehiclePart of a actual InventoryItem?
part:getInventoryItem()
There has been a new Mod Published!
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 ๐
Heck yeah, I like that idea.
It should drain the batteries far quicker than a car uses gas, too.
I want to make an M35 2.5 ton cargo truck, but think the max model size is too small.
๐ฉ sadly no point in making large vehicles for now
noice
Are you simply overriding wheel model for that vehicle?
Yeah.
Well, sorry, I'm not overriding one of the default wheels.
I'm having it use a new one I made.
It was just my curiosity man, I'm no keeper of the wheels or anything
lmao
they need to make a new role in discord, just for you "keeper of the wheels" ๐
haha
Oh, no.
I didn't mean like "Oh, I'm SO SORRY I'm not OVERRING them," haha.
I misunderstood what you meant.
๐
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
What's giving ya trouble, the camper van?
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
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)
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
Yeah, simple, that's what I copied from you
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
although you have a file in shared folder with yet more copies of each function and I don't know why they're there
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
It seems client commands can't send vehicles or parts in args.... quite limiting
no..send the vehicle ID number
how do I do that?
ohhh thanks man
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
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
๐
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
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
yeah but you called them from context menus, which are created by the client then you send a client command
ya
this is not the case, I'm checking it in the update functions for the vehicle.... just wondering
well, let's test that theroy
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
Yeah, engine is handled in java, the create part functions too
not the engine specifically, but the :transmitpartModData() and :setNeedPartsUpdate()
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
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
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
There has been a new Mod Published!
fmod is the java sound libraries
orgm uses this for adding sounds on OnLoadSoundBanks event
There has been a new Mod Published!
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
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
lol
Even Enigma Grey has his own version
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
I want my own version too, I will replace all guns with nerf guns
lol
I will call it ORGasM
i've been asked on a few occassions if thats what orgm stands for ๐
it is if your a gunnut ๐
So, to which one should I give 1 more subscription?
Just ORGM then?
ya...unless you want outdated and buggy clones XD
lol that giant READ ME FOR MODDERS
i need to update that
let's skip that and get to the goodies
that file mostly just explains the file structure and methods for interfacing with orgm's api
I may be the only one who isn't here for the guns, but for the sounds they make
look at the bottom of shared/2LoadOrder/ORGMSharedFunctions.lua
the last 2 functions in there
Ok, I can ignore the mega-complex table stuff and grab that last one directly
ya i just use the whole table setup there to save alot of hardcoded registering crap with the soundbanks
Now I need to fill a whole lot of values
Working on a 68 El Camino.
nice
Thanks. Just need to texture and statify it.
never tried other formats...possibly .wav
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
Make sure you aren't in Ghost mod or Admin mode when testing. No gun sounds when you do that.
I'm testing it in SP, and replacing my sound file with a vanilla sound works
@astral junco add me
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?
I had the same issue when I rescaled mine in object mode. Switch to edit mode, scale it, then try exporting again. @left shadow
Also pay attention to model scale in each vehicle's script
cool. thank you
I predict incompatibilities for mods adding to the vehicle spawn system
i barely know what im doing as it is.. ill have to take your word for it
Yeah, I feel ya. Are you just trying to make car models right now?
the spawn chance for all vehicles in the burnt table has to equal 100, we can't guarantee that with multiple mods
kinda. ive done this sort of thing before.. just not a lot
Gotcha. If you need any help dude, just ask away.
stupid thing still wont resize tho ๐ฆ
Did you try resizing it in edit mode, not object mode?
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
this things been nothing but problems since i started doing it lol
I haven't messed with those.
disclaimer: DrEllis is famous for breaking shit lol
In the scripts for the normal cars, there's a model scale setting, like Soul Filcher said.
usually pretty quickly too
Well that's perfect, you're makin a wrecked car.
Hopefully that'll be it.
YES!!! stupid burnt vehicle script
Is that a DeLorean?
yes
The thought of making a DeLorean crossed my mind
im not a modeller. i dumped $3 on turbosquid for a simple low poly one
You gotta add a 2015 sports magazine to the loot
the almanac LOL
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.
They won't work for now
why?
Well, at least for me my custom models won't load lights, damage or anything but the base texture
i need to be told it cant be done more often lol
lol, are you replacing a model?
yes, but im editing the entire fileset as needed.
Ahh that's the reason then
making all new png's & stuff
For now it won't work as a non replacement
the damage is giving me a bit of a hard time too.. i dont understand how the 4 files work
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
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
speaking of burnt cars I have to finish these 2
I got lucky they spawned near each other for the pic
spiffo & the cubevan?
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
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
soul...someone on our server just suggested 'locking gas caps' for cars
(more ideas to keep you busy!) lol
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.
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..
@quasi geode Added to the ideas list
I was thinking about breaking and fixing dashboard parts too
speedometer, gas meter and so on
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
Ohhh I don't mean textures, I mean making them not work in the UI if the parts are broken
i know what u meant. but now u got me lookign for the dash stuff lol
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
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
the orange lights were the old white reverselight, bt since they stay on i just colored them orange :/
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
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
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
you wouldnt need new mask colors. just apply the flshing to the side marker colors
You can't do that
i used the side marker colors for the bumper ligghts..it seems those can just be stuck anywhere
mask basically say "this area is left headlight" "this is right tail light" and so on
ijust changed the lens color on the lights png
side markers are basically signals anyway
yeah, but they eill turn on/off along the mask color you used
not when you want them to
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...
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
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..
What do you mean by info for the lights? What controls the masks colors?
I don't know
?
the fle i found was all just number data.. nothing really pointed to rgb colors or anythng like that in the car lights script
it is probably controlled somewhere in IsoSprite, or any of these files that handle sprite animations
moving on to a lambo for shits & giggles
shidded and gigglded
I was in the process of converting Nolan's Camaro one of these days lol
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
Anyone used a Cellar before?
@quasi geode I got the "locking gas caps" working, but only in SP, super useful, right?
extremely...keep those damn gas huffing zombies away ๐
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 ๐
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
when we have no brakes key? ;x
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
The Indie Stone Forums
As you (probably) already know, PZ allows us to define timed events using OnEveryTenMinutes, EveryHours, and EveryDays.ย As handy as they are, sometimes w...
hhmmm interesting, but not practical for what I wanted. Thanks anyway, I could probably think of ways to use it
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
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
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
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
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
can we shoot lower layers yet? ;3
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
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
45 deg?
they can be up against the wall if your farther away..like further down the wall
but right above wont hit
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
lol