#mod_development
1 messages · Page 421 of 1
I just released a test patch with the moodlets and skills test on the first 5 days of Erin's broadcast
Theoretically one secret channel will get you drunk.
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?
What is "NVG" ? Dont know any mod with that name
@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.
I think I have the mining helmet sorted. it's very hacky, not my finest work but it's functional
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.
nvm. I'd set the delta function to a local. making it global seems to have fixed it
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.
@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.
@nimble spoke Hope so
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
I thought it could be in each object's lua but it isn't there
Isn't it a base number for all skills?
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
some recipes have an OnGiveXP function. you using an IDE like Atom or sublime? can search the whole PZ tree
but it is not a recipe, it's the carpentry or welding build menus
there's no function name
there's a function in server/BuildingObjects/ISBuildUtil at around 183 which looks like it does xp handling. they probably abstracted it
wow yeah, that seems to be it, thanks. Now I just need to change that so it can also detect modded skills too
and give modded xp
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?
only form the inside
but as with any vehicle container, you can use your own function to change that
no that's cool. infact that's what I was hoping
lol right now I goofed
and in the current version one of the songs that plays boosts your lightfooted by 3 levels XD
lol
with shaking hands looks for the right channel on the radio to level up lightfooted
A new Mod has been Published!
Brmodpack
https://steamcommunity.com/sharedfiles/filedetails/?id=2000413766
@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?
dead
Soon
woah that wordzed looks cool
how would one make it so radios can use wall power too?
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 ||
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.
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.
A more stripped down, minimalist, immersive character info screen.
Not sure if this minimised info is worth it. So no traits, time, zombie kills?
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,
}```
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
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.
@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
@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
yea i meant about a new model
Now in iwbums vehicle models use FBX format, if you plan on using Blender you need a plugin to export that format
thanks
@nimble spoke I noticed
@nimble spoke does Drive Time play nice with the Arsenal26 tweaks?
it's an addon for fillbuster's used cars. there are only a few overlaps to drive time it seams
Thats one nice looking car!
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
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
can't seem to get the capacity of the fridge and oven higher than 10 though
but they work which is cool
in build 40 capacity could only be defined in the item, overriding them in the vehicle did nothing
Haven't tested it in build 41
You know that post the other day on reddit with the TV in the campervan?
It's a thing
Hey, does anyone from lua coders know what function is called when player presses m to mute music, then m again to resume it?
Atom says to have a looksy in media/lua/client/ISUI/ISGameSoundVolumeControl.lua. Set volume is around line 137
Hmmm is that what controls it? Must've overlooked it.
@heavy hearth sadly that's not it.
it controls overall game volume.
im digging into lua debugger but I dont think I know how to use it properly :c
@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.
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.
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
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?
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.
I'm in the right spot here then?
Yep, that's the script for Radios.
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
I had an idea, but it was wrong lol
but I also noticed an interesting script
while I was looking I saw the zombie sounds scripts
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
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.
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.
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=
lol
What if I just replaced the random woman screaming with the dude from Trailer Park Boys who shouts "WHAT IN THE FUCK!?"
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
All I want is zombies that hunger for braiiiiiiins
I'd pay to have your voice lines asking for brains in game lol, just to try it out once.
Well I'm turned on now
@abstract raptor soon you will need to read out all your radio translations
Lol I do like some voice acting
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
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
Sadly it isn't possible
'cause the noise behind is pretty random and not tied to the radio
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
that's way beyond me
Yeah
But I think I found a work around to replace zombie sounds
it might not be as dynamic though
I just have to edit the script to play new sound files
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.
better cd players utilize background music, and new mod added, dont remember name from top of my head, creapy music or something like that.
Of course, those mods didnt needed to check what is playing on the radio, but i think could be doable.
Hmm
WELL -- If anyone is interested, I'm willing to do the audio work
untill then
zombie brains mod is what I'm working on to take a break from Survivor Radio
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
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.
I think hold on a sec... hmm
So
WordZed creates a Key for each indivual broadcast
that could be enough to go off
like if it checked for that key, then played an accompanying audio file.
that could work
But it'd have to be all new code since there's nothing that works off that right now.
I need to install worldzed too . maybe i will find something more things to mess with
YOU GUYS
I got it working
sort of
They say brains when I spawn them
But...
All their other sounds are broken...
did I fuck something up?
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.
trying again, apparently I had it set so that the sounds might cancel eachother out since the file would already be playing
testing
wellllll
Okay so now some sounds are playing
but not all of them
updated, some of the zombies are still mute but sometimes I hear "BRAINS!"
damnit my video recording isn't grabbing audio
HMPH
😤
current version, not sure why so many of the zombies are mute unless they're being spawned.
just updated Survivor Radio Mod -- now the first couple of weeks have skill boosts
What skills are you boosting? If its from informational shows, then its cool. Other way, decreasing boredom, sadness or stress would be good enough.
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?
Its probably one if the mod that messes others. So try to turn off one by one and see whos fault is that.
Heard, that better cd players messes up with item spawns.
Oh, that might be the case for me. Does it mean that better video games have the same issue?
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
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
Heard, that better cd players messes up with item spawns.
@turbid pasture much thanks. My game loaded perfectly fine and items spawn normally
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.
Anyone having issues with modded UI text translations?
For some reason I get english text for things that have the translation in the language I'm testing
Things like context menus for example are always in english now
@iron salmon sorry to ping for this but it works in build 40 but not in iwbums, not sure if you guys are aware
no idea, will flag with the team
thanks
@turbid pasture i have a spoiler guide in the steam workshop that lists all the skills it boosts and when
adding them in is a process
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
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.
Didnt knew there is bug with mod translation. Im using english as display language.
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
I see. Looks like devs got into a bit of bugs trying to update to 41.30
What's up party people
nice
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
@willow estuary nice to see, that you posted few of your mods.
@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.
@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
since my skill system works in english but not in other languages, even after fixing the language mess
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.
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
interesting. will keep that in mind, if i run into that trouble.
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
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
I think we all copy paste and then edit. Thanks for heads up.
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
I think I found a mistake in server/vehicles/vehicles.lua. line 503
if part:getModData().active and vehicle:isEngineRunning() then
VehicleUtils.chargeBattery(vehicle, -0.000035 * elapsedMinutes)
end
that makes no sense
which part? its the heater drawing power
core elements tend to be behind the java wall of the game, but still we can do a lot
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
@quasi geode that appears to be the case. when the engine is running, consume battery
Oh look it's a. thing.
and of course, the evolution
I'll make a stage 3 monster truck after I know the first two work
omg looks lit
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
how does the barricode mode works in cheat mode?
can you override the chance of pain when sleeping in cars?
can't find anyting related to it in the game code
@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.
Can tvs and radios break from extensive usage? There is UseDelta value on them...
@feral lion if you don't give it hp value it will be unbreakable, or at least it used to be like that
Radio use battery, thats what usedelta decrease. Tv probably shouldnt have that value.
Thanks @turbid pasture. It's a weird thing really. I can practically turn TVs to battery mode lol
portable tvssss
portable radios with available tv freqs
Very easy to do that. IsTelevision = true, and maybe need to tweak frequency, but it worked without changing it.
what we need is this Brainsss Mod to work!
I've got all le sound files
and I tried editing the zombiesound script -- but alas, it only makes noises when zombies spawn and mutes all the other sounds! X_X
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
nvm. i think I found it
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
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
so it looks like removing the and _line ~= nil check on line 222 lets you skill up and benefit from the other interactions
That's interesting, Maybe the radio van should be converted into a tv van
and have a tv installed
you know, that sounds like a plan lol
nice
Nice!
it gets better
I made a bit of a frankenstein's monster with soul filcher's drive time
but it works and it's probably the most OP vehicle in the game now
does it refrigerate just the fridge or even the seats? lol
Well, I don't think its that bad
the heater already has aircon for seats.
Does it run off of a battery?
hell no. Turn on the oven and the battery will be flat within 5 minutes
Airpex wrote a character that lives in an RV into my mod; Mike Lopken so that's cool he references RVs as a thing
Basiclly, it provides a challange to the player to keep their RV powered
You have to find gas, you you need to find car batteries or a way to keep your car battery up
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
I had no idea until last night that generators recharge car batteries
How does this fridge work without running on batteries and being on a static power grid?
if not vehicle:isEngineRunning() and not vehicle:getSquare():haveElectricity() then VehicleUtils.chargeBattery(vehicle, batteryChange * elapsedMinutes) end
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
There is a car battery recharger that you need to use, right? At least there was
you can use the car charger, or just park your car near a running generator
I always worried about the camper van balance when I started working on it, but hey there you are making it op
yeah I know what you mean. It's pure OP no way about it
...
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
do you want me to zip up this abortion and send it to you?
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
I've noticed the wheels in particular don't play well in build 41
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
now.... can we get a washing machine in a vehicle? lol
funny you should mention that......
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?
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
damn. How do the appliances react while you're moving through power grid?
engine is running
Ah, and if you shut it down and leave everything to inertia?
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
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
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
@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
@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 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
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
he could add an onTick event
I actually had cooler bags in my list to try eventually but moving things to b41 takes all my modding time now
he could add an onTick event
@heavy hearth character bags update on itemtransfer
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
Well, all I needed was to look at the code,
@nimble spoke what class did you find it in?
ohhhh I don't remember, I guess something about containers
alright, this gives me hope
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
i was using a fucking Eclipse that time
I dump all files in JDGui and search around, never used Eclipse so I can't help you with that
Atom is also pretty nifty
do you need to pimp it with plugins like you do with Sublime?
@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
@nimble spoke I'll try tomorrow with a proper IDE then. Using decompiler might do the trick actually.
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
the most important part is to not to create something like an invisible flying fridge that would follow player's coodinates
You don't need that
the rocky way of code crutches and coffee might lead me to accepting this horriffic abomination of idea as the best one.
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
i will. do i need to decompile it as well?
No, it is all lua
nice
it's actually quite bad against zombies, so to compensate it just has really good offroad performance
it just rolls so much
the stock version is terrible on cornering anyway
changes car horn sound to play la cucaracha
I actually had to lower how fast it steers when at speed because it was just that easy to roll
dashbuilder is fine, D6, go lightly I find
I was testing it against zombies and it just rolled quite quickly
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
it's also really easy to right, so that's good
it just rolls so much
@turbid gale speed demon trait gang shed a tear of understanding
i was given a report of my M113 rolling, and it was due to speed demon getting the thing to like 60 mph
if currentTime > LMHlastUpdate+0.016666667 then -- only check once per game minute
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?!
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
@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
so basically i can update the freshness timer based on the elapsed time between player interactions with this container?
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
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
like i suspected fridges and freezers differ only by temperature value.
Hmmmm maybe not, I think there's a flag that tells if food inside should freeze or not
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
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
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
it looks somewhat like cooking
if temp < freezingTemp => buldUpFreezCounter
something like that
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
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
How far are you in right now?
How many ingame days it would take to finish?
One song from your radio plays like 2 hours
I'm to the point where walter like
cause of death: starved while watchin Big Lebowsky
i have an itching desire to throw a mug in someone's face somehow
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
2 years since the apokalypse: Big Lebowsky's not finished yet
talk about prolonged shows
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
Add some of Clockwork Orange in TV programs, let it teach your character blunt weapons
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
something like national geografic or discovery would be good
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
Just throw some Bear Grills or british animal's documentary and a bunch of mythbusters into the second one
If Big Lebowsky breaks the lore what about Tesla's Cybertruck?
or a fucking LIGHTSABER
it's Musk's new project in action
perfecly genetically engeneered catgirl-looking time machines
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
Beat that brush
Short blunt bonus
I mean yeah... some great shows that I want to add just don't work because of how tv is just text lol
Dave Attenborough is probably the one old enough for the 90s
On the channel's 20th anniversary, here is the launch of the Canadian version of The Discovery Channel from the evening of December 31, 1994, featuring an introductory special on what the channel is all about.
What was going on TV in 1993 that is actually recognizable?
damn
the Jurassic Park!
Has anyone played with the new possibilities of attaching models?
OOO yes I should add Jurassic Park next
Watching jurassic park should give the speed demon trait
Or stealth
Groundhog Day would give anxiety and sadness
a perfect movie for a pefrect situation
Hmm So, Jurassic Park, Groundhog Day and Army of Darkness
I'm game to add those.
It might take me years though lol
don't try too hard, your radio is bursting with content already
Predator for stealth, and some survivalist shit
6 months later, and there are some survivors on air welcoming me in their camp. What else can i desire?
Full movies haha
my character can't really stay all the time at home watching them, sadly
damn 1993 was actually full to the brim with cult classic movie
VHS's need to be at hing
80'a for the music, 90's for the flicks
I made this one channel
213 play twilight zone
and then spooky static
that fucks with your mood
Hmmmmm I think we can make VHS happen
@abstract raptor I was thinking that earlier after getting the TV working.
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
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
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
that should be easy. A VHS tape can have modData attached to it so set it to a key
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
@nimble spoke I'll be interested to see how you get that into the distribution tables lol
I can export a file that'd just have one movie on it
so you could test if you wanted
serious question though to the car modellers, how do I get the passenger lights on the RV to light up?
should they illuminate insides of an RV?
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
I don't think you can set up new mask colors so..... how would you control which lights are on?
just stretch the whole headlight over your window lol
if I can get them working by the headlights I could add a radial in I guess to turn them on and off
you'll need wordzed to open this otherwise notepad+ will do the trick
And, glass effect may be rendered on top of all lights, you probably need to decide for one or the other, but not both
does the glass effect have any accessible alphering?
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
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
I think you should post that as a suggestion for the devs
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
does voip work over the radio in mp?
the voice chat system might be of use to play audio
in general
@abstract raptor I think you'd be needing to look into overwriting some of the functionality in ISRadioInteractions.lua

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
this radio will turn into overly complex karaoke
sound effects such as wall muffling or proper positioning can't be done as well worsening the experience

can you swap the dictor sound for starters?
the muffled speech sound when tv program is on air
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
which file is this code in? isdynamicradio?
media/scripts/ sounds_object.txt
you'll need to somehow create different events tied to your radio scripts
and tie game visuals to them too
how so in regards to the visuals?
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
ooo adding in custom images could be a neat thing to do
creating a custom event would be a problem on itself
i bet it's somwhere in java already
Soul might be more knolegeble about events
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
it would be wiser to create a system before that
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
or you might end up with gigs of narrated Lebowsky's script you wouldn't be able to use
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
there is this thing where DynamicRadio.scripts looks like it's loaded from somwhere outside
from engine itself i presume when it loads lua
hmmm I wonder how it interacts with the xml files
I mean
I don't know shit about nothing
commits seppuku
heh, life's hard
all I'd wanna do is copy and paste the radio keys into a script and make sure it played the right file
especially in someone else's code
ya
night
woooo
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
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.
🎵 live when I'm alive and sleep when I'm dead 🎵
that's why i'm always late in the morning
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
A new Mod has been Published!
Minimal Display Bars [WIP]
https://steamcommunity.com/sharedfiles/filedetails/?id=2004998206
A new Mod has been Published!
Pluggable radios
https://steamcommunity.com/sharedfiles/filedetails/?id=2004638093
A new Mod has been Published!
ForgingWithSmelting?????V2.1a?For test 41Bate?
https://steamcommunity.com/sharedfiles/filedetails/?id=2003537223
A new Mod has been Published!
Military Used Car Skins
https://steamcommunity.com/sharedfiles/filedetails/?id=2003212948
A new Mod has been Published!
MIM Organized (Addon for Marcin Items Mod)
https://steamcommunity.com/sharedfiles/filedetails/?id=2003100283
A new Mod has been Published!
Arsenal[26] Vehicle [ADD-ON] Fix
https://steamcommunity.com/sharedfiles/filedetails/?id=2002974250
A new Mod has been Published!
Minimal HP Bar
https://steamcommunity.com/sharedfiles/filedetails/?id=2002451312
A new Mod has been Published!
Creepy Music Mod
https://steamcommunity.com/sharedfiles/filedetails/?id=2001760800
woah
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
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
RIP Randy Savage, May 20, 2011. :(
UPDATE 9/22/16 Fixed the mega_mob_incoming.wav file (BONESAW IS READY!). Accidentally made it stereo years ago and it forced it to play really slowly. Whoops!
UPDATE 11/30/09 Youtuber M2PT5 fixed the L4D2 Bonesaw scream for me ...
i wanna this in pz
https://youtu.be/1R8BB7tI7gU
f4 in it's finest
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
did they change it so much?
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
where is it located in game folder?
it's formatted the same way any other mod would be
in media/scripts
wich sounds are missing?
I'm unsure, but it only plays a couple when a zombie spawns
otherwise it's basically muted
so they speak ocassionally, but there are no bite sounds as it seems in your video
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
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
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?
`
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...
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
let me load your mod and see then
okie dokie
some of them are unchanged
weird I'mma test it again in debug mode
stepping on the zombie and running on asphalt are totally different
running with Shift i mean
That's bizzare, I only messed with the zombies sounds
Every time I see discussion about modding sounds here, it is because something bugged really bad
So yeah
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?
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
I think they might be in...
C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\media\sound\export\Desktop
I was able to actually look into one of the files, just the .bank one, not the .strings.bank
they seem to be just a collection of sonds really
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
hmm...
drop your "brains.wav" in there under the original name of zombie sounds and recompile?
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
so dramatic
what are you trying to open it with?
I used this script I found online
in that youtube vid?
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
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
he's offline tho -_-
all the stat boosts
has something to do with fmod maybe?
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
that coub
but getting on the topic again
bank file is unreachable
might be impossible to make your mod working right now
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
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
Ithink it was Fmod, I remember that name
It would be basically a note with Broadcast time of each channel and basic theme of those channels
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
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
no no
"wub wub wub WUBWUBWUBWUB BWUUUUUAAAAAAAAAH"
don't get me wrong
the mod is great
but the amount of radios makes it confusing a bit
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
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
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.
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
Ah, it's called TV Guide
i've made them up right now
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
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
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
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
well you gotta figure out how to play your custom music at first
inflexible?
¯_(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
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?
its awesome
inflexible?
well it's not unmoddable, yes, but there is nothing like minecraft or skyrim...
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
well, yeah, i tried it today with JDGui.
I made zombies spawn and drop stacks of cash on being hit
lol
but that's the problem of PZ modding system. you can only mod it so much and be able to publish it
If the devs allowed mods to override the zombie folder moddability in PZ would go through the roof and into space
^ that
but then again lots of incompatibilities and who knows what else
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
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
that's basically what i posted in Suggestions...
great minds think a like
(but fools seldom differ) is the end of that uh, saying
If I enable a mod that adds a new thing, will it appear in existing saves?
Like, adding a new vehicle
in undiscovered regions
Sweet
does anyone know what constructs bed's have?
haven't really touch iso objects
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
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
nice I might do that to challenge myself and create like an "artifact weapons" mod
there are antique weapons in more traits mod already
you missed you chance
but you can always add
more
COMMUNISM
Cuts not only them, but their social freedom, food supply and living conditions
They arent workers they're lazy communist hammer smites the lazy worker
Dual wielding needs to be a thinggggg
don't feed the troll
ok
A new Mod has been Published!
[Fixed] Improved Build Menu
https://steamcommunity.com/sharedfiles/filedetails/?id=2005768396
SOON!
intrigue!!!)))
Can't figure much out of this really.
Excellent! 😃
Damn, it's the hardest kind of teasers
:D
How naugty of you Lord
If everything goes well, then in a week you will know what is being done)
I'll be waiting to be blown away then.
💪 😃 👍
That looks cool, closest thing to adding armour to cars well get right now
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)
I think it is too late to call insurance
roof
Is that lambo in any mod releases yet @winged raptor
So many car mods, somebody please make a bmw e30 mod
lego car mod
@blissful meteor in dev branch of Enhanced Vehicles
@blissful meteor In the future I have a desire to make a BMW, but not now.
Can you add tractors?
@grand walrus Like that?
https://cdn.discordapp.com/attachments/480852764684189706/678733351594491915/unknown.png
😁
but regular tractors would be a nice idea to spawn on farms
It not ready right now.... have some annoying bugs, but you can find it at @nimble spoke Driving time later....
there is no version for b41 sadly
Yep... sadly
hello, I can't seem to add EnduranceChange for vitamins. can someone help me with pills coding
Five-O, we got a drugdealer over here!
haha just wanna improve it a little bit
In newitems.txt in media/scripts
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
it might be tied to a lua script but i cant seem to find it
it's just a normal item script tho haha..
the pillsvitamins that's just what im using
well i'm too lazy to create mod template rigth now :)
Just change it's type to "Food"
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.
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
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
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"
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
i can make it like a package of candy if you want
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
but you wouldn't be able to get -40 in one go
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
eats the whole package to swing that axe
dies of allergy
haha thank you for helping me
no problem really
while you're still here. ill go ask ahead with the redistributions
if i wanted to respawn stuff ill put it there right
well item distribution means containers you can find your vitamins in
if that's what you wanted to know
sorry i meant proceduraldistributions
ah
i think it's about spawning your vitamins while characted discovers undiscovered parts of the map
i was glancing at it and notice it's not the same as the distributions one
so not everything respawns?
only specific containers?
it doesn't respawn
it just spawns
as you explore the map
respawning (configured in sandbox mode) tied to the same distribution tables
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
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
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
that's how i do it. with time skipping provided by cheat menu
@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
i'd love to see it on b41, it's a great mod
I want it to be an improvement as well, not just an update. That asphalt roller will be included
@grand walrus Like that?
https://cdn.discordapp.com/attachments/480852764684189706/678733351594491915/unknown.png
Probably with a simpler model, that one is meant to fit PriMan's models
We are helping each other with vehicle stuff
a battle of RODAROLLARs in PZ? man, that's gonna be epic
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 ?
look around "More buildings" mod. it's fairly complicated tho
The reference pictures I found online are very outdated for the tiles, your best option is probably opening the tiles in TileZed
Really excited for some new driving time vehicles!
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.
What do you mean by close it?
I think he means that by right clicking on the heat source it won't open the context menu
nope. i mean after clicking on a context option i want this menu closed
if the context menu option links to a function it should close the menu when clicked on
I've added my function, it works like it should but the menu stays on.
Is there any explicit way to close context menu?
Btw, can we make our own animations now ?
is it ZIL?
Yes
full DayZ experience. I wonder how many thousand of kilos could you fit into it's trunk, copared to your UAZ mod
Ha, 5 tons 🤔
Depends on type of modification
ZIL can carry more than its own weight
6 tons!
i believe it was Soul who mentioned that going beyond vanilla trunk capacities can fuck PZ vehicle physics badly
UAZ was too unfair compared to other vehicles
I've heard about it
Make your ZIL blue with white nose, like it should be please
If there was a limit on number of items in trunk, I would put a true number
Yes
ZIL will always be that color
Yay! The soviet classic looks
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
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.
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
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)
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)
?
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.
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
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
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
ah
i see
can you add this in your guide somewhere?
it really lacks references such as this one
when i find the time to get back to working on it. context menus are on the todo list
Yass! It finally works as it should
guide updates are low priority for me atm though, time is limited and too many tasks other on my list 😐
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?
way aye. That's geordie for yes
alrighty, there is only Cremation guy left
you guys
Turbo helped me get the radio to make
... SOUND
using drunkenness
🙂
Does that mean we can now have the CBT Wikipedia article playing in game? Nice
It means I can put voice acting and music into my mod
...and add the cbt article? 
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
anyone have exp with modding the combat. like make the animations faster
well i found out which file to edit for making animations faster..
can you accelerate pushing biting zed away animation a bit?
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
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.