#mod_development

1 messages · Page 421 of 1

abstract raptor
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Oh I finally found someone who updated a screenshot of the mod on the community hub! 😄

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I made it baby~

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confetti falls\

abstract raptor
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I just released a test patch with the moodlets and skills test on the first 5 days of Erin's broadcast

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Theoretically one secret channel will get you drunk.

turbid pasture
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GZ Azakaela. Well getting drunk from listening to radio... but on the other hand, when you are alone for 2months or more, maybe hearing someone over the radio would have that effect. Need to download and mess with WorldZed, can you link the newest version?

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What is "NVG" ? Dont know any mod with that name

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@kindred bear well, if your mod didnt work, maybe thats the reason why there were similar mods created. And if you wont support your mod (no time, no interest, not playing game anymore, etc) maybe its not a bad idea, that someone else creates working mod.

heavy hearth
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I think I have the mining helmet sorted. it's very hacky, not my finest work but it's functional

heavy hearth
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ok this is funny one. I've created an Event.OnTick to track battery delta but it's not firing when the game first loads. the mod only becomes fully functional when I exit to menu then reload.

heavy hearth
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nvm. I'd set the delta function to a local. making it global seems to have fixed it

mossy island
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Hello! I have long wanted to see the passage mode, to endlessly and aimlessly survive, I’m tired (bored), is it possible to somehow add a campaign (it’s a passage that would be like in Left 4 Dead) so that we can “go through” the game so that we have finish in these missions. So that we ourselves can create them (so that there would be a list of user scenarios and a rating, let's say 5 stars, which would mean that the CAMPAIGN was done perfectly) For example, this will be a series of tasks that a player will have to perform in order to survive. For example: -: “To wait for the help of Muldro (or any other place), survive 30 days, as was said at the beginning of the game on radio or television, and wait for the following instructions, wait for information about the exact location of the US Army. “All these 30 days will need to survive and follow the news. Or another example - to recreate the situation from the film STAI / SWORAH, where the characters were locked in a high-rise building, and the apocalypse began outside. Purpose: - Leave the house, find the car (if there is no gas, find it), leave this place. It was a simple example, but in the message you understood exactly what I had in mind. Sorry if my English is bad, I'm from Russia myself, I translate the text through Google Translate.

nimble spoke
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@mossy island what you describe sound more like the challenges, maybe chapters of a campaign. I feel we should get mroe of those over time.

mossy island
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@nimble spoke Hope so

nimble spoke
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Does anyone know where is the code that gives xp for building carpentry/metalworking stuff? the menu tells which skill and how much XP each item gives

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I thought it could be in each object's lua but it isn't there

heavy hearth
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Isn't it a base number for all skills?

nimble spoke
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stairs.modData["xp:MetalWelding"] = 20; old carpentry code used to have a function to give a base xp value, but I need to find where this line is turned into real xp for the player

heavy hearth
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some recipes have an OnGiveXP function. you using an IDE like Atom or sublime? can search the whole PZ tree

nimble spoke
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but it is not a recipe, it's the carpentry or welding build menus

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there's no function name

heavy hearth
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there's a function in server/BuildingObjects/ISBuildUtil at around 183 which looks like it does xp handling. they probably abstracted it

nimble spoke
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wow yeah, that seems to be it, thanks. Now I just need to change that so it can also detect modded skills too

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and give modded xp

heavy hearth
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any time dude. while you're here, you know the fridge and cooker in driving time? are they accessible from inside or outside the vehicle?

nimble spoke
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only form the inside

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but as with any vehicle container, you can use your own function to change that

heavy hearth
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no that's cool. infact that's what I was hoping

abstract raptor
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lol right now I goofed

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and in the current version one of the songs that plays boosts your lightfooted by 3 levels XD

sonic helm
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lol

turbid pasture
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with shaking hands looks for the right channel on the radio to level up lightfooted

quaint nightBOT
keen coral
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@abstract raptor wow thats awesome i just pulld all the code with intent to do something like that awesome work will you be making it public?

patent quail
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dead

abstract raptor
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Soon

naive sable
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woah that wordzed looks cool

willow estuary
abstract raptor
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how would one make it so radios can use wall power too?

willow estuary
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in media/scripts/items_radios.txt
UsesBattery = TRUE,
or
UsesBattery = FALSE,
You can have it one way, or the other. Hardcoded by the Java.
|| batteries are super easy to accumulate ||

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Now, you could make new, parallel radio items that are identical, aside from the UseBattery parameter, and have a recipe to convert one from one mode to another.

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But, without having tested it, I'd speculate that every time the radio is converted into the UseBattery = TRUE mode, as that will spawn a completely new radio in exchange for the old one, you will have a radio with a fresh, new, 100% battery, so it could be used as an exploit to create infinite fully charged batteries.
You could probably fix that issue with some lua, but that falls into "more trouble than it's worth" territory AFAIC.

drifting ore
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is it hard to make a car mod?

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add a new car to the game

willow estuary
turbid pasture
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Not sure if this minimised info is worth it. So no traits, time, zombie kills?

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As for radios without batteries. I messed with it, when I went to mess with code and attach walkie talkie to belt. Didn't realeased the mod, because im still testing it. I know few minor bugs (placed radio when picked up again, shows weight, tooltip and name of original radio I used WorldObjectSprite). Didn't had enough time to test if it doesnt have other bugs.
I didn't bothered to add option to make radio use batteries, didnt see the need for it, but maybe I should add that. I use additional materials to convert from batterie use to grid. So that automatically solves batterie duplicating (unless someone needs batteries more, than ingriedients used for converting).

    {
        Radio.RadioMakeShift,
        ElectronicsScrap=2,
        Radio.ElectricWire,
        keep Screwdriver,

        Result:RadioMakeShiftGrid,
}```
heavy hearth
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does anyone know where what the code block to define an oven is? I can't find it mentioned anywhere in the PZ source code and I've searched the whole tree

grand walrus
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I've never managed to find fridges also so it must be something internal and closed off. It may be helpful to ask mappers, since ovens are buildable objects.

nimble spoke
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@heavy hearth it is kind pf a maze, basically set the container's type to oven should work for tile object containers, for vehicles I had t hack a lot more stuff in, basically making a whole separate system for it

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@drifting ore it depends on what you want to do, a new vehicle is just a new txt script that is easy to modify, but you may want to make a new model or at least a new texture for an existing model

drifting ore
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yea i meant about a new model

nimble spoke
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Now in iwbums vehicle models use FBX format, if you plan on using Blender you need a plugin to export that format

drifting ore
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thanks

heavy hearth
heavy hearth
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@nimble spoke does Drive Time play nice with the Arsenal26 tweaks?

nimble spoke
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I have no idea

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if that mod tries to override vanilla vehicle you may expect issues

heavy hearth
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it's an addon for fillbuster's used cars. there are only a few overlaps to drive time it seams

viral compass
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Thats one nice looking car!

nimble spoke
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Filibuster asked me to make the mods somewhat compatible without requiring each other, at least in build 40. I'd have to check that addon to see exactly what could overlap, but probably just a few vehicle types missing slots for my new parts

heavy hearth
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looked like it was both the blazers and humvees might have conflicted so I deleted them from drive time just in case and moved the bounder and seat template into your mod

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can't seem to get the capacity of the fridge and oven higher than 10 though

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but they work which is cool

nimble spoke
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in build 40 capacity could only be defined in the item, overriding them in the vehicle did nothing

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Haven't tested it in build 41

heavy hearth
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You know that post the other day on reddit with the TV in the campervan?

crimson panther
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Hey, does anyone from lua coders know what function is called when player presses m to mute music, then m again to resume it?

heavy hearth
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Atom says to have a looksy in media/lua/client/ISUI/ISGameSoundVolumeControl.lua. Set volume is around line 137

crimson panther
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Hmmm is that what controls it? Must've overlooked it.

crimson panther
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@heavy hearth sadly that's not it.

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it controls overall game volume.

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im digging into lua debugger but I dont think I know how to use it properly :c

abstract raptor
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so if I wanted to just like

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extend battery life

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how would I do that?

abstract raptor
willow estuary
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@abstract raptor I really encourage people to investigate stuff and experiment on their own, as if you just tell them how to do stuff they don't learn as well as when they take the initiative? Sorry if that sounds cranky, but it's kinda teaching 101, "give someone a fish/teach someone to fish" principles.
But if you look at the radio script entries you'll see UseDelta = , play with different values in there and it may have an effect on battery life.

abstract raptor
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ah thanks sorry if I set you off lol I'mma check it out -- if batteries lasted longer as part of my mod that'd be cool.

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I'm not supes familiar with code, but I've been working with other stuff and figured it wouldn't be too hard to change a couple values

willow estuary
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Ah, it's not so much setting me off, as that if you just keep feeding someone answers they tend to not take any initiative on their own?

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Like, in general, a lot of people express a desire to mod, but when it comes down to the nitty gritty of looking at the game files and experimenting with it they just throw their hands up in the air?
And, at a certain point, it's a lot more productive for them if they get their hands dirty and take the experimental approach.

abstract raptor
willow estuary
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Yep, that's the script for Radios.

abstract raptor
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nice, cool that's all I wanted to know when I asked, I wasn't like... asking you to do it for me, I just didn't know where to look

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I had an idea, but it was wrong lol

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but I also noticed an interesting script

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while I was looking I saw the zombie sounds scripts

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theoretically, I could set them to play different files, but I'd have to figure that out, that way I could use the "BRAINSS" things I recorded the other week to make the BRAIIINS mod

willow estuary
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Oh, again, sorry if I came across as cranky, but like I said, I encourage people to take a more investigative approach with this stuff.
And yes, you should further look into that approach re the sounds.

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Not to keep harping on what I said about initiative, etc, but, for example, I found that, when I was learning how to mod PZ, that other, more experienced modders became a lot more helpful and willing to provide advice etc once I had demonstrated that I had learned the basics on my own?

It's kind of a return for the effort thing; if I end up having to talk someone through the basics of stuff, that requires a fair amount of explanation and time on my part, whereas once someone had learned the basics on their own, it's a lot easier to help someone with something.

https://github.com/FWolfe/Zomboid-Modding-Guide is an excellent starting point.

abstract raptor
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👍 word this looks cool

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thanks for sharing

abstract raptor
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Hmm damn this is cool so according to this, if I wanted to make it add a new sound not found in the soundbank, I'd just add in file = media/sound/newfilename.ogg, over the event=

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lol

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What if I just replaced the random woman screaming with the dude from Trailer Park Boys who shouts "WHAT IN THE FUCK!?"

abstract raptor
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so I was able to actually like... extract one of the bank files for the Zombie Sound bank; don't ask me how 😛 (google) anyway, there were a couple of files in there that are different from the regular zombie sounds, but not enough to account for all the other sounds they make -- I've tried replacing the .ogg files in /sound/ before and that didn't actually change anything so I'm at a loss

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All I want is zombies that hunger for braiiiiiiins

tired charm
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I'd pay to have your voice lines asking for brains in game lol, just to try it out once.

abstract raptor
heady storm
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Well I'm turned on now

turbid pasture
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@abstract raptor soon you will need to read out all your radio translations

abstract raptor
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Lol I do like some voice acting

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If it were entirely possible to make it work-- I'd go to behindthevoiceactors.com and create a casting call for the characters in the mod

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I imagine though it'd be like an overhaul on how radios work to get them to play a sound that accompanies the right text

tired charm
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Sadly it isn't possible

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'cause the noise behind is pretty random and not tied to the radio

abstract raptor
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I bet it would call for entirely new code to be added to add more sound events on the radio that also check which broadcast it's doing

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that's way beyond me

tired charm
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Yeah

abstract raptor
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But I think I found a work around to replace zombie sounds

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it might not be as dynamic though

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I just have to edit the script to play new sound files

turbid pasture
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Maybe its possible to check if radio is on, and then check what program is playing, since its scripted for some hours, and not random. And them play music in background.

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better cd players utilize background music, and new mod added, dont remember name from top of my head, creapy music or something like that.

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Of course, those mods didnt needed to check what is playing on the radio, but i think could be doable.

abstract raptor
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Hmm

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WELL -- If anyone is interested, I'm willing to do the audio work

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untill then

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zombie brains mod is what I'm working on to take a break from Survivor Radio

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Also I bet it'd be a bitch to get the songs to line up, I think I would like; not incorporate actual music into the mod since it's like a copyright/legal thing I'm worried about and also like I said, it'd be a headache to get the music to synch up with the lyrics

turbid pasture
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yes, syncing would take a lot of resources (to check very often). But lets say, every hour, or half an hour, and start music/voice only then.

abstract raptor
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I think hold on a sec... hmm

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So

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WordZed creates a Key for each indivual broadcast

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that could be enough to go off

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like if it checked for that key, then played an accompanying audio file.

turbid pasture
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that could work

abstract raptor
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But it'd have to be all new code since there's nothing that works off that right now.

turbid pasture
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I need to install worldzed too . maybe i will find something more things to mess with

abstract raptor
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YOU GUYS

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I got it working

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sort of

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They say brains when I spawn them

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But...

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All their other sounds are broken...

turbid pasture
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what sounds disappeared? " when I spawn them", so normally roaming zombies dont use those sounds?
From fast glance, everything looks good for me. But I didnt touch sounds before.

abstract raptor
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trying again, apparently I had it set so that the sounds might cancel eachother out since the file would already be playing

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testing

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wellllll

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Okay so now some sounds are playing

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but not all of them

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damnit my video recording isn't grabbing audio

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HMPH

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😤

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current version, not sure why so many of the zombies are mute unless they're being spawned.

abstract raptor
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just updated Survivor Radio Mod -- now the first couple of weeks have skill boosts

turbid pasture
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What skills are you boosting? If its from informational shows, then its cool. Other way, decreasing boredom, sadness or stress would be good enough.

grand walrus
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I'm having some issues with mod loading. There are a bunch of mods that throw exceptions like those:

LOG : General, 1580721643883> function: SilencerLoading.lua -- file: SilencerLoading.lua line # 12
ERROR: General, 1580721643883> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: locker of non-table: null at KahluaThread.tableget line:1651.

every single one of them is related to loot distribution and contains "... of non-table: null at KahluaThread.tableget ...". Any ideas how can i fix it?

turbid pasture
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Its probably one if the mod that messes others. So try to turn off one by one and see whos fault is that.

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Heard, that better cd players messes up with item spawns.

grand walrus
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Oh, that might be the case for me. Does it mean that better video games have the same issue?

drifting ore
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theres no way to type in the debug menu for me, i have a few mods but i don't know how/where i can type commands

grand walrus
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The guy @drifting ore wants to turn on "see everything" cheat but he doesn't know how to work with debugging menu and we are unable to help in pz_discussion

grand walrus
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Heard, that better cd players messes up with item spawns.
@turbid pasture much thanks. My game loaded perfectly fine and items spawn normally

turbid pasture
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Nice to hear that. Dont know if better video games has same isues. Didnt checked code, but that mod dont need additional items, so my guess would be, that mod dont have that problem.

nimble spoke
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Anyone having issues with modded UI text translations?

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For some reason I get english text for things that have the translation in the language I'm testing

nimble spoke
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Things like context menus for example are always in english now

nimble spoke
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@iron salmon sorry to ping for this but it works in build 40 but not in iwbums, not sure if you guys are aware

iron salmon
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no idea, will flag with the team

nimble spoke
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thanks

abstract raptor
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@turbid pasture i have a spoiler guide in the steam workshop that lists all the skills it boosts and when

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adding them in is a process

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but for example, the skill boosts you get from Erin's channel kinda come at the price of your mood -- her station will make you depressed occasionally lol

turbid pasture
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Would take despression with some good xp for usefull skill anyday. Smoker, hemophobic without cigarettes, water shutoff on the second day. I need antidepresants anyway.

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Didnt knew there is bug with mod translation. Im using english as display language.

nimble spoke
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I had no idea, but one guy said my new skill wouldn't show up, and he's playing Hungarian translation, so I tried another language and had the same issue, even though the text lines are all there

turbid pasture
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I see. Looks like devs got into a bit of bugs trying to update to 41.30

abstract raptor
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What's up party people

abstract raptor
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nice

nimble spoke
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I'm making tests here for the translation issues and talking to Connall, there's some weird stuff going on where my PZ fails to translate even vanilla text sometimes like the new tailoring skill

turbid pasture
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@willow estuary nice to see, that you posted few of your mods.

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@nimble spoke you need help with testing? Could help if you say what to use, what is bugging. But don't have a lot of time, so can thoroughly test.

nimble spoke
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@turbid pasture Thank you for the offer but I already "sorted out" separate translations issues that together were confusing me. Part of them due to me making a mess with languages in a way that somehow still worked in 40 but needed changes for 41, part still not solved but probably something in my mod's code

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since my skill system works in english but not in other languages, even after fixing the language mess

turbid pasture
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I see. Is translation in mod need aditional changes to work on v41? I have seen where translations are in other mods, so know where it should go. But never tried that out.

nimble spoke
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I don't know if other mods could have the same issue right now, but mine seems to be related to how PT and PTBR translations were handled. I had files inside the PTBR folder that actually modified the PT tables, not PTBR. And they stopped working in b41. That is what confused me, I fixed that and the PTBR translation is working again

turbid pasture
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interesting. will keep that in mind, if i run into that trouble.

nimble spoke
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yeah, when I add translations sometimes I copy the files to the new folders and then translate, if you do that be extra sure you also change the language in the first line that opens the table

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We don't have enough info on making mods compatible with different languages, to the point I had to ask the devs about what the file names should be and received an answer that broke it even more

turbid pasture
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I think we all copy paste and then edit. Thanks for heads up.

nimble spoke
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perk:getName() returns the name for the language in use..... obviously I overlooked that and it is why my skill system only works in english........... ohhhh well

heavy hearth
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I think I found a mistake in server/vehicles/vehicles.lua. line 503

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if part:getModData().active and vehicle:isEngineRunning() then
VehicleUtils.chargeBattery(vehicle, -0.000035 * elapsedMinutes)
end

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that makes no sense

quasi geode
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which part? its the heater drawing power

waxen badge
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How moddable is this game?

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Is it possible to edit some core elements of the game?

nimble spoke
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core elements tend to be behind the java wall of the game, but still we can do a lot

quasi geode
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kinda depends on what you consider 'core elements'. large chunks of the game logic are split between java and lua...the lua side is easly moddable

heavy hearth
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@quasi geode that appears to be the case. when the engine is running, consume battery

turbid gale
turbid gale
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I'll make a stage 3 monster truck after I know the first two work

shrewd bobcat
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omg looks lit

turbid gale
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former will benefit from a standard pickup better offroad performance. Monstertruck will enjoy this benefit more, but it will also suffer from rare as crap tires

feral lion
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how does the barricode mode works in cheat mode?

heavy hearth
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can you override the chance of pain when sleeping in cars?

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can't find anyting related to it in the game code

feral lion
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how to make a wall unbreakable?

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i want to edit the HP of the wall

turbid pasture
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@feral lion if I remember correctly, and its not changed. You set amount of planks to barricade, then press baricade on windows/doors. How it works internaly? Didnt looked at the code, but probably it saves variable with amount of planks and adds planks to an object.
For unbreakable walls, there is mod, which makes all log walls unbreakable. There is also sandbox setting that zombies dont attack player build objecs, if they didnt see or heard something.

grand walrus
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Can tvs and radios break from extensive usage? There is UseDelta value on them...

nimble spoke
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@feral lion if you don't give it hp value it will be unbreakable, or at least it used to be like that

turbid pasture
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Radio use battery, thats what usedelta decrease. Tv probably shouldnt have that value.

grand walrus
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Thanks @turbid pasture. It's a weird thing really. I can practically turn TVs to battery mode lol

abstract raptor
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portable tvssss

shrewd bobcat
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portable radios with available tv freqs

turbid pasture
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Very easy to do that. IsTelevision = true, and maybe need to tweak frequency, but it worked without changing it.

abstract raptor
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what we need is this Brainsss Mod to work!

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I've got all le sound files

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and I tried editing the zombiesound script -- but alas, it only makes noises when zombies spawn and mutes all the other sounds! X_X

heavy hearth
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on the subject of TVs does anyone know off the top of their heards where the getSquare() associated with TV skills learning is? Watching TV in the camper van doesn't gain skillpoints

heavy hearth
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nvm. i think I found it

turbid pasture
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it doesnt give xp? I didn't tried when I was messing around, but thought it works out of the box, when someone is near translation

heavy hearth
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I'm working through ISRadioInteractions.lua but it seems that when the TV is installed in a vehicle the _line variable is always nil. the cell it's in is always the location of the vehicle area but as _line is nil it won't progress through to the player checks

heavy hearth
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so it looks like removing the and _line ~= nil check on line 222 lets you skill up and benefit from the other interactions

nimble spoke
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That's interesting, Maybe the radio van should be converted into a tv van

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and have a tv installed

heavy hearth
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you know, that sounds like a plan lol

nimble spoke
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nice

abstract raptor
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Then you can watch the big lebowski on the go

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coach potato challenge

heavy hearth
sonic helm
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Nice!

heavy hearth
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I made a bit of a frankenstein's monster with soul filcher's drive time

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but it works and it's probably the most OP vehicle in the game now

turbid gale
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does it refrigerate just the fridge or even the seats? lol

sonic helm
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Well, I don't think its that bad

heavy hearth
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the heater already has aircon for seats.

sonic helm
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Does it run off of a battery?

abstract raptor
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That's sick

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I wanna live in a RV

heavy hearth
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hell no. Turn on the oven and the battery will be flat within 5 minutes

sonic helm
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Indeed

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You should make it run off a battery

abstract raptor
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Airpex wrote a character that lives in an RV into my mod; Mike Lopken so that's cool he references RVs as a thing

sonic helm
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Basiclly, it provides a challange to the player to keep their RV powered

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You have to find gas, you you need to find car batteries or a way to keep your car battery up

heavy hearth
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I was contemplating adding the generator as an installable part but when I looked at how much code I'd need to alter and fiddle to get it working I decided nah. Just place the generator near the van and it'll work just as well

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I had no idea until last night that generators recharge car batteries

grand walrus
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How does this fridge work without running on batteries and being on a static power grid?

heavy hearth
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if not vehicle:isEngineRunning() and not vehicle:getSquare():haveElectricity() then VehicleUtils.chargeBattery(vehicle, batteryChange * elapsedMinutes) end

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soul already had the fridge drain as -0.00005 per minute and I made the oven 0.005 per minute. takes about 10 minutes for the oven to flatten the batter unless it's on a generator grid or the engine is running

nimble spoke
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There is a car battery recharger that you need to use, right? At least there was

turbid gale
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help I'm dumb

heavy hearth
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you can use the car charger, or just park your car near a running generator

nimble spoke
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I always worried about the camper van balance when I started working on it, but hey there you are making it op

heavy hearth
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yeah I know what you mean. It's pure OP no way about it

main cave
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...

nimble spoke
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But I think making the oven require more energy was a good move, I may change that when I port driving time to build 41

heavy hearth
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do you want me to zip up this abortion and send it to you?

nimble spoke
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uhhhhhh not really, but if you end up making a TV van I'd like to take a look, Driving time is all about experimenting with vehicles and a tv van would be perfect

heavy hearth
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I've noticed the wheels in particular don't play well in build 41

nimble spoke
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I already began working on the b41 version, but there's a lot to think and do about that mod, it will take some time

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now.... can we get a washing machine in a vehicle? lol

heavy hearth
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funny you should mention that......

grand walrus
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So basically you can park somewhere, get than gen from the thunk, plug a car charger into it and have a proper powered RV with all the appliances working without any battery drain?

heavy hearth
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one thing I've learned this week though, the suspension code isn't up to scratch. I saw in the APC that he set the weight well under what it should be and with double trunk space, oven, fridge, 4 cabinets and 8 seats it has the potential of about 2000 weight units making it a tail dragger

#

don't need the car charger. just wire in the generator job done

grand walrus
#

damn. How do the appliances react while you're moving through power grid?

heavy hearth
#

engine is running

grand walrus
#

Ah, and if you shut it down and leave everything to inertia?

heavy hearth
#

probably best you grab soul filcher's drive time mod and have a look yourself. The fridge and oven have update functions which check whether to drain battery or not depending on if the engine is running or connected to a powered cell

nimble spoke
#

suspensions and all the weight math is.... I don't know what to call them. The devs planned for their own cars and values, we are pushing it until it breaks. Same for fuel consumption, we created larger vehicles that definitely need to burn fuel faster

grand walrus
#

i'm just wondering if there is a way to trick a power system, sinse my idea of making a refrigerated cellars and cooller bags hasn't really died out

heavy hearth
#

@nimble spoke A hot mess is what I call it

#

seems that about 1500 is the very limit a fully loaded vehicle can be before the suspension gives up

nimble spoke
#

@grand walrus the problem with cooler bags is that item containers are not updated unless needed, vehicle containers are updated in a way I could force them to change temperature

grand walrus
#

@grand walrus the problem with cooler bags is that item containers are not updated unless needed, vehicle containers are updated in a way I could force them to change temperature
@nimble spoke that and the fact that modders can't really create their own ISO objects. Also the main code of refrigeration and heating is out of my reach

nimble spoke
#

Well, all I needed was to look at the code, I don't use it for vehicle fridge or oven, I recreated a similar system in lua. You most probably need to do the same for a cooler bag

heavy hearth
#

he could add an onTick event

nimble spoke
#

I actually had cooler bags in my list to try eventually but moving things to b41 takes all my modding time now

grand walrus
#

he could add an onTick event
@heavy hearth character bags update on itemtransfer

turbid gale
#

fuel consumption is a formula based on the vehicle power, which makes sense, but since vehicles can't get as heavy as I need them to, it kinda gets goofy trying to make vehicles have high fuel consumption

#

Like my M113 has an engine that's like 4x more powerful than IRL but some shit gearing, as it's only like 1/6 of the mass

grand walrus
#

Well, all I needed was to look at the code,
@nimble spoke what class did you find it in?

nimble spoke
#

ohhhh I don't remember, I guess something about containers

grand walrus
#

alright, this gives me hope

nimble spoke
#

in JDGui you can search for stove or other words, that's how I found it I just don't remember the exact words I used

grand walrus
#

i was using a fucking Eclipse that time

nimble spoke
#

I dump all files in JDGui and search around, never used Eclipse so I can't help you with that

heavy hearth
#

Atom is also pretty nifty

grand walrus
#

do you need to pimp it with plugins like you do with Sublime?

sonic helm
#

I mean, I just want to play an RV runthrough

#

When it is out

heavy hearth
#

@grand walrus I was fiddling with a mod that I needed to make frequent changes to an item in the player's inventory and used the onTick with a check on the timestamp so it only did it once per game minute

#

@grand walrus it's basically the free version of sublime and yes, lots and lots of plugins available

grand walrus
#

@nimble spoke I'll try tomorrow with a proper IDE then. Using decompiler might do the trick actually.

nimble spoke
#

The problem with OnItemTransfer is that you can look into containers without transfering anything, so it wouldn't update and would give the player the wrong state for all items inside, you wouldn't see temperature updating for example, I think OnTick or maybe EveryTenMinutes are better in this case

grand walrus
#

the most important part is to not to create something like an invisible flying fridge that would follow player's coodinates

nimble spoke
#

You don't need that

grand walrus
#

the rocky way of code crutches and coffee might lead me to accepting this horriffic abomination of idea as the best one.

nimble spoke
#

Check the code in Driving Time and see what I did for the vehicle fridge, then adapt that to an item container and how item containers could be updated

grand walrus
#

i will. do i need to decompile it as well?

nimble spoke
#

No, it is all lua

grand walrus
#

nice

turbid gale
abstract raptor
#

Lifted trucks damn

#

Now lemme install some neon lights underneath that baby

turbid gale
#

it's actually quite bad against zombies, so to compensate it just has really good offroad performance

#

it just rolls so much

heavy hearth
#

the stock version is terrible on cornering anyway

abstract raptor
#

changes car horn sound to play la cucaracha

turbid gale
#

I actually had to lower how fast it steers when at speed because it was just that easy to roll

heavy hearth
#

dashbuilder is fine, D6, go lightly I find

turbid gale
#

I was testing it against zombies and it just rolled quite quickly

nimble spoke
#

vehicle containers update more frequently when there's a player inside, or if they are the last vehicle that a player drove. So if those are not the case there's a math with elapsed game time you can use for temperature changes, rotting time for food and things like that

turbid gale
#

it's also really easy to right, so that's good

grand walrus
#

it just rolls so much
@turbid gale speed demon trait gang shed a tear of understanding

turbid gale
#

i was given a report of my M113 rolling, and it was due to speed demon getting the thing to like 60 mph

heavy hearth
#

if currentTime > LMHlastUpdate+0.016666667 then -- only check once per game minute

grand walrus
#

vehicle containers update more frequently when there's a player inside, or if they are the last vehicle that a player drove. So if those are not the case there's a math with elapsed game time you can use for temperature changes, rotting time for food and things like that
@nimble spoke won't it hit the performance too much if a fridge full of berries would be updating too frequently

#

moving 1650 sigs can cause some serious lag

#

i was given a report of my M113 rolling, and it was due to speed demon getting the thing to like 60 mph
@turbid gale that thing turns like a barn! How could you even roll it?!

turbid gale
#

if you jiggle when at 60 mph it gets unstable

#

I rolled it when I turned on a pile of zombies

#

when I realized I did actually need to texture the back side of the road wheels lol

heavy hearth
#

@grand walrus it doesn't quite work like that. You can update the container moderately often with little overhead if done correctly. The contents will be handled by the games core mechanics and game settings on rate of decay the game will calculate based on the container temperature

grand walrus
#

so basically i can update the freshness timer based on the elapsed time between player interactions with this container?

heavy hearth
#

no, leave that alone. just make your code manage the temperature of the container and leave the contents timers to the game to worry about

#

as Soul says, check out his drive time mod, look at his fridge update function and you'll see there how he's done it

#

so for you, you'd put the cooler bag in a fridge to get cool. when you take it out it's at minimum temp so your function would then handle over time how it warms up right?

#

the contents of the bag you can leave to the game mechanics to handle how fast they perish

nimble spoke
#

There is a value that is given to fridges and freezers that will help with food, I forgot the name but you can find it in Driving Time, basically it tells the game that food inside decays in a different rate, all you need to update is temperature really, and the game will do the rest

grand walrus
#

like i suspected fridges and freezers differ only by temperature value.

nimble spoke
#

Hmmmm maybe not, I think there's a flag that tells if food inside should freeze or not

grand walrus
#

isn't it a food property?

#

like milk and meat

nimble spoke
#

Buuuuuut it has been some time I checked those things

#

Yeah, there is a property for food, but you can't freeze meat in a fridge because of the container property

#

only freezers have that property

grand walrus
#

huh

#

that makes a difference

#

i was thinking about a container that would prevent rapid defreezing and cool unfrozen food to a degree if there is frozen food inside. But it might be pointless if defreezing time isn't really tied to a temperature but to a flag

nimble spoke
#

defreezing time may be tied to temperature, all the freezer does to to give the frozen status and keep it forever, unless it loses power

grand walrus
#

it looks somewhat like cooking

#

if temp < freezingTemp => buldUpFreezCounter

#

something like that

nimble spoke
#

your plan for it could work, get the temp for all items and use that to determine the new temperature somehow

#

once you get it working and updating temperature, you can change it to the math you want

abstract raptor
#

I wonder how long it'll be until I get the whole of the Big Lebowski script into the game, adding just one scene takes like over an hour

sonic helm
#

How far are you in right now?

grand walrus
#

How many ingame days it would take to finish?

#

One song from your radio plays like 2 hours

abstract raptor
#

I'm to the point where walter like

grand walrus
#

cause of death: starved while watchin Big Lebowsky

abstract raptor
#

pulls a gun on smokey

#

AM I THE ONLY ONE WHO GIVES A SHIT ABOUT THE RULES!?

grand walrus
#

i have an itching desire to throw a mug in someone's face somehow

abstract raptor
#

I like TVM, it plays every song I've entered into the mod at random

#

once an hour

#

but for some reason, I can't use boredom debuffs on adverts

#

so TVM doesn't boost your mood unless you catch the "ALL MUSIC, ALL THE TIME" part

grand walrus
#

2 years since the apokalypse: Big Lebowsky's not finished yet

#

talk about prolonged shows

abstract raptor
#

technically it wasn't even filmed yet even by then

#

lol big lebowski came out in...

#

1998

#

so I broke the lore with it

#

but hey, it's my mod my headcannon lol

#

the movie takes place during the early 90s XD

grand walrus
#

Add some of Clockwork Orange in TV programs, let it teach your character blunt weapons

abstract raptor
#

I was thinking of making like a TV station like that

#

like a sports channel that had some stuff that gave you boosts

#

more tv stuff in general

grand walrus
#

something like national geografic or discovery would be good

abstract raptor
#

OOOOO

#

Yes that'd be great

#

but there's not really scripts for that

#

so I'd have to watch them on youtube and like

#

write as I go

grand walrus
#

Just throw some Bear Grills or british animal's documentary and a bunch of mythbusters into the second one

nimble spoke
#

If Big Lebowsky breaks the lore what about Tesla's Cybertruck?

#

or a fucking LIGHTSABER

grand walrus
#

it's Musk's new project in action

#

perfecly genetically engeneered catgirl-looking time machines

abstract raptor
#

If I wanted to do a nature documentary

#

why not go with

#

Steve Irwin?

#

and then I could do a PBS channel and have Bob Ross too

grand walrus
#

Beat that brush
Short blunt bonus

abstract raptor
#

I mean yeah... some great shows that I want to add just don't work because of how tv is just text lol

nimble spoke
#

Dave Attenborough is probably the one old enough for the 90s

abstract raptor
grand walrus
#

What was going on TV in 1993 that is actually recognizable?

#

damn

#

the Jurassic Park!

nimble spoke
#

Has anyone played with the new possibilities of attaching models?

abstract raptor
#

OOO yes I should add Jurassic Park next

nimble spoke
#

Watching jurassic park should give the speed demon trait

grand walrus
#

Or stealth

#

Groundhog Day would give anxiety and sadness

abstract raptor
#

Hmm So, Jurassic Park, Groundhog Day and Army of Darkness

#

I'm game to add those.

#

It might take me years though lol

grand walrus
#

don't try too hard, your radio is bursting with content already

nimble spoke
#

Predator for stealth, and some survivalist shit

grand walrus
#

6 months later, and there are some survivors on air welcoming me in their camp. What else can i desire?

abstract raptor
#

Full movies haha

grand walrus
#

my character can't really stay all the time at home watching them, sadly

abstract raptor
#

VHS's need to be at hing

heavy hearth
#

80'a for the music, 90's for the flicks

abstract raptor
#

I made this one channel

#

213 play twilight zone

#

and then spooky static

#

that fucks with your mood

nimble spoke
#

Hmmmmm I think we can make VHS happen

heavy hearth
#

@abstract raptor I was thinking that earlier after getting the TV working.

abstract raptor
#

If you could get it to work off like

#

wordzed

#

somehow -- they create these keys

#

Like this 6ff21998-8449-4423-9d58-bccfdcc54926

#

that's the key to one whole script

#

but they also have keys for each indivual broadcast

#

so theoretically, I bet you could set it so that the channel didn't have a frequency

#

but it'd still have the keys to reference

#

and you could play them off a file

heavy hearth
#

hang on, VHS plugged into the coaxial so they did have a channel

#

you plugged the arial into the VHS then passed through to the tv

abstract raptor
#

I mean... I guess, yeah -- but I'm talking about how it works in terms of getting it to play the right thing

#

and not making it play on a tv channel unless you had the vhs tape item or somethng

heavy hearth
#

that should be easy. A VHS tape can have modData attached to it so set it to a key

grand walrus
#

tv triggers to specific time right? it may be possible to tie a tape inserting to turning on a tv and changing it's trigger to current time

heavy hearth
#

@nimble spoke I'll be interested to see how you get that into the distribution tables lol

abstract raptor
#

I can export a file that'd just have one movie on it

#

so you could test if you wanted

heavy hearth
#

serious question though to the car modellers, how do I get the passenger lights on the RV to light up?

grand walrus
#

should they illuminate insides of an RV?

heavy hearth
#

just a nice orange glow would do lol

#

I've tried copying the window locations into the light texture and filling them in a bonny colour but there must be some masking going on

nimble spoke
#

I don't think you can set up new mask colors so..... how would you control which lights are on?

grand walrus
#

just stretch the whole headlight over your window lol

heavy hearth
#

if I can get them working by the headlights I could add a radial in I guess to turn them on and off

abstract raptor
#

you'll need wordzed to open this otherwise notepad+ will do the trick

nimble spoke
#

And, glass effect may be rendered on top of all lights, you probably need to decide for one or the other, but not both

heavy hearth
#

does the glass effect have any accessible alphering?

nimble spoke
#

I have no idea

#

You're going into uncharted waters.... I know very well how that goes, nobody here can help you

#

This is how you died...... lol

abstract raptor
#

F

#

I wish I knew how to make a script that could call upon the radio keys to play custom sound files

#

then I could get voice acting or even -- dare I say it -- actual music

#

alas without the Wordzed tool I wouldn't even be doing this lol

#

module Base { sound BirdInTree { category = Object, master = Ambient, clip { event = Meta/Ambient/bird, } }

like something like this but it'd check the current broadcast's key and play the soundfile made for that key

#

then I'd just replace event with file = /media/customsoundfolder/nameofthatkey.wav

nimble spoke
#

I think you should post that as a suggestion for the devs

abstract raptor
#

I mean, I just know of this really awesome website where I could find voice actors

#

for the mod

#

and I know all about editing audio to make it sound like it's over the radio and stuff

grand walrus
#

does voip work over the radio in mp?

#

the voice chat system might be of use to play audio

#

in general

heavy hearth
#

@abstract raptor I think you'd be needing to look into overwriting some of the functionality in ISRadioInteractions.lua

abstract raptor
#

gonna take a look see

#

Oooo

#

Looking at this might explain why I can't do stuff like apply drunkeness as a thing

#

Not seeing anything overtly refers to the radio broadcast key though @heavy hearth

#

see the keys here

#

The radio interaction things seems to be doing a lot of the stat boosts and skill stuff though, that might come in handy

#

damn, each indivual line of each broadcast has it's own key as well

#

in theory that means I could either have a .wav to go with each broadcast or with each line so that it perfectly lines up

#

Music would probably almost never line up though

grand walrus
#

this radio will turn into overly complex karaoke

nimble spoke
#

LOL

#

Now I need to add a Singing skill

grand walrus
#

sound effects such as wall muffling or proper positioning can't be done as well worsening the experience

abstract raptor
grand walrus
#

can you swap the dictor sound for starters?

abstract raptor
#

?

#

dictor?

#

I tried a mod to swap out zombie sounds but it didn't work

grand walrus
#

the muffled speech sound when tv program is on air

abstract raptor
#

I probably could if I knew which script that one plays off of

#

` }

sound RadioTalk
{
    category = Object,
    clip
    {
        event = Radio/radio_talk_0,
    }
}`
#

yeah if I change event = radio/radio_talk_0 to file = whatever/whatever/whatever.wav

#

and had the custom file to play

#

I could prolly get it to work

grand walrus
#

which file is this code in? isdynamicradio?

abstract raptor
#

media/scripts/ sounds_object.txt

grand walrus
#

you'll need to somehow create different events tied to your radio scripts

#

and tie game visuals to them too

abstract raptor
#

how so in regards to the visuals?

grand walrus
#

there should be a piece of code that makes tv change it's screen image

#

but i don't really know where

#

also it's very hard to navigate my pc with screen keyboard

abstract raptor
#

ooo adding in custom images could be a neat thing to do

grand walrus
#

creating a custom event would be a problem on itself

#

i bet it's somwhere in java already

abstract raptor
#

Oh so the custom events are hard to do then

#

damn

grand walrus
#

Soul might be more knolegeble about events

abstract raptor
#

I wonder; I might just put out a casting call and find some voice actors ahead of time so I have some material to test with if it's possible

#

people on behind the voice actors . com love projects like this

#

and do it for free

#

hahaha

grand walrus
#

it would be wiser to create a system before that

abstract raptor
#

I'd only do like... a few lines just enough to test wit

#

then I'd make a real call

#

I also have a habit of jumping the gun tho

grand walrus
#

or you might end up with gigs of narrated Lebowsky's script you wouldn't be able to use

abstract raptor
#

lmao

#

honestly I was thinking of only doing the survivors and OC material for voice overdubs

#

the movies would be silent cuz I'm a jerk

grand walrus
#

there is this thing where DynamicRadio.scripts looks like it's loaded from somwhere outside

#

from engine itself i presume when it loads lua

abstract raptor
#

hmmm I wonder how it interacts with the xml files

#

I mean

#

I don't know shit about nothing

#

commits seppuku

grand walrus
#

heh, life's hard

abstract raptor
#

all I'd wanna do is copy and paste the radio keys into a script and make sure it played the right file

grand walrus
#

especially in someone else's code

abstract raptor
#

ya

grand walrus
#

damn this screen keyboard for handicapped is killing me

#

i'm gonna sleep

abstract raptor
#

ok goonight

#

😄

grand walrus
#

night

hexed anchor
#

use ``` to make the code quotes in discord

#

just a heads up

abstract raptor
#

woooo

abstract raptor
#

I was just testing my brains sound effect mod and all the sound effects went off at once and let me tell you it was terrifying

turbid pasture
#

You guys need to sleep. Or am I from different time zone?

#

I also thought about VHS. Mainly because, I spend a lot of time watching TV at the begining of the new game.

#

There are few possible paths. Either to make only tapes with shows or make blank ones too, and let player to record life and living and other valuable broadcasts.

#

When I was looking how to do that, I strugled to find how to check if there is electricity around. But seen something Raath mentioned about RV, so probably that can be used. Another thing, would be good to check if you are near TV and not have tv in inventory.

heavy hearth
#

🎵 live when I'm alive and sleep when I'm dead 🎵

grand walrus
#

that's why i'm always late in the morning

grand walrus
#

JD-GUI is like a cristmas came early! I can mod anything now!

#

well, at least in my game. I still have no idea how to wrap java stuff in workshop mod format

quaint nightBOT
abstract raptor
#

woah

abstract raptor
nimble spoke
#

funny but probably annoying after a few minutes lol

#

@grand walrus you can't include java files in workshop mods, the game won't load them

#

My skill system wouldn't even exist if I could simply add more skills in that java list

abstract raptor
#

Yeah it doesn't work properly anyway.

#

most of the zombie sounds got muted for some reason

#

I'm not sure what I did wrong in the script or if it's something else

grand walrus
abstract raptor
#

lmfao

#

I like the spinning bit of gore at the very end

grand walrus
#

f4 in it's finest

abstract raptor
#

CHOCLAAAAAAAAAAAAAATE

#

I wish I never deleted my randy savage mod video

#

back in the day I had one of those for PZ too

#

but now its so much harder to do a soundpack

grand walrus
#

did they change it so much?

abstract raptor
#

It's just I think a lot of the sound files are from .banks

#

replacing the .oggs doesn't seem to do anything

#

so I tried overriding the files by messing with the zombiesounds script

#

but it wound up muting all the sounds

#

so idk

#

maybe I screwed something up in the script

grand walrus
#

maybe.

#

let us see?

abstract raptor
#

@grand walrus there, the rar has soundfiles and stuff too

grand walrus
#

where is it located in game folder?

abstract raptor
#

it's formatted the same way any other mod would be

grand walrus
#

but where should sound_zombie be?

#

i want to check mine

abstract raptor
#

in media/scripts

grand walrus
#

wich sounds are missing?

abstract raptor
#

I'm unsure, but it only plays a couple when a zombie spawns

#

otherwise it's basically muted

grand walrus
#

so they speak ocassionally, but there are no bite sounds as it seems in your video

abstract raptor
#

well I didn't fuck with some sounds there are bite sounds, the timing's just delayed in the video because my computer is slow so there's latency when recording vids

grand walrus
#

zombie sounds from stalker games would be welcomed as a replacement

#

just thinking

abstract raptor
#

but whenever a zombie does anything beside from be spawned, they don't have noises, you can install the mod into your /mods folder and try it out for yourself if you want.

#

I wish I knew what I did wrong so I could fix it lol

grand walrus
#

as a wild guess sounds_zombie just subscribes zeds to a specific events, wich play sounds when they occur on their end, but your version instead of subscribing them to new events just plays your files when zombie is created...

#

that's how i see it

#

@nimble spoke do you know where can i find module Base?

heavy hearth
#

everywhere

#

what are you looking for?

grand walrus
#

how do i format the code here?

#

with ' code '?

abstract raptor
#

`

grand walrus
#

module Base { sound FemaleZombieCombined { category = Zombie, clip { event = Zombies/Female 1 Zombie Full, volume = 1.0, } }

#

Zombies/Female 1 Zombie is somewhere in referred Base i believe

#

or i am wrong and "module Base" doesn't mean importing but just the beginning of the new module...

abstract raptor
#

on the modding guide I looked at it said something like that replacing event with file was supposed to make it create a new sound file and play that instead

grand walrus
#

let me load your mod and see then

abstract raptor
#

okie dokie

grand walrus
#

hmm

#

all the sounds changed

#

my character clancks like a galloping horse now

abstract raptor
#

it messed with all the sounds?!

#

h-how

grand walrus
#

some of them are unchanged

abstract raptor
#

weird I'mma test it again in debug mode

grand walrus
#

stepping on the zombie and running on asphalt are totally different

#

running with Shift i mean

abstract raptor
#

That's bizzare, I only messed with the zombies sounds

nimble spoke
#

Every time I see discussion about modding sounds here, it is because something bugged really bad

#

So yeah

abstract raptor
#

oof

#

I broke tha game lmao

#

I wonder why it affected other sounds that's interesting

#

probably making new files like... messed with it being able to retrieve other files?

grand walrus
#

sound AlarmClockRingingLoop { category = Item, clip { event = alarmClockLooped, volume = 3.0, } }

name of this event implies that looping is done by it

#

maybe that's the problem

#

all you need to do is somehow find those events and mod sound files in them

abstract raptor
#

I think they might be in...

#

C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\media\sound\export\Desktop

grand walrus
#

this might be the place

#

let me google what .bank files are

abstract raptor
#

I was able to actually look into one of the files, just the .bank one, not the .strings.bank

grand walrus
#

they seem to be just a collection of sonds really

abstract raptor
#

I was able to extract and look at one of them

#

like i said it is

#

it had like

#

a couple of files, mostly .wavs, one was 39 seconds long though

grand walrus
#

hmm...

#

drop your "brains.wav" in there under the original name of zombie sounds and recompile?

abstract raptor
#

I think the one I'm looking for is the strings.bank.

#

when I listened to the sounds in the first bank it was mostly stuff that I've never heard in game

#

or at least, rarely

#

the audio portion of this game is mysterious lol

#

but I haven't been able to open up the strings.bank one it must be

#

E N C R Y P T E D

#

dann dann dannnnnnnnnnn

grand walrus
#

so dramatic

abstract raptor
#

i mean

#

lol

#

plus I don't know how to recompile

grand walrus
#

what are you trying to open it with?

abstract raptor
#

I used this script I found online

grand walrus
#

in that youtube vid?

abstract raptor
#

yea

#

it doesn't open the .strings.bank tho

#

I'm sure it could open other banks too

#

but there's no functionality for packing that I saw in the tool

nimble spoke
#

I remember a discussion about the tool used to mod soundbanks and how it was not working as intended, all I know is that Connall acknowledged the problem, you guys might want to ask him directly

#

I don't remember who the modders were

#

Or you may risk wasting your time with something they messed with before without knowing their results

grand walrus
#

he's offline tho -_-

abstract raptor
grand walrus
#

.bank file format is a mysterious thing

#

no info what so ever

abstract raptor
#

has something to do with fmod maybe?

grand walrus
#

russian forums say that this is rather popular way to store game sound files, but there is no info how can it be properly opened

abstract raptor
#

Heist music Time for us to find the russian hacker

#

💻 😎🇷🇺

grand walrus
#

but getting on the topic again

#

bank file is unreachable

#

might be impossible to make your mod working right now

abstract raptor
#

dang

#

Oh well

#

I'll just keep working on radio mods then

#

I'm gonna make a mod on the side that adds more modern music

#

called Time Hacker Radio

#

And it'll have a picture of hacker man

grand walrus
#

Can you update your radio mod description? Broadcast time would be nice to know also what skills which one boosts.

#

Or add something like a TV program as an item in game

nimble spoke
#

Ithink it was Fmod, I remember that name

grand walrus
#

It would be basically a note with Broadcast time of each channel and basic theme of those channels

abstract raptor
#

I have a spoiler guide that does that in the discussions tab of the mod page

#

It's not completely up to date yet

#

But once I get the mod to a point where I think it's more finished I'm gonna update it and maybe make a calender

grand walrus
#

having something lore-friendly in game would be sweet

#

eh

abstract raptor
#

eh?

#

I mean, for the most part Survivor Radio is lore friendly

#

asides from the haunted channel and the super secret channel

#

makes a channel that plays dubstep

grand walrus
#

no no

abstract raptor
#

"wub wub wub WUBWUBWUBWUB BWUUUUUAAAAAAAAAH"

grand walrus
#

don't get me wrong

#

the mod is great

#

but the amount of radios makes it confusing a bit

abstract raptor
#

yeah there be a lot of content right now. I'm prolly gonna trim some broadcasts in the future

#

like the russian mercenaries

#

it was a cool script, but there's only one broadcast and it only happens once so it seems kinda

#

meh

grand walrus
#

can i send you a script that will add something like a TV program in the loot distribution then? I'll include official channels only

abstract raptor
#

if you have a script I'd love to add it

#

I have a couple rules tho

#

basically no direct references to a specific place on the map, and only references to things that exist from 1993 and before hand

#

I realize the big lebowski and one tool song break this rule already but... uhhh

#

oh well.

grand walrus
#

i'll try to make it as lore-friendly as possible. Yet there is that you can't put actual in-game date in a text note while spawning it

#

oh well, it'll look something like that:
today:
Life and Living - Practical Householding with Dennis Brown 6.00 - 15.00
Knox Talk - Talk Show "Around the world" 11.00 - 20.00
KBC - Movie "Big Lebowsky"...

#

you get the idea

abstract raptor
#

Ohhh that'd be hilarious

#

I love that

#

A TV Guide

#

in the game

grand walrus
#

Ah, it's called TV Guide

abstract raptor
#

Yeah I remember those channels

#

growing up

grand walrus
#

i've made them up right now

abstract raptor
#

you gotta leave 213 unlisted so it remains mysterious and spoopy

#

I plan on expanding that channel with more twilight zone scripts and creepy stuff

grand walrus
#

you gotta add some Tales from the Crypt

#

they were a blast back then

abstract raptor
#

Ooo yes if I can find the script for those that'd be a cool thing to add

#

I tell ya, if I got paid to work on this, I'd do it all day and I'd have mutiple full movies out already lol

grand walrus
#

i remember being a kid watching them at night

#

spooky stuff

#

you'll die probably. there should be a limit on repetative work like this that specified somewhere in WHO brochures

#

but there will be Lebowsky in PZ in all his glory

abstract raptor
#

Yes, the mod will be considered FINISHED only when I get that one script completely in.

#

I think the Time Hacker mod will be more popular cuz like

#

I intend on just adding only music with no talking and set it to play every half hour at random

#

and have stations seperated by genre

#

but it'll all be music from after 1993

grand walrus
#

well you gotta figure out how to play your custom music at first

abstract raptor
#

oh!

#

so

grand walrus
#

if ive exposed that stuff

#

it's all about the inflexible modding system

nimble spoke
#

inflexible?

abstract raptor
#

¯_(ツ)_/¯

#

work with what you got right?

#

It's a possibility at this point

#

so I'm stoked

#

both for like getting voice acting and or just music

nimble spoke
#

in PZ you can talk to a dev directly and they makes changes you need to mod, do you have any idea how rare that is?

abstract raptor
#

its awesome

grand walrus
#

inflexible?
well it's not unmoddable, yes, but there is nothing like minecraft or skyrim...

nimble spoke
#

You can mod a whole lot more if you're not planning to release it through steam

#

Nolan used to have modded class files for his survivor mod

grand walrus
#

well, yeah, i tried it today with JDGui.

#

I made zombies spawn and drop stacks of cash on being hit

nimble spoke
#

lol

grand walrus
#

but that's the problem of PZ modding system. you can only mod it so much and be able to publish it

nimble spoke
#

If the devs allowed mods to override the zombie folder moddability in PZ would go through the roof and into space

grand walrus
#

^ that

nimble spoke
#

but then again lots of incompatibilities and who knows what else

grand walrus
#

You can make a solid gta/sims out of PZ with little to no changes

#

but then again lots of incompatibilities and who knows what else
partitioned overriding and load order should fix those

#

but still

#

i'm not a dev

#

well, i am, but i'm not a PZ dev

abstract raptor
#

I mean they gotta protect their product, I understand and accept any boundaries they've set.

#

Like if they don't want me adding in music, I wouldn't do that.

#

but even more modability would be so cool and I think keep interest up in the game ya know

grand walrus
#

that's basically what i posted in Suggestions...

abstract raptor
#

great minds think a like

#

(but fools seldom differ) is the end of that uh, saying

drifting ore
#

If I enable a mod that adds a new thing, will it appear in existing saves?
Like, adding a new vehicle

grand walrus
#

in undiscovered regions

drifting ore
#

Sweet

heavy hearth
#

does anyone know what constructs bed's have?

grand walrus
#

haven't really touch iso objects

abstract raptor
#

Can I clone an object like the Hand Scythe and make it like so it can appear as variation of it with improved stats and using a different texture?

#

one time I found a hand scythe spawned with a hammer lol

#

COMMUNISM

grand walrus
#

Can I clone an object like the Hand Scythe and make it like so it can appear as variation of it with improved stats and using a different texture?
@abstract raptor i believe you can. Silencer mod changes an entire model along with adding new texures.

#

just cloning it with different stats is quite easy

#

loot destribution is alittle trickier

abstract raptor
#

nice I might do that to challenge myself and create like an "artifact weapons" mod

grand walrus
#

there are antique weapons in more traits mod already

#

you missed you chance

#

but you can always add

#

more

#

COMMUNISM

abstract raptor
#

Yessss

#

Communist handscythe deals more damage to capitalist zombies

grand walrus
#

Cuts not only them, but their social freedom, food supply and living conditions

abstract raptor
#

They arent workers they're lazy communist hammer smites the lazy worker

#

Dual wielding needs to be a thinggggg

grand walrus
#

personally i want shields to exist

#

and CHAAARGE

abstract raptor
#

yass

#

Say what

#

Oh sorry

grand walrus
#

don't feed the troll

abstract raptor
#

ok

quaint nightBOT
indigo hound
grand walrus
#

Can't figure much out of this really.

indigo hound
#

Excellent! 😃

grand walrus
#

Damn, it's the hardest kind of teasers

indigo hound
#

:D

grand walrus
#

How naugty of you Lord

indigo hound
#

If everything goes well, then in a week you will know what is being done)

grand walrus
#

I'll be waiting to be blown away then.

indigo hound
#

💪 😃 👍

willow estuary
gusty crystal
#

That looks cool, closest thing to adding armour to cars well get right now

fading frost
#

is it possible to make visible clothes yet?
like, can i make a superman cape? (bad example - i actually want a poncho)

#

(or even a rain coat)

nimble spoke
#

Yeah, you can mod clothes now

#

or at least you should

winged raptor
nimble spoke
#

I think it is too late to call insurance

spark crystal
#

roof

blissful meteor
#

Is that lambo in any mod releases yet @winged raptor

#

So many car mods, somebody please make a bmw e30 mod

abstract raptor
#

lego car mod

winged raptor
#

@blissful meteor in dev branch of Enhanced Vehicles

#

@blissful meteor In the future I have a desire to make a BMW, but not now.

grand walrus
#

Can you add tractors?

winged raptor
grand walrus
#

ROADROLLLA

#

damn this is good

winged raptor
#

😁

grand walrus
#

but regular tractors would be a nice idea to spawn on farms

winged raptor
#

It not ready right now.... have some annoying bugs, but you can find it at @nimble spoke Driving time later....

grand walrus
#

there is no version for b41 sadly

winged raptor
#

Yep... sadly

ember plinth
#

hello, I can't seem to add EnduranceChange for vitamins. can someone help me with pills coding

wraith oriole
#

Five-O, we got a drugdealer over here!

ember plinth
#

haha just wanna improve it a little bit

grand walrus
ember plinth
#

yeah I can change the fatigue value

#

but I can't seem to add more to it

#

I tried adding HungerChange at first and it doesn't reflect in the item ingame

grand walrus
#

hmm

#

let me see

ember plinth
#

it might be tied to a lua script but i cant seem to find it

grand walrus
#

maybe it's tied to item type

#

try to add fatigue change to a food item

ember plinth
#

it's there

grand walrus
#

hmmm

#

can you send me your mod

#

i'll see into it

ember plinth
#

it's just a normal item script tho haha..

#

the pillsvitamins that's just what im using

grand walrus
#

well i'm too lazy to create mod template rigth now :)

ember plinth
#

ah oki

#

hold on

grand walrus
ember plinth
#

oh i was waiting for a pm i didn't notice you already found a solution. thank you very much!

#

hmm, however it did remove the drainable type of the item...

#

I was trying to keep its item type.

grand walrus
#

you can eat half of it...

#

basically split it like any other food

#

but that's not a solution

#

well, you can make it like a package of candy, with a bunch of pills it gives when you open it @ember plinth

ember plinth
#

it's alright. i never thought about it like you can eat half of food. i always eat in one go

#

i'll just have to balance it. give it higher value

#

so it's 4 *10 since it has a delta value of .1

grand walrus
#

well i don't see any way of making it drainable and keeping your modified stats. It's something internal that tied to type "Medical"

ember plinth
#

40 fatigue is pretty op tho. i should revert it back to -2 fatigue per deltause. i was trying to get around the spamming vitamins

#

the take pills in b40 was pretty fast so it was bareable. in the b41 they somehow made it slower

grand walrus
#

i can make it like a package of candy if you want

ember plinth
#

haha it's fine if you do that it's the same problem. i'll still keep spamming the vitamins

#

i wanna get -10fatigue in one gulp

grand walrus
#

but you wouldn't be able to get -40 in one go

ember plinth
#

im trying to balance the spammy part. by changing it to -4 fatigue per deltause. i could get -12 while using 1/3 of the vitamins

#

i wasnt going for -40 in one gulp haha

#

if i wanted that i would go for the coffee

grand walrus
#

eats the whole package to swing that axe
dies of allergy

ember plinth
#

haha thank you for helping me

grand walrus
#

no problem really

ember plinth
#

while you're still here. ill go ask ahead with the redistributions

#

if i wanted to respawn stuff ill put it there right

grand walrus
#

well item distribution means containers you can find your vitamins in

#

if that's what you wanted to know

ember plinth
#

sorry i meant proceduraldistributions

grand walrus
#

ah

#

i think it's about spawning your vitamins while characted discovers undiscovered parts of the map

ember plinth
#

i was glancing at it and notice it's not the same as the distributions one

#

so not everything respawns?

#

only specific containers?

grand walrus
#

it doesn't respawn

#

it just spawns

#

as you explore the map

#

respawning (configured in sandbox mode) tied to the same distribution tables

ember plinth
#

ah isee

#

that was what i was trying to clear up

#

i was a bit confused because im adding some new items in the game

#

i wasnt sure if i needed to add them in procedural distributions

#

so that they respawn as well

grand walrus
#

this might be some old code hanging... Just add it everywhere to be sure. or download somebody's mod with new items and see how it's author did it

ember plinth
#

ok ok i can just do a simple sandbox mode and set it daily respawn and see if my the shelvees respawn my items along with it. i made skillbooks for character passives as well as combat passives

grand walrus
#

that's how i do it. with time skipping provided by cheat menu

nimble spoke
#

@winged raptor spoiling the secrets

#

I know I need to update driving time, but a few of the other mods are taking more time than planned, I'm sure driving time will have surprises for me too

grand walrus
#

i'd love to see it on b41, it's a great mod

nimble spoke
#

I want it to be an improvement as well, not just an update. That asphalt roller will be included

grand walrus
nimble spoke
#

Probably with a simpler model, that one is meant to fit PriMan's models

#

We are helping each other with vehicle stuff

grand walrus
#

a battle of RODAROLLARs in PZ? man, that's gonna be epic

wicked dagger
#

Wondering if anyone can help, or give me some advice. I'm dipping my foot into the whole modding thing and was wondering if there was a list of all the items somewhere. Not just the normal items you can find/craft, but those like the specific building walls textures, and the tall wooden fences that can't be destroyed... or are they only usable when making a new map/poi ?

grand walrus
#

look around "More buildings" mod. it's fairly complicated tho

nimble spoke
#

The reference pictures I found online are very outdated for the tiles, your best option is probably opening the tiles in TileZed

willow estuary
#

Really excited for some new driving time vehicles!

grand walrus
#

How do i close context menu from lua?

#

i've managed to megre together Cremation, Display Roughly burn time and Better Refuiling Fires, but i want to improve the code a bit.

nimble spoke
#

What do you mean by close it?

heavy hearth
#

I think he means that by right clicking on the heat source it won't open the context menu

grand walrus
#

nope. i mean after clicking on a context option i want this menu closed

nimble spoke
#

if the context menu option links to a function it should close the menu when clicked on

grand walrus
#

I've added my function, it works like it should but the menu stays on.

#

Is there any explicit way to close context menu?

rocky yarrow
#

Btw, can we make our own animations now ?

radiant ginkgo
#

#2 Pack is coming!

grand walrus
#

is it ZIL?

radiant ginkgo
#

Yes

grand walrus
#

full DayZ experience. I wonder how many thousand of kilos could you fit into it's trunk, copared to your UAZ mod

radiant ginkgo
#

Ha, 5 tons 🤔

#

Depends on type of modification

#

ZIL can carry more than its own weight

#

6 tons!

grand walrus
#

i believe it was Soul who mentioned that going beyond vanilla trunk capacities can fuck PZ vehicle physics badly

radiant ginkgo
#

Maybe it will be cheater, but it should be checked

#

Hm

grand walrus
#

UAZ was too unfair compared to other vehicles

radiant ginkgo
#

I've heard about it

grand walrus
#

Make your ZIL blue with white nose, like it should be please

radiant ginkgo
#

If there was a limit on number of items in trunk, I would put a true number

#

Yes

#

ZIL will always be that color

grand walrus
#

Yay! The soviet classic looks

grand walrus
#

I have this piece of code.
local option = context:addOption("Add about " .. x .. " mins of fuel", worldobjects, nil)
How do i assign my function
local AddFuelToHeatSource = function(worldobjects, heatSource)
to it?

#

i tried
option.onClick = AddFuelToHeatSource(heatSourse)
but it doesn't work

quasi geode
#

3rd argument to addOption is your callback function (you assigned to nil)

#

option.onClick = AddFuelToHeatSource(heatSourse) obviously wont work. by including the () your calling the function right there, and assigning the return value to option.onClick

#

option.onClick = AddFuelToHeatSource would be more correct.

grand walrus
#

3rd argument to addOption is your callback function (you assigned to nil)
@quasi geode so it would look like that:
local option = context:addOption("Add about " .. math.floor(x/60) .. " hours of fuel", worldobjects,FireActions.AddFuelToHeatSource, heatSource)

#

?

#

i need to pass heatSource somehow

quasi geode
#

pretty much. though if your AddFuelToHeatSource is only accepting one argument you'll have to fix that (i'm assuming so, given your previous pastes)
the first argument passed to your callback function is the worldobjects argument you passed to addOption, your heatSource becomes the second argument

#

any additional arguments passed to addOption will be passed along to your callback as well (though theres a limit on number, idr maybe 4)

grand walrus
#

so what it should look like is this:
local option = context:addOption("Add about " .. math.floor(x/60) .. " hours of fuel", AddFuelToHeatSource, worldobjects, heatSource)
and
AddFuelToHeatSource = function(worldobjects, heatSource)
?

quasi geode
#

function definition is right, but your previous addOption was the correct one
addOption( text, arg1, callback, [arg2, arg3, arg4])
worldobjects before the callback, heatSource after

#

its weirdly annoying.

grand walrus
#

ah

#

so i shouldn't pass worldobjects to the callback?

quasi geode
#

do you need to? I usually pass a specific object instead of a whole stacak there. but you gotta pass something for that arg1 slot

grand walrus
#

i'm working blind here without any documentation on those inner functions so i don't know if i need to pass it

#

all i can do is crack open what's present in game files and see how it should look

quasi geode
#
local option = context:addOption("Add about " .. math.floor(x/60) .. " hours of fuel", heatSource, AddFuelToHeatSource)

AddFuelToHeatSource = function(heatSource)
  -- ....
end

-- or

local option = context:addOption("Add about " .. math.floor(x/60) .. " hours of fuel", worldobjects, AddFuelToHeatSource, heatsource)

AddFuelToHeatSource = function(worldobjects, heatSource)
  -- ....
end
grand walrus
#

ah

#

i see

#

can you add this in your guide somewhere?

#

it really lacks references such as this one

quasi geode
#

when i find the time to get back to working on it. context menus are on the todo list

grand walrus
#

Yass! It finally works as it should

quasi geode
#

guide updates are low priority for me atm though, time is limited and too many tasks other on my list 😐

grand walrus
#

i managed to merge three campfire mods together and improve the code fair bit

#

Thank you wolf.

#

@heavy hearth can i have your permission to post my mod that features your Better Refuilling fires with my improvements to your code?

heavy hearth
#

way aye. That's geordie for yes

grand walrus
#

alrighty, there is only Cremation guy left

abstract raptor
#

you guys

#

Turbo helped me get the radio to make

#

... SOUND

#

using drunkenness

#

🙂

drifting ore
#

Does that mean we can now have the CBT Wikipedia article playing in game? Nice

abstract raptor
#

It means I can put voice acting and music into my mod

drifting ore
#

...and add the cbt article? spiffo

abstract raptor
#

do I wanna know what CBT is ?

#

right now though player movement causes the music to stutter so I won't be adding it to the mod just yert

#

*yet

ember plinth
#

anyone have exp with modding the combat. like make the animations faster

ember plinth
#

well i found out which file to edit for making animations faster..

grand walrus
#

can you accelerate pushing biting zed away animation a bit?

ember plinth
#

yeah everything is there

#

but it's more of a clientside modding

#

im not sure if you can mod .x files

#

using the mod template

#

i discovered that the Jaw_Stab animation isnt the one being used in iwbums. the weapons.txt has the knives using the jaw_stab but when i editted the animation file for it it didn't do anything. it could be that it's for the older build. but the iwbums is using attackknife01_crithit animation

ember plinth
#

not sure if it was intentional tho.. i was trying to buff bare hands maxhit from 3 to 4. but it wasn't doing anything from the files. i discovered as well that you wont be pushing more than 1 zombie without a weapon equipped.

grand walrus
#

huh, it kinda makes sense

#

with older build it was too good

#

it was like zeds were weightless

#

but going from stab to crit-based system is a surprise to me

#

i was wondering why is it so inconsistent

turbid pasture
#

I dont think its only crit for stabs. I think range has a lot of thing to do with it. I have way more chance to jabstab if i move closer to stunned zombie.

#

What difference would it give if bare hands did 4 dmg instead of 3? How much hp zombies have on average?