#mod_development
1 messages · Page 406 of 1
For MP you may will need getOnlineID
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I'm trying my chances with a vehicle tweaker api
gaaaaah, why cant i save world objects i create but inventory containers stay?!
what am i missing?!
You should ask @rocky lynx I think he knows that
Or the guy that created the bullet reloading table
XD
@rocky lynx well i make worl i=objects following the tutorials made by robomat - but my created world objects dont persist between loading the world/save - is there anything im missing?
well i made world object like the base game, not a robomat tutorial.
can you provide template code. i have tried scouring using jdgui but i havent found yet. -edit made more polite
using tilezed to make a custom tilesheet and make properties, and some lua code to build it.
i'm not creating that.
Depending on what you want to add, you can use an existing lua, for example I use the existing wood walls and fences for my masonry walls and fences, and they work, all I had to do was link a new texture and set up new health values
im trying to implement a custom mechanical energy system using tile occupying transmission boxes etc
thus i need custom unique world objects that carry info
Ok, I guess most of that would be mod data
yes
atm im using the 'xTable' ie set/get Table
but i think thats wrong and should use mod data
my logic works otherwise but the world obejcts just dont save D:
whats annoying is container inventory i attach to the object DO persist and become ghosts in the world
They can save all the data if you add it to the new objects list in YourObject:New. Check the files in media/lua/server/BuildingObjects
You could probably start with ISWoodenContainer
np
YES! I can give cars an alarm piece with vehicle tweaker api, no need to override all cars just for that!
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So this might be a hard one to figure out, who knows
I'm modding in some radio channels but am a bit stupefied by how the file is laid out
<FinalColor r="255" g="0" b="0" />
</VoiceEntry>```
This seems simple enough, just declaring the ID of whoever is speaking through hexadecimal
However
<LineEntry ID="d2456c6d-beeb-4e43-a6be-262cd80bb0be" r="255" g="0" b="0">For a good old family time!</LineEntry> the lines given in each radido line do not match any above
Anyone have an idea why I'm dumb here?
VoiceEntry is used when creating stuff in the WordZed tool from what I understand. It's mainly just a way to define colors to choose from when using WordZed. When the lines are created, it doesn't reference the VoiceEntry for colours, rather it just copies the RGB values of the VoiceEntry into the radio line when it's created.
@rigid drift
That was probably very poorly explained, this thread might be of some help to you: https://theindiestone.com/forums/index.php?/topic/21318-wordzed/
WordZed
Version 1 - download
You can add custom radio data to the game via a mod.
The radio data including final translation files...
nice
There's no way to add voiceovers or songs to the radio, right?
too bad we cant redirect it to a online stream 😐
Oh that would be lovely
I love lurking here and seeing what you guys/girls think up
you probly can redirect it to an online stream. youre just not trying hard enough..
w/e doc lol i just went browsing through the fmod java bindings to see if i actually could
what does java know?
lmao
and your right doc i probably could...but not with the base game stuff...i'd have to hit the problem with a sledge hammer to make a working solution fit
you would probly have to make a new radio.. like a sattelite radio or something
it would probly be easier than repuposing the existing ones
it would be fairly realistic not being able to get terrestrial radio, and be buggy as hell
a dude i used to work with had sattelite radio in his big fancy new work truck and all he did was tell me how much it sucked up in the mountains lol
where we were at burns lake it was pretty much usesless unless we went up onto the main road
Almost good to go!
haha
well if the walkie talkies kinda work over voip you could just swap out a voip addy for a stream couldnt u?
they dont work over voip
werent we talking on them at one time? and it got better/ worse with the distance?
nope...just text chat
noman, im sure we were talking on those things..
but then again, ive been hit in the head a lot....
we did use the voip...but not with the radios. we 'tried' to use them with the radios ages ago figuring out how the damn things worked
@pine vigil Thank you!
@pine vigil Sorry to ping you again here but maybe you can com in with an assist, do you know what the radio categories do? TV and radio are self explanatory, but I'm not sure what difference the various other types make.
Proper style makes it 200% more satisfying!
oh hell ya
Hahaha, nice dude.
@pine vigil Could getEmitter() in BaseVehicle.class be made public?
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First test for visible objects in an open trunk
@nimble spoke Looks awesome!
stop it soul....your making the rest of us modders look like nub punks 😐
Nah.... Filibuster's cars make me feel like the nub punk
So what if I can model some cubes?
Will this work for all trucks or just that model?
@rigid drift It dictates what object recieves the broadcast essentially.
So television and radio are self explanatory.
Amateur means that walkie talkies pick up the messages (I believe) and Military just means you need a high tiered radio in order to pick up the signal.
From what I understand anyway.
@nimble spoke Yeah, sure.
Emergency and Bandit are not really used AFAIK.
At least as of now.
@pine vigil Perfect, thank you
That's a weird doggo
@nimble spoke Oh damn, nice dude! Does it just load the box model when anything's in the trunk?
@velvet coyote Should work for all open trunks, but each car model may require adjusted offsets to make them appear correctly
Yeah, if it is empty it will look empty
and different combinations based on the items will be possible
Great stuff @nimble spoke looks like some amazing work
I recall reading here a couple of days ago about not being able to have models larger than a certain size - so things like trucks or busses couldn't accurately be put in. Is that still true? Or is the monster truck using some other kind of trickery
The monster truck clips depending on the angle it is facing. I could try to reduce that effect if I reduce the wheels, but I'm not sure I'll do that
You can add larger vehicles, but they will clip at the borders of max render size
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is max render size exposed in any way that you might be able to override it?
(I know very little about PZ modding, sorry)
I don't know, I'd have to find it
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Is it possible to overwrite the default sound files in ProjectZomboid\media\sound with your own through an in-game mod?
yep lol
2018 Mod Awards: And the prize for most cloned mod of the year goes to: ORGM
😐
There is an interesting reorganization aspect going on caused by offsets, but now I have to figure out how to control that and fix the weird positions
Oh wow dude.
So is it actually checking what's in the trunk, or do you have like a log slot in the vehicles?
It actually checks what is in the trunk
and the trunk part has several models defined in it that can be turned on/off
Although I think that if I want to get rid of that weird offset thing I may have to use separate parts
Nice dude.
Is it possible for a car to have two trunks? I'm wondering if we could make a usable roof rack in addition to a trunk.
the first item found sets the position for everything that comes after it, which is good and bad at the same time
Roof racks are in my to-do list
and the result with the trunk will be used for them too
Roof racks are what inspired me to try that
yeah
Heck yeah, man.
But in order to do that I have to learn how to add new part slots using the vehicle tweaker api I created, right now the new slots are bugged
I really want to avoid overriding all car types if I can
Gotcha.
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Car trunk idea. Taking turns or high speed driving and sudden slow stops while 'heavy rigid' objects are carried alongside 'light flaccid' objects causes degrading of softer objects unless your organised trait (less chance)
Actually on that note. I wonder if tgis makes sense :
Adding items to a container fills it up sure but you wont allways pack things well - assume first time you pack some set of items (order doesnt matter.) The 'packing' score is 0.1
Now remove those items - re add them. Ypur score goes up by some amount and the volume the items take up decreases. This is bwcause the player 'repacked things abit better'. You can repeat this process to a limit to achieve the neatest tightest fitting packing? Reason below :
I mean tossing things into containers for a game is fine and dandy. But if we have organised traits and volume limits etc why not have a extra option to say 'juat tossin in takes up space. But taking the time put something in is less space'
Excuse spelling. Mobile and i dont use autocorrect (i hate it)
heavy r i g i d
Yes yes.
Was best way to describe the reasoning
Soft and hard dont explain. Heavy and rigid objects will impose more threat during collision than softer lighter materials. And 'hard" is fine and all but rigid indicates it cant be deformed easily etc
whoops i shitted
jeesh getting into custom logic for my world objects is a pain. using Hydrocraft and scrap together a buildable object that still uses my original logic for building networks etc... took me 3 days and lots of cofee... and my rotate code fails too.
#Clone ORGM FTW (Break functions, blame dev) 😛 cycle of copy cat.
lol
chatbox with custom command is still long way to go 😛 though I am planning to make a smaller version for vanilla chatbox while I can fiddle more stuff with custom chatbox.
by chatbox with custom commands do you mean a custom chatbox that has its own commands? or adding new commands to the vanilla chatbox?
Fixed the offset issue, now to code certain combinations that must be avoided and add a limit of models showing at the same time
yeah I saw that too, nice to see an official way to dismantle the cars
hopfully burnt cars will have that function as well.
lol @ember orchid from the 69 charger workshop page:
Huey 3 Jul @ 7:31am
Now all we need is an apocalyptic General Lee and we'll be all set.
still messing with the texture, but...
Fenris, I'd like to have your feedback on alarm and gps, I updated the mod today
oh cool...i'll check that out when i get a chance in a bit...you should be using github for this one 😄
@quasi geode Haha, nice man.
Oh yeah, I forget you're the no-steam version man
think i'm done pissing around with that texure stuff for tonight lol
lol
that car is like the lee too when you boost it up to 770horsepower...i've flipped it and trashed it soo many times now 😐
i'm going to build a charger factory on the server somewhere 😄
Goddamn man, haha.
it does 0-60 in about 3 seconds 😉
Better than the Yugo.
lmao
XD
I noticed that horsepower is one variable that doesn't seem to "stick" when I try it with the tweaker api
it doesn't seem to make a difference, but in the mechanic screen nothing changes
thats why i echo it back to the client...when you do it server side it sticks, but the clients dont see the change until they relog
so as a solution i set the horsepower both server side and client side
you'll probably notice the same with engine quality and loudness
Hey, Soul Filcher. Does your tweaker just replace the script value for that car?
in theory yes, but I don't know enough of the dark magic hidden in the java files to be sure of what it does
I'd appreciate all help I can get to improve/fix it
right now I'm struggling with adding new parts, my version of the tweaker has some improvements over the online version, but it isnt working
if you hosted them on github it be alot easier to contribute...that way when we got improvements or bugfixes can just submit a pull request 😉
Ok ok.... I'll do that
my uncle says github is a fad and scam to get you to put your hard work in a place for anyone to grab and steal your ideas 😐
M$ bought github a month ago.......so that might accually be true now lol!
😂
are you serious?
You're uncle is a bit of an idiot then if that's what he thinks 😛
❤ github, but tbh not sure how much M$ will screw it
yeah, fair point.
Oh no, they will steal my lua file that I modified from another dude's lua on the internet
MS wouldn't be stupid enough to hurt their reputation like that though.
Github is an absolute staple for pretty much any developer.
I wouldn't be surprised if they actualyl made it better and opened up private repositories with some sort of file size limit
but M$ has been known to....acquire things quietly
ah they wont intentionally screw it...it will be done in the name of 'improving your experience'
^
M$ used to have the best revision control software, then came git, stole their lory
glory
@nimble spoke I might be wrong, but I think the horsepower is assigned when the car spawns. On the multiplayer server I was hosting, it also chose a random number, I guess around what the car's HP was.
Yeah, mass seems set.
I think it's because the horsepower is somewhat random, at least if you have it on the harder difficulties.
mass is constantly recacluated
I know I'll have to create specific cases tin order to fix everything
its constantly checks back the script when it redoes the mass value per vehicle
Either that or HP is also based on the engine's condition, but I never noticed any change there.
I figured they just wanted the cars to have a little random attributes associated with them.
HP is randomly chosen when spawning and doesnt change by itself after
its stored per vehicle
shouldnt it? esp bad weather, erosion, get rusty
well theres lots of reasons it would change after irl, but the engine isnt as refined in game lol
yet 😄
One thing you can change for an already spawned vehicles is the gear ratio or whatever.
slightly surprised its just 'engine parts' and not classed as other parts
The noticeable effect there is the acceleration.
need a transmition part, then we can play mechanic and tweak ratios
It might change some other stuff under the hood, though.
I think Soul Filcher could probably do that now.
I could probably add that as a new part, but first, I want to figure out how to add parts without the need to override every single car
alarms and GPS are already waiting for that
and possibly a better system for the truck bed items
What happens now is that I get a visible slot in the mechanic screen, but if I try to install/uninstall it bugs, I lose the item and nothing gets installed
There has been a new Mod Published!
lol, the guy sends a friend invite, says nothing, then uploads a translation
Well, at least I guess I'm an important modder now
lol
nah just the loudest 😄 jk
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if talking about clouds... wasn't GitHub the one that had public source code storage and only way to protect your project was by paying a monthly subscription? I mean, if so, his uncle does have a point. Meanwhile, if I recall, Bitbucket at least had private clouds for each user, so that no one could steal your GTA VI code and re-sell it 😂
eh? if by 'protect' you mean turn private, then yes repository's are public unless you have a paid subscription....that doesnt mean its unprotected though....and thats entirely missing the point of github..its primary use is for opensource projects
just like the git software itself. you can always host your own git server and not have it publicly displayed lol
Yeah, that too. I mean, just having a small rasberry/linux server with big hdd would be just fine for private servers, though, I don't mind using BitBucket in case I'm making a project, though, as risky it seems, I still just use my own workstation as a storagew for project files
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Good mod
good disclaimer, it's like in Mask ... "Reversed Psychology"
😄
"dontusethismod" - YOU'RE NOT MY MOM
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ha
gitlab.com let you host free private git projects for free
Simply slightly better in terms of functionality but ux is still not on par with github
You also get free lfs with no bandwidth limitation. (Max is 10 gb which is the global max storage space per project)
ya...after their disaster last year i dont have alot of faith in gitlab lol
I used them for my personal gaming projects xD
github lfs is just 1 gb free
In January 2017, a database administrator accidentally deleted the production database, in the aftermath of a cyber attack. Six hours worth of issue and merge request data was lost.
Haha. Didn't knew that but kinda that reminds me how I also did that to AGN forum when trying to import new database to recover some old data but rather a mistake took the wrong database down and gone forever xD
lol ya he did a "rm -f" on the wrong directory and took out 300gb and the backup systems werent properly setup
they ended up having to recover the data from a staging server
Till this day no one knows I killed the forum at least once.
XD
I came up with fancy excuses
worst i've done (so far) on a production server is delete the webservers file download directory <.<
so while i can sympatize with the gitlabs admin mistake of accidentially wiping the wrong dir...these things happen from time to time...the ineffective backup system is kinda inexcuseable for the services they provide
XD
Think of it as, they found out and took steps to fix it than to lose a lot more data down the line.
I mean I use GitLab personally as well.
Worst I have done is in my second job I DDOS'ed a clients server, that was fun.
lmao
connall...that just sounds like a clever way of getting more work out of that client! "what? your suffering from a ddos attack...damn script kiddies, i can help you with that!" 😉
You would think, but I worked legacy programming support for a company, where the more we supported the client was seen as a detriment.
lol
ya thats no fun at all...i hate working on peoples old legacy code
expecially legacy perl 😓
i hate working on others peoples any code
why 30 nested ifs?
|| and && exist for a reason
lol...i hate nested if's...and the whole and/or are fine, but they get abused just as bad as nested if's
when you've got 30 of those in a single if statement with a maze of brackets its not very readable
im the direction indent correctly, then avoid things that indent, using return in most places to exit, so as code goes down, ou wont be there unless theres a reason, no waiting for the } on some giant if block
ya i prefer returning early...and if i'm nexting anything more then 2 or 3 levels (including if's and loops combined) i'm probably going to refactor into smaller cleaner chunks...move them to seperate functions
ya il nest 3-4 loops deep, but the loop wil be a 1 liner lol
(1 line of code, excluding loop code)
half the languages now know when to paste in contents of a function rather than run the function too
sooo nice for cleaning up
Hi guys! Someone can help us with that: https://theindiestone.com/forums/index.php?/topic/24125-custom-vehicles-problem-with-textures/
Hello guys! I have a problem that I could not solve on my own. We make a custom model of police car for Project Zomboid (Link). After we upload it to the ...
Our Chevy Caprice model
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@winged raptor They won't work for now, but RJ said he was going to fix that
Oh, okay
noice
Just found the code for item world icons, and decided to give it a test with what I could find in tiles, looks good so far
They all keep their original icons in inventories
That really does look good
If you drop them near trash tiles nobody will know there's an item there. Could be an interesting way to make the streets look dirtier
👌
thats looks very advanced with that items models on the ground. I like that realistic 3d look of those items.
damn that looks sweet @nimble spoke
That doesn't sound like the Dr. Cox I know
Hi Dr Cox, how is the cooler box going?
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no orgm clone reuploads today? orgm must be losin its appeal 😄
hold my beer
didn't code anything for PZ the last couple of weeks, my coding-time is currently occupied with a java application to organise my data
my holiday is coming though, might suit it up for a buggy release on github, maybe someone of you guys here can do something with it
anxcon i'd like to think its not losing its appeal, and just more people are discovering it has a options screen for customizing it 😄
@quasi geode you overestimate common sense
😛
@quasi geode Do you happen to know where is defined that a weapon model is attached to the character model? Could we possibly change that?
in the java? if i did notice it i probably didnt pay attention...really havent looked at the rendering side of things
cant imagine it would be too hard to track down with JD-GUI though...check the HandWeapon class and see what field it stores the sprite in, do a search for all references to that field, and a search for all references to the getWeaponSprite method
answer should be in one of the results lol...probably wont get too many results from the search
zombie.characters.WeaponOverlayUtils.DrawWeapon() and zombie.core.skinnedmodel.ModelManger.DoCharacterModelParts()
both those reference HandWeapon.getWeaponSprite()
Yeah, I tracked it to modelmanager
interesting what it appears to be doing is slot.sub.add(inst)...'slot' being a ModelSlot, and inst being a ModelInstance
the ModelSlot.sub field is a java arraylist and public so it should be possible to directly add into it
though since theres no 'getSub()' method, getting the field directly is a bit more of a pain
That's what I'm trying to find out
IsoGameCharacter has an array caled ExtraSprites
what kind of evil sorcery are you up to over there anyway? 🤔
no doubt another thing that will be cool and awesome 😎
jdgui gave me power UNLIMITED POWER evil laugh
lol
good lord...who let this guy in on the secret of decompiliers? we're all doomed now 😐
AAAhhhhhh boring, there's no method for inserting extra sprites
Tell me there's a way to hack the character's file lol
All I wanted was to change the attachment point for a weapon model
lol...holsters and rifle slings?
nah, weapons are your thing, my thing is thinking outside boxes. I was going to try a pushable object, like a shopping cart
only weapon behavior is my thing...messing with models not so much 😐
I know I can use burnt cars for world models, and I can use context menus with them normally
technically we could have 3d furniture and whatever we want
shopping cart, loaded up with pipe bombs, pushed into a horde 😉
Then I thought I could add 3d shopping carts lying around, but making them pushable would require forcing a weapon in both hands
BUT, they'd animate liek a weapon and shake around like crazy
That would be great - imagine that interfacing with HC pallet forks etc
You know, there is an unfinished code for pushable objects in the game. there's an IsoPushableObject and IsoWheelieBin
But sadly not enough for experimentation
in before Soul Filcher gets offered a job at TIS
Seriously
h
It appears to be possible to drag a survivor, you should try it @placid delta player:setDragCharacter(survivor) and see what happens
More tests..... more tests
lol
I just hit 66k error messages
lmao
And all of those because I'm failing to give my IsoPushableOobject a proper sprite
So, I'm up to the point I need to create the pushable object myself because nothing in the game seems to be one (makes sense) and I am in fact creating it since it is throwing a bazillion errors for not having the sprite
I tried to create an IsoWheelieBin because apparently I don't need to pass a sprite for it, but it was invisible too
ohhhh I see, it doesn't accept a string like thumpables, I have to give it a real sprite
@nimble spoke didnt pz used to have pushable objects for early furniture?
or coulda been diff code
Probably not the same code as this one seems to use the new physics somehow
having wheelburrow n stuff would be nice
oh oh, fork lift vehicle, can carry a bit, but electric, slow, and noisey, with a forced (no way to turn off) BEEP BEEP BEEP when backing up 😄
I can't believe I get stuck with these things. @quasi geode if I know a string like "trashcontainers_01_0" how do I find and pass the valid sprite that uses it? I'm stuck all night with this shit
you could always smash the speaker :P
God Damn I'm a genius, I'm pushing a wheelie bin around
First I have to fix all the bugs and issues
Dolly push generators!
The possibilities are endless!
dolly to move fridge!
no more whinyness about hiking bags holding them!
I GOT IT!!
PUSHABLE CARS!
how many times has that car been just outside your base, but cant start it (no skill, crap parts, etc) and you wanted to push it inside your gate? or vice versa
and lol @ engine wont start and needing to give it a push to start it 😛
that would be cool
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There has been a new Mod Published!
What is being implied here
All the images I'm having in my head of the consequences of what's happening are all horrifying
with what little context the picture has, it pretty much sums up my life.
also, do not try the new monster drinks.
i am literally on the verge of vomiting and i'm shaking bad.
It works, now I need to fix the object vanishing when loading (or saving, I don't know) and not being a container
hey @nimble spoke
is there a way to currently input more cars or is it not currently possible?
@pine vigil If you have the time, could you please take a look into this model offset issue? More than one part model being visible at the same time makes each new part use the previous as an offset. Very annoying and make it impossible to use them together
Reee roof racks
What do you mean input more cars? spawn them in the map?
no, like adding a new car.
i tried it but it didn't work
is there some sort of vehicle limit
not that I know of
hmm
I'm not the best person to ask, since I have no idea what you just said.
You do get blocked from spawning more if you spam them in the same area
-_____--------- You're the only one active here
Can you pass that picture around and see if anyone knows why? lol
Model 1 has offset x, model 2 has offset y, but when both are visible model 2 has something like x + y
omg, the trashcan meme made my day 😂

Ohhhh hell, IsoPushableObject isn't listed anywhere when checking for valid parents for a container.
You wouldn't happen to be able to change that yourself, would you?
No, I already identified several places in the code where IsoPushableObject isn't implemented as it should to work properly. Nothing I can do about that
Wait for what? I doubt they are ever going to finish that, and if they do it will work by itself, nothing needed from me
@nimble spoke maybe there's still something you could do with this - do they block tiles, and could they be destroyed?
They do block tiles, but they vanish when you leave the game
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This mod is da shit
pft its a pile of crap 😄
j/k lol pretty funny though...that would suck having diarrhea and trying to run from a horde 😐
This is really close to a mod I've (seriously) been wanting for a long time.
Hygiene.
needs extra effects for mp...like other players getting nauseous hanging around you lol
To be honest, those who like realism will probably want to get this mod
Next we need a pee mod
I also wonder if you can eat your own shit in that mod
w t f
not really
humans cant digest the corn shell, which is whats there
the inners be gone though
its 10pm dinner over 😄
i sat down or breakfast reading that....
now you've gone and ruined peoples breakfast too!
atleast i didnt explain how sausages are made
I was eating lunch as I read that.
To be frank, i dont give a shit.
who else goes poop but has to look at it before you flush to see if you pooped out corn or a big log
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i think anyone who says they don't is lying
"The modding community wept, for there were no more mods to create."
hahaha
@spark crystal probably
@spark crystal now a pee mod?
@spark crystal want another tag?
@spark crystal i like tagging people
@spark crystal should i stop?
@spark crystal how are you?
@spark crystal are you cool?
@spark crystal nice
@spark crystal i stop now <3
@zenith sable Don't spam.
I've a question about lua file load order. I've seen mods that prefix files/folders with numbers in order to control the order the scripts load. But don't require statements also allow you to control that load order? why would you prefix with numbers instead of using require's, is there a reason?
I'm not a modder, but it may be possible it's used to place those files 'first' in Explorer, or to find easier etc
That's been reasonably common in other modding scenes I've seen
(or other recognisable prefixes)
I don't do that, and see to real reason to do so, requires fix what you need fixed
if anything everybody should be adding zzzzzzz so the files load last and override other mods in case of conflict
@pine vigil I'd like to request a change for IsoPushableObject, this.container = new ItemContainer("pushable", this.square, this, 6, 6);
if (this.sprite.getProperties().Is("ContainerCapacity")) {
this.container.Capacity = Integer.parseInt(this.sprite.getProperties().Val("ContainerCapacity"));
}
As it seems to be missing a container
http://prntscr.com/k36647 😉 for anyone wondering it's 1200 verticies
@weary quest require is fine, IF your writing the code that needs to load after... the alphabetical ordering using numbers like ProfessionFramework its to ensure its loaded before other peoples mods....same with ORGM, not only does it make sure the core is loaded first, but also so the loading is done in stages (using prefixs of 1, 2, 3, etc) where other peoples mods that rely on ORGM can insert code directly into the loading order
you cant do that with requires
ah okay, yeah, that makes sense 😃
Love your work btw, been learning a lot from your mods
personally i'd rather be using a proper lua format local moduleName = require("moduleName") but modding pz is funky lol
ty...glad its useful XD
it's really a problem of Kahlua, the Java Lua implementation
ya i blame kahlua for alot of issues lol
its horible to code for...i had to work on some real lua stuff the other week and noticed how badly pz modding was ruining my lua XD
yeah
been working with a game engine written for Lua recently
and it's so different
yep...reducing variable/function/module scope is key when dealing with real lua...kahlua i'm not so sure about
kahlua is pretty much the same
_G. eq _G._G and all that
global array that contains itself... shudders
i should spend some time digging through the kahlua code
lol recursive scoping...thats gotta drive the GC nuts
probably
but it's a Lua thing, so the GC should handle it gracefully
then again
Lua was never really meant for programmers from what I've read
which makes it having bindings to a lot of programming languages... funny
i've tried writing lua bindings...i didnt like it
did it in C a while bcak
back when I was still writing C on a regular basis
wasn't that hard at all
ya i was trying in C++, i'm not really a C/C++ coder though...seemed like pulling teeth so i said screw it and wrote python bindings instead
:D
it might have been easier if i resorted to using swig or boost or something but i'm not really a fan of all that overhead
python was stupidly easy to write bindings for, just need to keep track of reference counting
nice
some of the C api increases the reference count when passing variables, some doesnt lol..so have to pay attention to if its getting passed or not for the GC
lol
personally i dont do java at all...i can read it fine but wouldnt want to code it
also hard to expose to the world at large with admin privileges :D
lol
seriously, try to expose an eDirectory and it will get all in your way
those new-fangled key-value databases? eeeeh... not so much ;)
schadenfreude much? hell yes!
perl is fun
you can shoot yourself in the foot and rip your face off at the same time
ya i love perl i spent 10 years doing mostly perl
lol
an then there is me: I "code" with LabView 😳
what is labview?
graphical programming language, mostly used for industrial machine programming
ah, cool
you don't write code, you place symbols that execute certain functions
it's really bad I would love to code with Java at work
doesn't sound so bad
place symbols that execute certian functions.....that vaguely sounds like perl 😄
but without the graphical components 😐
that's it
or an example how it shouldn't look like: http://www.ni.com/cms/images/devzone/pub/nrjsxmfm912163998723206173.jpg
like a twisted UML
christ
I'll try to work around pushables not being saved by creating them again on load. What would be the best way to save their square and check later? Squares don't have mod data, right?
There has been a new Mod Published!
Im 99% ready to rage
Wanting to implemwnt my mechanical energy transmission. Define for objects which offset is input possible and which output is possible (forward. Backward. Left. Right). This offset is from direction of facing cardinals NESW with north being top left faci g of isometric.
Bow i need to rotate the actual input/output direction according to facing. So input Forwards is North if facing north. I out forwards is east when facing east. I have some logic that takes the base direction(forwards, or (0,1)) and rotates it multiples of 90° degrees according to facing(north is 90x0. East is 90x1 etc)
I tried other methods and some where the logoc is sound but the inputs end up rotating in opposite direction to the object... really annoying me now
I would love to use isoDirection but its 8 dorections not 4 amd i would have to wrap to ensure i only use NESW cardinal directions and it doesnt help my offsetting of input/outputs (the goal is to make defining inputs and output sides easy - ie in mod data { inputs ={"mechanical",0,1}} thus one input usi g 0,1 as the offset from the square of the object and it accepts mechanical(if we want to define more types later etc?)
Why do i prefer being so accomadating gah.
Sorry if i rant too much here in the open. Its sorta like rubber duck debugging for me (i do it alot... at random and at random people)
But. I maaaay have found my issue. So the rants works. Haha.
so what's the solution?
The math i use to rotate a 2d vector d Degrees used 90°. That results in counter clock rotation. So when i get home and have time ill punch in -90° and see if that solves it (but. Wierdly i already tried this im sure. But i was reasserting my math is not incorrect)
'Is not incorrect' sounds like bad english...my head hurts
I used to do something like that in my dirty water mod
basically, I just defined sprites for each of the four cardinal directions
then in code checked which sprite I was using
Also. I feel i did wrong initially. I defined the offsets for IO as forward backward -this makes sense since its relative. But when the player rotates the object i also applied this rotation to the IO sets. Which kinda ends up saying "i fave east now. And now my Input is Right when it was Forwards) which is wrong. The direction of facing changes but the offsets of IO should not change. I will probably end up using the better sounding 'take my facing. Convert it to a multiple of 90 as prev deacribed. And rotate the Offset by that angle. Do not save the change or overwrite.'
Hmm. Atm i have 4 sprites for each NESW and have a VectorToCardinal (N is 0,-1 etc) and a CardinalToVector. VectorToFRBL (Vector to string 'FORWARD' etc) and vice versa etc
Gonna whip up in python more test code.
Alriiight. So after much testing. The math seems to treat 0° and 180° ( or -180°) wrongly. But since 0 is no change. I made the case return x1 and y1. And since 180 inverts i return x1•-1 and y1•-1
This seems to resolve the issue. So hopefully itl be easy to fix when i get home....hopefully.
Hey guys is there anywhere i can find the array list of differnt kids of sprite names for the blend ground
damnit lua math!
punch the math into python - works 100%
punch into lua - wrong
must be the annoying java conversion shananigans again
scratch that - punch into lua demo online - same wrong output :/
urgh rounding errors. math.floor does NOT deal with them well it seems
resorted to
function round2(num, numDecimalPlaces)
return tonumber(string.format("%." .. (numDecimalPlaces or 0) .. "f", num))
end
using [round2(int)] I get better rounding to integer. going to plug this into my math in game and see.
erm
what
testing my coordinates and a object offset by 0,1 actually offsets by -1,0
PZ?! whats with these backwards coordinates?!
Developers... which way is the X and Y increasing for squares cause from what i observe Y is increasing towards bottom left and X is increasing towards bottom right. The Y hurts my head cause increasing downwards is confusing.
no, x increases towards top I gues
coordinates are towards top left and bottom left
west point has the lowest coords
Well, let me double check
No, back on that one, westpoint has one coord lowest, the other highest
sorry
wait the maps have thier own axis direction?
im gonna just...take a break now cause fighting with this is being a frustration XD
random question, but how did IndieStone make the walls have thickness (rather than a plane shape) if they only used 1 flat texture and stretched it out to match on an isometric grid in a romb/paralelogram shape? Did they actually use 3d for walls?
@brazen mesa I believe the texture actually includes the thickness
so a "texture" is actually a tile, 32x64px isometric
don't nail me down on those dimensions, but it'd be something like that
and within that texture, the wall has the visible part as well as a few pixels of thickness
this is what I mean by thickness btw.
and this is how my texture looks like
so, when I was coding, I just took the sprite and stretched it out to look like the ones in the above example
to prevent issues, the best way would of course to be to just make the textures already isometric, but that would mean this - about 5-10 different textures instead of 1. Which is what PZ initially had problems with, but later on just made the textures flat just like in the second example... (from Iso Revolution post on PZ forums)... but if I recall right, you guys actually made the stuff 3d orthographic? Just wondering how to get from 1 point to the second one (from Current to Ok)
I'm just a modder, I'm not one of "those guys" :)
but I remember from creatnig the PZ map that all the walls look like what you show in the first image as OK
but actually coding the tools for that has been a while
I may be sorely mistaken
I'm sure the mapping is still somewhat similar (haven't made maps for PZ since it first came out on Steam), but if things were actually 3d and map editor is actually based for 2d isometric games, that would be quite mindblowing (but at the same time, a map is basically a pack of information that your game will later on take in and apply to its current mechanism, so anything's possible)
no, I meant creating the web version of the map
for that, I'm extracting the sprites from the .texturepack files
and those contain the wall sprites
which I'm then just rendering at their respective place
check this for example
the walls have a thickness of a few pixels
but that's all in the sprite
oh, that's interesting. Gonna check the stuff in detail in a moment (rushes away to the store hoping that it won't close 8 minutes too fast)
Hey blindcoder! I'm trying to make use of your writeINI and readINI functions, do I have a similar option that places the file within a save?
hmm
not right now, no...
all the Lua functions generally write to the Lua directory
if you want to store data in a save
moddata is actually the better place
what is it you want to store?
a list of moving objects so that I can respawn them when loading
also, how can I convert a square an a sprite back from a string?
hrrm
first thing that comes to mind is storing them on the respective IsoGridSquare and hook into the LoadGridsquare event
to respawning them
right now I store object's id, sprite and current square
yeah but squares don't have mod data, do they?
they do have moddata
I don't want to check through all squares to find where the objects are
if your going to hook that event, i'd advise you to make sure your code is highly optimized...that event triggers A LOT
IsoGridSquares have the getModData() function
yeah, what Fenris said
first thing you should check in that function is something like
``
I'd rather go through the array of objects instead
if not gridSquare:getModData()["myModId"] then return end
you can't spawn things in a place that is not streamed in to the gameworld
so you'd have to check for that
and I'm not sure how
ya no matter how you do it your going to have to be checking what grids are loaded...ie: using the event
that way I'll have to "clean" previous squares when the object moves....
ohhhhh hell
the only way i can see it working is what blindcoder said...using the event and checking moddata...but really the thought of using that event at all always leaves a bad taste in my mouth
Water Irrigation uses that event
and it's barely measurable, let alone noticable ingame
errr...
function WaterPipe.LoadGridsquare(square)
if isClient() then return; end
-- does this square have a pipe ?
for i=0,square:getObjects():size() - 1 do
local obj = square:getObjects():get(i)
if obj:getName() == "WaterPipe" then
WaterPipe.loadPipe(obj)
break
end
end
end
Events.LoadGridsquare.Add(WaterPipe.LoadGridsquare);
that's the function
interesting...i suppose the upside of that is that using the :size() call is a java array list check, so probably executes faster then kahlua checking a table size
though that function could really be optimized more with a local objects = square:getObjects() above that loop <.<
still it be interesting to benchmark its performance on a highly populated server
I'm not even sure it works in MP at all :D
oh lol
lol
well in SP theres not going to be much of a performace hit when loading grid squares...its not triggered as much as it is on a server
ok, so how about when I load the square, I compare the square with the one in the list of objects, if they match then spawn the boject?
i always tend to think of the impact on MP performance first
This way I'd use loadgridsquare but not store the objects in square mod data
well, wher ARE you storing it?
the only other sane place I can think of is GameTime.instance:getModData()
That's an idea
i'd say it depends on how many objects your planning on storing.....if you've got a shitload and your storing them in a lua table, then theres a performance hit while it searches the table for the correct key/value pair, in which case your better off using the squares mod data
which will likely contain much less key/value pairs
if theres not so many objects your trying to save, then you could bypass the squares moddata and save a lot of headaches clearing the old data as the object moves
neet idea storing stuff in the GameTime moddata, that one hadnt ever occured to me before
it's the only other element guaranteed to exist
you can't even use your player moddata
because if you die and respawn in the same world, it'll be lost IIRC
probably...i've never had a need to use either really...but i spend most of my time in orgm's code which doesnt require that kind of wizardry lol
Are you Harry? 😮
Any sufficiently advanced technology is indistinguishable from a weapon
err, magic. magic it was.
posts screenshots of that message, without any context
that's some top notch WWiZaRdLy
well, I'm off for today, enough dumb shit said for today :D
have a great evening o/
same 👋
lol cya XD
thanks!
nahhhh not working
@pine vigil Can you help us? ! We are creating a project with main idea - change a default cars for more detailed.
For now we have two complete models but we stuck with one problem - shaders.
When we try load model with textures, it loaded with BasicEffects shaders, then that leads to the fact that it does not work for lights \ rust \ damage textures.
We are find a way, how make it better for custom vehicles like us.
In a java script (ProjectZomboid\zombie\Lua\LuaManager$GlobalObject.class) need replace next lines:
@LuaMethod(name="loadZomboidModel", global=true)
public static Model loadZomboidModel(String name, String loc, String tex, boolean bStatic) {
try {
if (tex.startsWith("/")) {
tex = tex.substring(1);
}
if (loc.startsWith("/")) {
loc = loc.substring(1);
}
Model model = ModelLoader.instance.Load(ZomboidFileSystem.instance.getString(loc), ZomboidFileSystem.instance.getString(tex), shader, bStatic);
ModelManager.instance.ModelMap.put(name, model);
model.Name = name;
return model;
}
catch (IOException e) {
e.printStackTrace();
return null;
}
}
public static Model loadZomboidModel(String name, String loc, String tex, String shader, boolean bStatic) {
Model model = ModelLoader.instance.Load(ZomboidFileSystem.instance.getString(loc), ZomboidFileSystem.instance.getString(tex), ZomboidFileSystem.instance.getString(shader), bStatic);
ModelManager.instance.ModelMap.put(name, model);
for that lines:
@LuaMethod(name="loadZomboidModel", global=true)
public static Model loadZomboidModel(String name, String loc, String tex, String shader, boolean bStatic) {
try {
if (tex.startsWith("/")) {
tex = tex.substring(1);
}
if (loc.startsWith("/")) {
loc = loc.substring(1);
}
if (shader == null) {
shader = "basicEffect";
}
Model model = ModelLoader.instance.Load(ZomboidFileSystem.instance.getString(loc), ZomboidFileSystem.instance.getString(tex), ZomboidFileSystem.instance.getString(shader), bStatic);
ModelManager.instance.ModelMap.put(name, model);
model.Name = name;
return model;
}
catch (IOException e) {
e.printStackTrace();
return null;
}
}
It help to get a control for modders to select a shader from lua.
jesus christ
OMG
rotation finally working
not even sure it really is until i try and plug the CascadeUpdate back in
HOORAY
Dammn pri
@cursive bramble well done!
Just wondering, is there a function/mod that allow player dance with NPC?
user agreement?
is it possible you've got some kind of ban?
🤔
😮
It doesn't seem that gametime mod data persists after quitting and loading
holy diesel, I spent my whole day with this shit
🤔
@jovial narwhal why did you delete your messages?
wtf
now he left the server??? 🤔 🤔 🤔
I swear he was online when I tagged him. now he's gone
He left the server, he's still online
How do you even wipe your messages from a server?
seems they aren't all wiped, but the couple of messages recently about him not being able to comment on PZ workshop were
from: big hi#6466 in search, if you really want.
thought if you were banned all your messages are auto deleted
He wasn't banned, afaik. And that's not the case, either. (For discord)
@nimble spoke dropping your name on TIS forums 😂 😉 Sure hope you're @Soul Filcher there.
i missed popcorn moments?
drama?
he was, i got to hear all about in dm..... honestly i'm suprised it didnt happen sooner. but i wont get into specifics because well...you know...drama lol
so i just realised, guns can have a bullet in chamber, but cant manually load chamber
@quasi geode no clue if suggested before but think the code might be open to?
its been on the todo list for a while now
😄
would save me from hunting for magz
i still wanna build a crap door, lay bullets in it, and use a hammer to shoot em though ;3
you know that wouldnt work very well right? lol
would you wanna stand in front of the door? no, good enough
bullets arent very impressive when theres no chamber to hold the preasure
im aware, but they still 'work' ish
the case tends to rupture..the round flys out a few feet at the most with no velocity
isnt quite that bad
depends the type though
remember cap guns as a kid? i used to take caps, lay in these brass...... tube with 1 end closed
like that but tiny
you load 2-3 caps in, hammer to crush from side, flies out 3-4 feet, enough to pop a balloon lol
im aware bullets aint gonna be great, but when zombie is bangin on the door, head inches away, and you out of options, its a viable option
Is a bullet going to shoot right out of the case if it goes off outside the firearm's chamber? Let's see what happens. :-) Thanks to Federal for supplying th...
In this video we see what happens when a .50 bmg round is set off outside the chamber of a gun. Will the brass shell make the bullet travel at a higher veloc...
that second vid around 1:20 you can see it in slow motion
Oh man, when I was in the army I heard about this guy who tried using a live .50 cal round as a hammer........... blew his hand to pieces.
that second video - is the 'sponsored by' a joke?
"Happy fun paperclips, now available in 3 exciting colours, and 77% lead free"
lol
too much powder for the casing 😛
isnt 50 cal like......one of the highest powder to bullet ratio though?
the .45 didnt do much better either, though you dont get to see it go off in that first vid
but didnt even dent the inside of the pot
the only times i seen it work, was pistol sized rounds, as much as id love to qualify that 50 cal as a pistol round 😄 i cannot
doesnt really matter what caliber you try it with...its going to rupture
even .22LR's
unless its handloaded with some severely reduced powder loads...which makes it worthless in a actual firearm lol
you still have the crookedly built door holding it, which would provide support around the casing
So you want a door fitted with gun barrels?
indeed your better off using a damn barrel in the wood lol
nah just the low quality doors with crooked boards to fit bullets to hit with a hammer 😄
for when no gun / barrel
maybe steel pipe if you really wanna beg for something stronger
@pine vigil, give please a feedback about our suggestion with shaders control
@winged raptor I will look into it.
@spark crystal I am, why?
@nimble spoke was to do with the recent defecation mod. Author (was) having trouble detecting a particular tile/object, which was something I'm sure you've been able to do (and done a few times recently)
right. the converting my non persistant objects to persistant ones is progressing. power transmission now cascades down objects! Now to add the actual damned gridstone... urgh.
Ahhhh, yes, that. The only "old struggle" I still have is detecting snow
Nope... not there yet
@winged raptor It looks interesting! As I understand it, do you want to control this parameter?
@pine vigil We need these changes! :)))))))))
@plucky jungle Yep! That's right!
@winged raptor Some time ago I asked to add the "bStatic" parameter. @pine vigil Helped to add this feature.
There has been a new Mod Published!
im loving these police vehicles popping onto the workshop
There has been a new Mod Published!
There has been a new Mod Published!
There has been a new Mod Published!
@winged raptor I have pushed the change into my branch, no idea when it will get merged into the main game branch and released though.
@pine vigil Thank you! It will help a lot of people!
So i am asking again :b i am trying to make a mod that can replace the shoved grass with grass
does anyone know where i can find a list of the spirtes they use ?
so i can know wich one to replace it with
You could use tilezed to open the pack files that contain the sprites to find their names. @frozen juniper
@pine vigil Thanks man
Yeah that did the trick
Now i just gotta add a grow time
and it should work fine 🙂
Has anyone here used the zombie medical cocktail mod
@drifting ore with the different types of medicines you loot off of dead zombies?
@abstract hinge yes
is there an API or Documentation i havent found yet?
or do i have to decompile code?
decompiling is the most up-to-date method...the online docs are very outdated
sad, just want to see the table of the vehicle parts
cause the wiki dont mention engines it means the motor isnt replaceable -> which leads to the point you cant mod different engine classes
without a bunch of effort
theres not really much that can be done with engines through the lua/java api...vehicle:getEngineQuality() vehicle:getEngineLoudness() vehicle:getEnginePower() and vehicle:setEngineFeature(quality, loudness, power)
ty
yeah and engines arent there
and thanks for that page
havent seen this source yet
atleast i could add "Offroad" Tires
hm the car itself holds the sprites? so i cant add a door with a different color and it will change the sprite from the car too?
nope all that is currently handled by the car model
thanks and they wont change it, because i mean it works and its just QoL
sorry for my english
it may change at some point, i'd assume models will be handled differently after the animations update but cant say for sure
@quasi geode every time i try to shoot while I am reloading a mag from hotkey i get this. just downloaded the newest version now.
ya its fixed for next update
its harmless atm so wasnt worth pushing a update just to fix it
I don't think it is worth replacing cars right now, I'd rather wait for the spawn system, just my opinion. If anything replace the dash rancher
There has been a new Mod Published!
@quasi geode do rifle lights not work?
I've got one on an M3 Super 90, but it doesn't emit any light
It does when I remove it and equip th light itself
Is there an option to turn it on when you right click the gun?
nope
Ambulance remastered)
There has been a new Mod Published!
Just curious, but is it actually possible to create custom moveables, with all your own sprites? any examples of mods that do that?
Cheers 😃 will look at them and see if I can figure out how it's done
actually i should correct that...as far i know, snake's mods are the ONLY examples lol
Yeah, thought it was strange that I wasn't seeing any mods on the workshop that use them, figured that must mean it wasn't working
Not enough people researching how to do that
Anyone know of an event that calls when a WorldObject loads? I need to add a objects method to an event on load (it works woth creation but reloading world seems to not)
LoadGridsquare
Iterate objects in square?
yes
Awesome ty
There has been a new Mod Published!
Getting closer to having a working grindstone going. Hooray.
@quasi geode is there any quirk to turning them on? I'm in MP, hydrocraft and orgm
should just beable to use the enable/disable light source hotkey...though it doesnt work if your aiming at the time
i should probably fix that
:o
What's the default. Hot key
f
Thanks, I'll try that when I'm back on
Also, do they consume batteries?
I couldn't find an option to remove a battery etc, so I assume. Jo
No *
not atm...after i redo the component system they will
Sweet, thanks.
sup
There has been a new Mod Published!
Alright. Aside from a few nitpicky irony outs i need to do the grindstone is looking good.
I now need a generator to implement. The object and such is already fleshed out - the only issue is the generator i test with doesnt consume anything to make power and magically spits out 16kW of power.
So my question to all is. Water or wind or hand cranked or gasoline power producer first? Im Partial to wind and hand cranked.
but we already have a generator, why not use that?
@cursive roost I tried your gametime mod data suggestion, but couldn't make it work, there's something funky going on
Im aiming to move away from the gasoline engine as it uses 'pre infection' fuel that players scavange. Sure itl balance to make the most power (i mean its a pretty beefy decent generator) but what if ypu dont want to have to constantly hunt fuel juat to drive the millstone?
There has been a new Mod Published!
Need some tips on how to mod health, does anyway know the lua file which handles the health/damages?
I found this:
if getPlayer():getBodyDamage():getHealth() <= 5 and CheatCoreCM.DoPreventDeath == true then
getPlayer():getBodyDamage():RestoreToFullHealth();
Can i change the last word. RestoreToFullHealth to something like "freezehealth" etc?
You need to check IsoPlayer.class to know what you can or can't do
BodyDamage.class actually for that one...since getBodyDamage() returns a BodyDamage instance
Alright so, i have decompiled BodyDamage.class
Currently looking at the file
not sure where to begin?
any of the methods/functions in that file can be called from lua
Lol sorry guys, i haven't even told you what i want yet.
Here is the deal, i want a way to have "godmode" but still take body damages, for example the "prevent death" option for the cheat menu mod.
When my health reaches 5 it heals me back to full + removes any wounds etc. But instead of removing all the wounds, i just want it to FREEZE the health kind of.. Like, i won't die, but i still need to patch myself out to get rid of all the wounds
is this possible?
For a better explination.
https://i.gyazo.com/55e03ad3cf8ffd49faeefdbf2ca1364b.png
The red is what i want to freeze before it reaches 0 and the character dies. the blue is what i want to still be there until i patch myself up.
well you cant freeze it, at best you can check the current health level, and if it drops below a point, boost it back up
not fool proof though, if the player takes more damage then that threshold between checks
Hm well, this is the code for the cheat menu i sent above:
if getPlayer():getBodyDamage():getHealth() <= 5 and CheatCoreCM.DoPreventDeath == true then
getPlayer():getBodyDamage():RestoreToFullHealth();
Can't i modify this: getPlayer():getBodyDamage():RestoreToFullHealth();
To restore my health but NOT my wounds?
idr what all is in the bodydamage class, but theres probably a setHealth() or somthing similar
basically, but you'd have to check that decompiled code to see what functions are supported...it maynot be called setHealth
Hm i found one line in the .class file that looks like this;
setBurntToDeath(true);
for (int i = 0; i < BodyPartType.ToIndex(BodyPartType.MAX); i++) {
((BodyPart)getBodyParts().get(i)).SetHealth(Rand.Next(90));
SetHealth should be supported?
looks like that 'SetHealth' is in the BodyPart class, not BodyDamage
Oh.. hmm
doesnt mean one doesnt exist in the BodyDamage though
Gonna try to replace:
RestoreToFullHealth(); with
SetHealth()5;
Or something, not sure about the syntax
I'm not a programmer
SetHealth(5); maybe?
weird, didn't work at all, is still restored m health to full
Hm i found:
float HealthToAdd = 0.0F;
One more thing, Vehicles, like acceleration and top speed, is that possible and if so in which file?
@nimble spoke define "Funky"
ohhhh, you said it should persist, but so far I failed to make the saved mod data return after loading a game
I even exported to INI so that I could see what it was returning, and for some reason after loading a game I get an empty file.
Well, it doesn't help that I got a little burnt out after working on it for maybe 2 days and haven't touched it since
hmm, weird
I tried both GameTime.instance and GameTime:getInstance() just in case, but they had the same result
soul is always breaking stuff...he even managed to kill my profession framework 😐
LOL
time to level up the skill and replace that frame so it actually works
that was a very.... funky case
and not the good kind of funk 😐
uhhh no. I will try that, thank you
Ok, now I got a different result, not working as intended, but at least after loading and adding a new entry to the table the previous entries are still there
I won't keep working on it. the missing objects are still stored in IsoCell lists, why can't they be loaded properly like everything else? So much work around just to fix it lua side
@topaz quiver You can use setEngineFeature(int engineQuality, int engineLoudness, enginePower) for engine loudness, acceleration, and fuel efficiency (not sure about that one), but you must have a vehicle object to call it from.
quality does effect efficiency...calling that method though isnt intuitive in MP though (works great for SP)...calling the method needs to be done on both clients and the server
if you only do it on the server side, clients dont see the changes until they relog
Awesome. Looks like my Grindstone properly does its job and loads the script on restarts and only targets the corn (fresh) item atm to make my own Corn Flour.
Now for the generator. Again i want to avoid adding just ywt the games already there generator. Mind. When i say 'generator' i mean of the mechanical power my mod will use. Not really electrical power juat yet. That is its own mission.
some metal working and a old bicycle...pedal power ftw!
Actually not a bad idea for the hand crank idea? Dont expect good power but itl do
My objective is to follow the balance that RotaryCraft mod for MC follows. That is there is Power = Torque x Speed. The more speed a device has the faster it works. The more torque the more it can process (say a grindstone can process nuts after a limit-torque is met?)
But devices also have a limit in speed ot torque or power before even being usa le etc.
Yeah
@upper bough Thank you i will try that!
@quasi geode I actually only care about SP atm, since i love the super survivor mod which only works for SP atm hehe
as a shameless self promotion, Cheat Menu allows you to set those values
Wait.. it does? can i change vehicle stats with it?
added vehicle support to it a few weeks ago, engine values are buried in one of the submenus
Oh well! Awesome, gonna try it now! 😄
Been using cheat menu since i got the game.. but i must have missed it ^^
Does anyone here use ORGM with Super Survivor?
@upper bough i tried changing the engine power which worked perfectly 😄 is it possible to change the t op speed too?
There has been a new Mod Published!
@topaz quiver Unfortunately not, I tried using setMaxSpeed() originally but it didn't seem to work.
@upper bough I see, It's alright ^^
@upper bough one more question, is it possible to auto enable options when I start a new solo game?
@topaz quiver I added a system for that but it only works for God Mode and Ghost Mode, didn't want people to get ripped apart the moment they load the save.
Other options only take a couple seconds at most to activate when in-game
Makes sense.. well the only options i want is prevent death, max all skills, learn all recepies
Engine power and other vehicle stats save, though.
Learn all recipes saves, as well as max all skills.
It does? I mean, when i start a completly new game with a new character?
setMaxSpeed() most definatly works
I've just realized I misread your question, my bad.
To answer your question, it's not supported.
@upper bough No problem, Alright i was just wondering, like you said, it only takes a couple seconds to activate it, i was just curious
Are you the creator of the cheat menu btw?
Yeah
Nice, love your mod!! 😄
Thanks, appreciate it.
all the big boys hang out in this room 😉
I like this room 😎
i actually didnt know that cheat menu was yours lol
Might be because my Discord username is different from my Steam one
ya lol
I forgot to change my nick when I rejoined this place
Ah ok. Love your mods btw
Hm @quasi geode What mods/mod have you made? (a)
ORGM
WHAT
hahaha, well.. I really am in the big boy room lol
what double negative said, love your mods 😄
Are the creator of super survivors here also? 😇
Nolan? I think so, yeah.
ya he's here lol
Nice :D
Well i had a question about ORGM + super survivors, when i shot someone, i mean, yesterday I shot an NPC with the L96 sniper rifle like 4 times, and he still had time to run away, and then bleed out.. Have i missed a setting? Like, if you shot someone with a sniper they should go down, not be able to run away and THEN go down? haha
i tried the "damage multiplier" in ORGM settings which worked, but then i died in one shot too ^^
ya XD
the damage multiplier setting was there to balance it for PvE...killing zombies more requiring that critical hit/headshot to take them down
the side effect though is survivors take more bullets
as well as other players in pvp...which isnt so bad, since the pvp'ers tend to go full auto on each other
assuming theres any other way to go 😉
but thats why the setting exists in the options screen so people can tweak it to what they like
In PVP i can understand that, but is it possible to add more damage for the weapons on the player side only? so that NPCs dies a little bit faster?
eh not really... the survivors are technically players, thats how it works nolan faked having other players in the game
it 'could' be done, but it would be alot of backwards coding
Makes sense, got it ^^
Well i still love it! 😄
Oh since i have you here.. "eject shell cases" can i do anything with them? like.. craft bullets? or is it just there because of the feeling?
atm they're worthless...handloading was a planned feature for later, the cases got thrown in early since someone was going to do a hydrocraft compatibility patch...i was going to do a patch for snake's AmmoMaking mod, but sadly its not directly patchable too many things had to be changed so I've been rewriting the whole thing
but I wont be releasing that without his permission which I didnt ask yet lol..just got permission to modify it for our server, but converted it would make one hell of a expansion pack for orgm (with a few other goodies)
Hehe cool, well, ORGM, Super Survivors, Cheat Menu is what makes the game imo, i would have gotten tired of it without them haha so thanks for the hard work! 😄
@quasi geode
https://i.gyazo.com/b1fabcce72fef21fbc773714ce70c26d.png
What is the difference between them? Also is it shown in seconds? For example if i want to be able put bullets in a magazine faster (right click on a magazine and click reload) which one would i change?
those are currently non-functional (i screwed up last update) but its fixed for next update
its not seconds..and it would be Magazine Reload Time
firearm reload time is how long it takes to insert a bullet into gun that doesnt use mags, or insert a mag into the gun
Got it, looking forward to the next update then!
do you have a website or similar where i can look at "future plans" for this mod? Or do you want it to be a suprise? 😉 hehe
theres a website, but its very brief and limited since i hate maintaining and updating pages, theres the github account that is constantly having the new changes pushed to, the changelog thats up there details everything already done
Oh nice! Could you send me the link to the github page?
Awesome thanks!
most of the changes so far are fluff...fixes and minor tweaks...except that first one on the list about barrel length XD
Haha xD
that change is actually pretty damn massive...i have to compeletely redo all my balance and performance testing for every thing
Hehe, well just say the word if you need me to test anything/new changes you have made! 😃
ah well the testing phase is pretty extensive...once its ready, it goes live on our server for several weeks, if its all good i post the beta version to the indiestone forum thread where people a wider population can publicly test it, if no bugs are reported after a few weeks it gets uploaded to the workshop
Got it 😄
Not really a mod question. but i was thinking of building a base in the "shack by the lake". is it possible to move a fridge?
It just says "too heavy for inventory"
i want to put it in the car lol
you can move it..if its too heavy then you got too much stuff in your inventory already