A new Mod has been Published!
Polonez FSO
https://steamcommunity.com/sharedfiles/filedetails/?id=2089995945
#mod_development
1 messages · Page 430 of 1
A new Mod has been Published!
LS
https://steamcommunity.com/sharedfiles/filedetails/?id=2088951850
A new Mod has been Published!
Infinite Weather - Forever Fog, Relentless Rain, Ceaseless Snow
https://steamcommunity.com/sharedfiles/filedetails/?id=2086715842
A new Mod has been Published!
No Dark Colors (B41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2085657239
A new Mod has been Published!
TMenu
https://steamcommunity.com/sharedfiles/filedetails/?id=2084860265
A new Mod has been Published!
No Dark Colors (B41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2085657239
A new Mod has been Published!
TMenu
https://steamcommunity.com/sharedfiles/filedetails/?id=2084860265
A new Mod has been Published!
Vibrant Color Palette [IWBUMS 41.36+]
https://steamcommunity.com/sharedfiles/filedetails/?id=2084216301
A new Mod has been Published!
Airsoft Guns v0.1
https://steamcommunity.com/sharedfiles/filedetails/?id=2079475791
A new Mod has been Published!
VW 181 "Thing"
https://steamcommunity.com/sharedfiles/filedetails/?id=2079099245
A new Mod has been Published!
Hydrocraft 2.0
https://steamcommunity.com/sharedfiles/filedetails/?id=2081538550
A new Mod has been Published!
Hurleys Remastered Cars
https://steamcommunity.com/sharedfiles/filedetails/?id=2081190895
A new Mod has been Published!
Orphaned FMJ Mods
https://steamcommunity.com/sharedfiles/filedetails/?id=2079001985
A new Mod has been Published!
Cobra Kai Jacket - Karate Kid
https://steamcommunity.com/sharedfiles/filedetails/?id=2077373607
A new Mod has been Published!
BBushs Great Cars Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=2077889371
A new Mod has been Published!
BBushs Great Cars Pack
https://steamcommunity.com/sharedfiles/filedetails/?id=2077889371
A new Mod has been Published!
Cobra Kai Jacket - Karate Kid
https://steamcommunity.com/sharedfiles/filedetails/?id=2077373607
A new Mod has been Published!
Banjos Start Points - Valley Station
https://steamcommunity.com/sharedfiles/filedetails/?id=2076864421
A new Mod has been Published!
Dune Buggy
https://steamcommunity.com/sharedfiles/filedetails/?id=2077061839
A new Mod has been Published!
Banjos Start Points - Valley Station
https://steamcommunity.com/sharedfiles/filedetails/?id=2076864421
A new Mod has been Published!
87 Buick Regal Grand National
https://steamcommunity.com/sharedfiles/filedetails/?id=2076028109
A new Mod has been Published!
Banjos Start Points - Farmville
https://steamcommunity.com/sharedfiles/filedetails/?id=2075819707
A new Mod has been Published!
Padlock Built Doors
https://steamcommunity.com/sharedfiles/filedetails/?id=2075777590
dafuq
Spiffo Bof is firing
A new Mod has been Published!
Scooby Doo Mystery Machine
https://steamcommunity.com/sharedfiles/filedetails/?id=2074510647
LOL
Lul
They ded
who is beneath the mask
Shot by a Russian probably
how tf do you dress up zombies like that
You can dress super survivors by code
And name etc
Zombies too but they spawn more than once
well I'm a dumb ape so I'll never figure that out
A new Mod has been Published!
POS ZONES
https://steamcommunity.com/sharedfiles/filedetails/?id=2073296992
A new Mod has been Published!
Armor Mod Patch For Build 41
https://steamcommunity.com/sharedfiles/filedetails/?id=2073178608
spiffo pls stop
he's contracted rabies
A new Mod has been Published!
zombie
https://steamcommunity.com/sharedfiles/filedetails/?id=2069433251
A new Mod has been Published!
Valley Station Town
https://steamcommunity.com/sharedfiles/filedetails/?id=2068968606
A new Mod has been Published!
Fairy Lake Hiking Trail
https://steamcommunity.com/sharedfiles/filedetails/?id=2068802323
A new Mod has been Published!
Dead Pixels Mod Pack 1.
https://steamcommunity.com/sharedfiles/filedetails/?id=2069639811
A new Mod has been Published!
DeNarrs Better Professions
https://steamcommunity.com/sharedfiles/filedetails/?id=2066960376
A new Mod has been Published!
Revamped Firearm Progression
https://steamcommunity.com/sharedfiles/filedetails/?id=2063897867
A new Mod has been Published!
41cn
https://steamcommunity.com/sharedfiles/filedetails/?id=2050475587
A new Mod has been Published!
Seasonal Farming v1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=2063439157
A new Mod has been Published!
Bows
https://steamcommunity.com/sharedfiles/filedetails/?id=2051458698
A new Mod has been Published!
Knuckleduster (build 41)
https://steamcommunity.com/sharedfiles/filedetails/?id=2052541811
what deh fack just happened
a bot catching up on like a few months of mods
Anyone knows what program i need to make a 3d model for the game? what in an x file?
I think people use Blender
Blender cannot seems to export x file, is that what zomboid needs ?
Hi Spiffo bot
Thanks for finally posting my mod
but it was like.... 3 months now since I uploaded it?
Anyways, plz download "Valley Station Town" and give me validation. Thanks
@sonic helm Isn't the map already part of the npc mod?
Ive been looking into the x file for a while now, i am not getting any wiser by looking for into at google, most talk about other type of x file, some even the tv show....
blender so far is useless and every addon i tried is useless
guess i am gonne have to do with the vanilla models for my mods....... for now ...
@wary cipher In blender 2.79 works .X files
@radiant ginkgo I have that version downloaded but i refuses to open x. files, oO
Why?
blender opens up for a second and then closes
Maybe your blender broken or whatever
no idea, if i want to open the file from inside blender nothing shows up, maybe i need to change its setting
@radiant ginkgo now i got to the point where it opens an .x file but its just shows the grey cube, and these x files are supposed to not be a grey cube xD
dafuq is going on lol
i did enable the import/export .x format but still nothing works lol
I got so far as to exporting from blender to .x
2.79 can't seems to import it,
Grey cube?
@wary cipher Dude it start cube in blender
Model in .x files is very small
uhm, well i imported a vanilla zomboid model to see if it would work and its a grey cube
i know it supposed to be a grey cube if you start it but not when you import a file
You know how to model in blender or start learning ?
No, if you import file blender support your start model or other
i decied to start to learn it since my mod currently uses the vanilla models
Learn how to work with a blender and your questions will disappear
i was expecting to see the 3d model of the 9mm gun if i was to load it into blender
but yeh
Next week I will be available and I can help you with your .x models, but first learn blender :)
@wary cipher
ok, I must be blind...how do you spawn items in debug in b41? i see reference to bug icons to get you to lists but I don't see that. I see the lua debugger screen or an overlay with grid and objects on square type stuff. Sorry for noob questions.
or hell, what is the lua command for spawning an item or adding an item to char inv?
nm...found it - was being suppressed by another mod drawing a thing up there.
@radiant ginkgo that would be cool, i'l get busy learning blender
If you want to learn blender, I suggest the donut tutorial, its what I was told to learn
pain is suppose to reduce accuracy not damage
mb, wrong channel
Currently i am messing around with modding but i got into a problem. I have copied the vanilla model for the Handgun03 into my mod map and named it Handgun04, then i copied the texture for the Handgun03 and copied it into my mod map aswell and named it Handgun04, then i added in a script to have the model and texture be applied to eachother, i also made sure my item scrip is using the Handgun04 as a sprite yet my weapon is invisible, any ideas?
everything should be in the correct folders and or subfolders
tried to make my weapon shoot faster and it turned into one handed?
lel
one handed firearms dont suffer from the fire slowing
My problem is solved, i had a typo
After about 10 ish hours from starting to learn to this point i managed to make a nailgun, with costum magazine, recipe etc. It is rather weak and can't shoot far but nails are all around right? it lacks the punch to knock a zombie to the ground but what do you expect from an improvised electrical pistol?
its nice
i cannot take credit for the model of the weapon nor the texture, as they both are vanilla stuff
i just combined an existing nailgun texture not being used atm with the model of the 9m pistol
have sounds?
Laser pistol sounds if you add sounds. Thats my vote. Like a toy laser pistol. I'd love to roam around with a nail gun that sounds like a good old fashioned laser pistol. Would be exciting and wild at the same time.
hey pawlow, do you know lua at all?
i must say no, but i understand when i open a code :V
can manipulate, can't really create
i have this stored
thats what i need helpwith pawlow
Wait are you the one who created the mod with the witchy hat and armor and stuff? Also Meem I can take a look too I dont know why I didnt say anything in our conversation it kind of just hit me
yep, that mess
you see, i deleted a few lines of code in a trait mod
Zomboid Vanilla NailGun model and texture brought to life
and it caused the weirdest issue
nice
Yo looks sick Kickdok
pulled these out of the zomboid files themselfs
Also Paw Low I dont know what you mean by that mess but I love it so far
going to breath life in this little thing
im going to keep redoing that mod all the time :x it's my first one so im learning on it
tyvm
im guessing you cant help much with weird lua issues then
evolved traits
oh
it causes weird issues with hc
basically
hc has so many files e.e and a lot of unused nowadays
i removed a few lines of code and it worked fine, but now books from hc don't spawn
@wary cipher you can use that sound if you dont have one yet, i can lower the volume if you want
oh
and why it would change books? thats craazy
thats an amazing sound
because books are in the distribution table
books spawn fine on the unmodified version of the mod
it might be cool if its a tad lower
so thats why i am stumped
pick ur poison lmao
so
maybe you need to remove another distribution table being applied /hm
i have the traits mod, lemme see
thing is, evolved doesnt effect distribution in the slightest
oh, its actually the Evolved Professions & Traits ? never tried
yep
where did you got that sound? xd
it works fine normally, but i removed a trait and now books dont spawn specifically in book stores
the trait in question is outdoorsmen
(evolved adds it to all professions
@severe ridge can you link a website? xd
it's literally https://freesound.org/
Freesound: collaborative database of creative-commons licensed sound for musicians and sound lovers. Have you freed your sound today?
i was playing with custom meshes, seeing how far i could go, did a piece of torso armor and gave up, too much work right now lmao
can't make long coats im sad
i mean, you could do in two parts but nah
i was playing with custom meshes, seeing how far i could go, did a piece of torso armor and gave up, too much work right now lmao
@severe ridge I still want to know how u made that armor work reee
if its only attached to the torso its easy, just place on bone and position on place, but if extends anywhere it gets stiff :l thats why i made by parts... so many parts
@severe ridge So probs not worth it?
you can make a vest but you cant make a t-shirt (?) because shoulders
not yet
not gonna spend time on that mygawd
but maybe ill use the samurai armor chest :l see how it goes
i just spent 12 hours to find, add and amplify sounds for my mods xd but it was so worth
theres satisfaction on that lmao
Shoots nails, WIP, weak but fun xD
does look like there is recoil so seems like the thing packs a punch oO animals are not what i want to get into
Well, real nailguns do have some recoil.
But all nailguns have a safety plug, which makes you press it against your board before you are able to fire ir
It
I guess this one doesnt though
It uses the pistol shooting animation as that is the most suitable but sadly that has recoil, but hey its a game afterall :p
mmmmmmmm
noice
make it do ratataatatatatattatatata
@wary cipher that nail gun is actually pretty neat. You said it actually consumes nails as ammo?
@uncut depot yes it does
it has a custom magazine designed to only accept the vanilla nails
the nailgun is rather weak, low range, have little to no knockback or pushback and it likes to jam but the positive is that its uses nails as ammo and its sound radius is 3
While exploring the zomboid files i came across some things not in the game like this nailgun, who knows what else i might find 😉 came across chainsaw etc xDµ
Lol
Hey guys. Does anybody know how to trigger meta events like helicopter or random screaming/shooting?
All that is left for the nailgun and the nailgun magazine is to have it spawn in places, test it out during a gamesession and maybe upload? xD I think that would be very neat, a small mod and its my first one
nice job @wary cipher !
What would be the spawning locations aproperiate for the nailgun? i mean in the files, i assume metal shelves and storage crates?
maybe anyplace any of the other tools can show up, like a screwdriver or saw
Warehouse, loggingfactory, shed, garagestorage, garage, toolstore, and maybe a low chance for kitchens, i bet you someone out in the world can rn pull a nailgun out of his kitchen drawer
Sounds about right
Ive tried to have a gun with a chamber and a magazine, the gun itself was able to shoot either nails or "air", basicly i made a magazine with the ammo property of an item i made and called air, the idea was that you in the crafting menu fill up the magazine with 3 "rounds" of air using the pump for car tires, then you load it up your gun and have it load 3 metal pellets and with each time you fire both will be drained thus creating an gun powered by air
ok
well i think it is possible if you have some knowledge but still, by just tweaking the files it is not working 😦
sound legit
the game only lets you pick either a magazine gun or a chamber gun
@zenith tangle I'm interested, definitely. I haven't looked at the code yet but since everything is already in place for four of the moodles I imagine it will be pretty simple to basically copy-paste-tweak it for the remaining ones.
I could take care of all the code aspects; do you want to produce the overlays themselves?
Also I think we should re-think the drowsy overlay. To me, being exhausted doesn't really darken the world so much as it makes it hazy and bright. I do think it's important that it still visually reduce the player's ability to detect threats, though.
I think i could give the overlays a try, but im just not too confident in my aritist ability @spark vector
Man, I don't wanna create anything else before 41, that's frustrating
Just gonna update my stuff for now when needed
@zenith tangle I could probably do the whole thing myself, but I'd feel bad since I have the sense that you want to collaborate
I would be fine with that, im just glad someone actually took my suggestion, my specialization is blender/animations, so i dont think i could really help you here
@spark vector
@wary cipher funfact there is a nail gun in the vanilla game, just not scripted yet
@fallow bridge fun fact, i am using that exact vanilla 3d model and texture for my mod
oh cool!
i did say that yesterday in this channel aswell that i got that from the game files xD
sorry never saw that
haha nps xD
someone should edit the gold clubs stats to fit the one that Abby used
i have even came across a chainsaw model and texture
yeah
i might take a look into that after the nailgun mod is done
those have been in there for a long time
loggingfactory =
{
crate = {
rolls = 1,
items = {
"Eweapons.NailGun", 6,
"Eweapons.SNB", 5,
"Eweapons.NailMagazine", 3,
}
},
},
anyone knows what the rolls are for?
i think it picks to see, if you have it roll 2 times and you have 3 items you can have a chance to have 2/3 or if ur unlucky have 2 of the same
@hollow shadow I need your help 😦
@hollow shadow I need your help 😦
@wary cipher Idk what rolls are too
well i sorta had another question :p
@wary cipher heh waht? you know what rolls do?
No haha, but i am trying to get items spawned and the game crashed when i load it but i'l find it :p
dw
@fallow bridge is that a matter manipulator?
Anyone sees why the game crashes? the console.txt file mentions an error with merging Distributions
@wary cipher It needs its own name. Try Distributions_Nailgun.lua
lets go looking for a nailgun xD
@wary cipher try using the cheat menu to teleport to places and noclip trough walls
I went trough all the garages in west point, the toolstore, the warehouse and the storageunit
din't found a single of my mod items
haha
i did notice that vanilla zomboid has some items more then once listed in a place to spawn
maybe i should try that
try to use itemzed, thats how i did it
hey what all events are there related to recipes...i know there is an OnCreate...is there an OnCreated (after the create is complete)?
@craggy furnace Looking good!!
A new Mod has been Published!
Claim Non-Residential Buildings
https://steamcommunity.com/sharedfiles/filedetails/?id=2160432461
is it possible to set up a recipe with no result, and do all the resulting in the OnCreate event code?
or possible to have a result in the recipe, but then change/wipe it out in the OnCreate event?
A new Mod has been Published!
Nail gun
https://steamcommunity.com/sharedfiles/filedetails/?id=2160584451
woot!
Anyone knows what the UseDelta command is for? its on most items like batteries, lamp, gasolinecans, propane tank, etc etc
It defines how much of a drainable item grts used when item:use() is called
So if you setit to say 0.1 then it can be "used" 10 times
Because each time you "use" 0.1 gets added to the usage and once it reaches 1.0 that means its all used up and empty
It also defines how much of that drainable item gets used when its part of a craft or recipe ingredient. Because the craft function just calls the item:use() function for that item for each quantity
@placid delta do you have any example of a piece of code that uses the item:use() ?
recipe Refill Blow Torch
{
destroy BlowTorch=1,
PropaneTank,
Result:BlowTorch,
Time:50.0,
Category:Welding,
OnTest:RefillBlowTorch_OnTest,
OnCreate:RefillBlowTorch_OnCreate,
}
ive been looking at how the blowtorch get refilled
recipe Make Small Metal Sheet
{
SheetMetal,
BlowTorch=7,
keep WeldingMask,
Result:SmallSheetMetal=3,
Time:250.0,
Category:Welding,
SkillRequired:MetalWelding=4,
OnGiveXP:Give25MWXP,
NeedToBeLearn:true,
}
it uses 7 of the blowtorch, so the blowtorch also has UseDelta = , the question is how many?
See there blow torch has use delta of 0.01
So that recipy shows blow torch is an needed ingredients at quantity 7
So (7x 0.01) x 100 = 7%
That recipe uses 7% of a blow torch
Ok, so is there a way to load file changes without restarting pz completely? I see the load file in the lua debugger, and that picks up changes but they don't apply until i completely exit out and restart...so i make changes, alt-f4, restart. Am I missing something obvious here?
@untold swift F11 -> choose you script and hit reload button
REQUEST: tosses coin in modding well i wish there was a Fallout mod. doesnt even need dialogue. just the items and a map of some bullshit vault. a man can dream
tell me
look up the bunker mod
@trail raptor yeah, i've done that...i see the visible change to the file, but on next run of it with a breakpoint I can see that it skips over new lines and is still running the earlier code. maybe I'm doing it wrong.
Friggin The Big Lebowski playing on the TVs still cracks me up.
A new Mod has been Published!
Spiffomon B41 Unofficial
https://steamcommunity.com/sharedfiles/filedetails/?id=2161263702
what is the name of the electrical skill in the file? i know carpentry is Woodwork
nvm found it
its named
Electricity
based mod
A new Mod has been Published!
Smoker and Littering Patch
https://steamcommunity.com/sharedfiles/filedetails/?id=2161271482
@untold swift This one is yours right?
nah, that is way more put together than the little thing I was working up
I think that one extends the Smoker mod to work with another mod.
ooh
I just wanted to pack up my cigs in packs of 20. i didn't want cigarette butts, etc.
aha
@wary cipher @untold swift It adds some functionality from one mod to another I have. I didn't want to release it on the Workshop but someone convinced me to do it.
Anyways, you can combine cigarettes into packs, although you need an empty pack to do it. The butts are a function both mods have (Littering and Smoker), and something that I think adds realism.
@wary cipher tried adding
CanBarricade = TRUE,
to the weapon?
no but i was thinking about being it able to barricade, the problem is that it might count towards metal sheets to
🤔 wut
anyone know a function to get the current in-game time and date?
nvm on the in-game time...found it
Propane tank has a UseDelta of 0.125.
Blow Torch has a UseDelta of 0.01.
If you want to create something using a blow torch and you specify "BlowTorch=2" then it will look at the delta of the BlowTorch and calculated 0.01 x 2 x 100 and that is the number in % you will lose of your BlowTorch. If you want to refill your blowTorch then the game says hey Destroy the current one, replaces it with a new one and take 1 unit away from the propane tank, Propane tank has 0.125 delta so thats is 0.125 x 1 x 100 so according to this math you should be able to refill a BlowTorch 12.5 times but in reality you can only refill a blowtorch 5 times from a propane tank.
So i wonder why i can accuratly drain a BlowTorch using recipes but not accuratly drain a propane tank using basicly the same recipe
when someone was making a 3d model and i said PZ models are TINY TINY i think they din't expect them to be REALY TINY
also its on the wrong angle
the handle is suppose to be in the ground as i am aiming the character
so he should point it downwards right? :p
@severe ridge Can barricade did not made the nail gun barricade, i will look into it deeper, who knows
Hey guys I need some help with this mod edit im doing. Im taking the antiserum mod and trying to make it so the "vaccine" has to be refrigerated and does not last long at all, and also is as easy to find as it currently is. For personal use of course I dont plan on publishing it on steam I just cant figure out how to do it. Im looking at other mods trying to figure it out but I need help
Id have to basically write it as a food item and use something like this " DaysTotallyRotten = 4," or am I wrong cause i dont know if i am or not
get testing :p
ive spend hours and hours just testing stuff yesterday
make a script, see what happens :p
is hydrocraft worth getting for a new player
well not really new i played for a while now
but im still learning a lot of things
if you want more things to do yeah, though I wouldn't recommend it for b41 because it's not a complete thing, still a work in progress
So, with modding can you add more health to a vehicle component?
Or, is there a way to disable the diminishing returns with repairs?
if someone comes across the lua that handles barricades let me know please, So far the nail gun is able to build everything out of the carpentry menu but no barricade
without that code i can't have it used as a building weapon since currently its only doing half the job 😄
You can build carpentry structures with the nailgun, eg anything accesable from the buildmenu but you cannot dismantle stuff with the nailgun (as planned)
the ability to barricade is still abcent aswell.
So i won't update it unless i can have it barricade aswell 😦
I did found the files handeling barricading and unbarricading but i had no succes, as if i where to replace the hammer from there totally the game still give the hammer the ability to barricade so i am currently looking at a brick wall
This means that the walls you place on the wall frames are considered barricades aswell
Is there a way to have an evolved recipe have more than one base item?
As in, have it be a choice between one base item and another?
For example:
evolvedrecipe Burger { BaseItem:BreadSlices, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }
Is it possible to have the BaseItem be choice between bread slices and another item?
Would be dope if it was possible to shove furniture with the push attack :v
I have a mod that adds burger buns, and I'm wanting to know if there's some simple method that can keep me from having to make too many changes to base items to add recipe modifiers for a custom evolved recipe.
I think you just do BaseItem:BreaSlices,BaseItem(NewItem),
or did i get that wrong?
Oh waiiit
So:
evolvedrecipe Burger { BaseItem:BreadSlices, BaseItem:NewBugerBun, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }
?
for vanilla items you dont need to add BaseItem if its in the required recipe
what does MaxItems:6, mean tho
oh
the items you can put in it?
Ah i see
yeah than my plan shud work
wait no it doesnt
do you want it to use both or either or?
I would like the choice of either bread slices, or the new item.
BaseItem:NewBugerBun/BaseItem:BreadSlices,
But you cant choose, it will just take the one you have
or the one you right click
evolvedrecipe Burger { BaseItem:BreadSlices/BaseItem:NewBugerBun, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }
?
I will try that right now.
?
Lol
the actual item name is 'AAABurgerBun', actually.
The name of the bun item.
Just threw that up as a quick placeholder.
Be back in 3 😄
Hmm, sadly that doesn't work either...
evolvedrecipe Burger { BaseItem:BreadSlices/BaseItem:AAABurgerBun, MaxItems:6, ResultItem:BurgerRecipe, Cookable:true, Name:Prepare Burger, }
I can make a burger with the bread slices, but not with the buns 😛
@hollow shadow So I got it to work with Burger Buns, by replacing the bread slices in the original recipe.
The slash as shown above just breaks the recipe, sadly.
ow damn, something went wrong with my mod, it reverted to an old state
......
it is ruined and i uploaded it liek this
xD
its fixed again
xD
basicly itemzed combined all my recipes scrips i had seperated
becouse of all the files had the same module name
yees you copy your mod in the desktop, do itemzed, put it in desktop mod, and delete the old mod and use the desktop one
i learned it the hard way and now all my stuff is just 2 scripts
i could avoid it by naming the modules different and just importing them or calling them by the module name
@hollow shadow Itemzed? what's that?
The Indie Stone Forums
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found ...
Huh, this is a neat tool. A bit confusing to use though.
if you have scripts for items and recipes you added and use itemzed for distribution, keep in mind it will combine every script with the same module name
@zealous wing
either copy the mod folder to another location and use that for distribution and then add the lua to the other folder that isn't screwed by itemzed xD
or give all of you modules a different name but then you need to either import them or call the item from another module by its module name
i only use it for item distribution
making sure things spawn where i want it to is easy with itemzed
is there a custom tileset somewhere?
A new Mod has been Published!
Quick Sort
https://steamcommunity.com/sharedfiles/filedetails/?id=2163270729
half of the mods on the workshop don't even state for what build they are
A new Mod has been Published!
Quick Sort
https://steamcommunity.com/sharedfiles/filedetails/?id=2163270729
A new Mod has been Published!
bedfordfallsmap
https://steamcommunity.com/sharedfiles/filedetails/?id=2163499856
@wary cipher A: they don’t need to... you can tell when they are for B41 or aren’t
B: 3/4 of the mods in the workshop has been abandoned and no longer work or do work but not that well
The update to animations was really a sort of "out with the old, in with the new" all around.
Advanced ambient shooting 🙂 https://clips.twitch.tv/ArbitraryWanderingChimpanzeeTBTacoRight
Thanks g
@frank merlin thanks a bunch, that gas mask set looks sooooo cool. im all about this too since i heard theres not much in the ways of protective armour unless its either winter or you wanna MASSIVLY overhear
yeah, thankfully the armor gives great protection boosts and its good for winter protection.
@sly vessel honestly its a cool set, let me see if males can equip it.
i found a piece of gear on my male character, never tried it on tho
mhm
@sly vessel i only had one piece and it worked so i decided to boot up another mod that lets me equip all clothes
you're in luck.
SHWEET
thanks a bunch man, thats awesome
hmmm thats green... can you use hair dye to die clothes? i rememver yours being black
if so thats cool
you can find different colors
i think there's like two types
black and green
i found black and some green on my main playthrough.
well im just happy it works, thanks a bunch for that
iv been thinking clothing is sorta lack luster in this game
everything fits
and doesn't clip, great.
aaand this is probably the color you're looking for.
legend
enjoy
props to paw for making cool stuff like this tho
imagine if they built ontop of it and made even more clothes, would probably end up being the biggest modpack on pz.
for customization alone
So female characters work best for this mod?
well... the dress for the witch is the same as the wedding dress, works on males but add tiddies :x
I created a mod that combines 5 full batteries into a battery pack, you can also make a pack of 10 or a pack of 50 batteries. I have also created an item named Battery Charge Station and it is able to recharge 50 batteries, once it is depleted you must pour in gasoline and you can recharge another 50 batteries
it feels useless xD
but it was worth it, i learned so mutch about OnTest, OnGive and OnCreate functions
i might add it into my nail gun mod
i posted in the wrong channel
ooh, nerd culture does something similar for charging their stuff
please release this, i'd love to recharge batteries
hydrocraft has a similar system but it takes forever to get to ;>
i have not played with either of both mods
nerd culture requires you to assemble a bunch of batteries into a pack and out of a pack to make a battery pack to charge eletronics
hydrocraft has means of recharging batteries but they are a bit...cumbersome
i try to stay in the vanilla theme
you basicly needs 5 batteries and 1 rubber band to get a small battery pack (pure storage) you need 2 rubber bands and 10 batteries for the battery pack and you need 3 rubber bands, ductape and 50 batteries to make a large battery pack
you get the rubber bands back but the ductape is lost
hm, im thinking of making a clothing mod centered around military/operator gear
im decent in blender
just clueless about code
also, a problem i encountered when i was working on @wary cipher's models was formating the models correctly to be imported into the game
and i was wondering if it's possible to export the models using 2.8 blender
ive spend the past few days working with ongive, oncreate and ontest functions, i have not even looked at clothes, i won't be much help 😦
but i will try to if i know
don't worry about it
i'll see if i can come up with a few prototype models
the first idea i got for clothing is a skull mask like this:
@zenith tangle ive spend about 3 hours tryng to rotate the model
never succeded
a small turn in blender
was a HUGE one in zomboid
was unable to get the wep in the proper Y,Z,X axis for the game
Hm
you would probably have to find the exact XYZ vaules that people use
which i wouldnt know
@zenith tangle Are you gonna try to add new clothes?
yeah
@zenith tangle If you get it to work, let me know, i have been trying to do it for 2 weeks and it wouldnt work for me
At least not an efficient way
im not exactly experienced in this stuff
but
im wondering if @severe ridge or @frank merlin would be able to help
here is my current progress
anything i should improve?
you would need those head models to make it fitting, it's a pain in the S, i would recommend just duping the balaclava as a new item and applying a new texture, then adjust it until it fits (you can even use higher res textures)
but you got the right idea, just make it more head-shaped wise, it took a lot of time for me with some helms/hats
how would i get the head models/duplicate the balaclava? @severe ridge
you need to create an item script for the baclava, you need to add in the mesh, model and textures and create a model script, best way is to go and look how they did it in the pz code
copy it all, rename it
A new Mod has been Published!
Harder Hotwire
https://steamcommunity.com/sharedfiles/filedetails/?id=2164926937
anyone know a mod where i can edit my sandbox settings from in-game?
@frank merlin Only in debug menu i think
I see, thanks.
4 more days of work then i am off work for 14 days
got about 5 days of that free for modding my mod
expect a ton of content to be added soon
Hello, How can I export my models to PZ in Build 41... I tried to use the text extension but it doesn't seems to work and I heard about the file .X but I don't even know what extension is that lol
okay I'm dumb... I ddnt saw the DirectX addon sumimasen
Can someone borrow me photoshop? lmao
i use photoshop for more than 12 years now, i've been trying to use gimp but i wanna kill myself while at it 
also you never told me how to get headmodels/balaclava stuff
lmao
kickdok tried to explain it
but me dum dum brain
browse your local zombboid folder > java > media
most of the way you mod stuff and find stuff
if you have projectzomboid.app just open its contents
i cant open the models for the body 🤷♂️ but i know they are in the skinned folder in models_x
how would i import the files into blender?
@zenith tangle This weekend i could help you out to explain and show how to get your scrips setup and what scripts u need from PZ to make it work but now comes the fun part, i never touched clothing or bagpacks so the axually working part is gonne be on your side xD
for example, i wanted to get 5 items in return but the recipe in the scripts only give 1 so you need to write a function in lua and call the function in your script on the recipe, i mainly been doing that
OnGiveXP,OnTest and OnCreate
eventually i failed for 3 hours on ends, and i kept looking at how PZ devs did it
it turned out the box of jar lid had the perfect function for my cause
the best way to learn is to cheat :p
ive got great help from djvirus
Im just being dramatic, but yeah, it's pretty hard to get help on some specific stuff. i had the total of 3 people that i helped and helped me. Devs never answer mod-related question, only if youre having trouble running the game lmaoz
if you come from the minecraft modding community
this is a very different envoirment then that :p
hey guys, I just wanted to know if i could replace the "startle" music thing with something else
if I cant, then its fine
anyone know how to replace the gunshot effect sounds? drag and drop doesn't do the trick, neither is a separate file contained in any of the libraries and banks
@analog sandal What gun are we talking, about?
do you have a mod map? or are you messing around in the PZ files themselfs?
@wary cipher nope, thats a tree
oO
it touk me a second to realise what it was, so i was amazed someone was working on a train with a tank
@drifting ore Hello, is it possible to work with websockets from LUA?
@trail raptor lemmy doesn't really help with modding
@fallow bridge I see...
Big update released for my small mod ^^
giving me space station 13 vibes...
The power of the graytide.
anyone got some java experience?
only in decompiling PZ scripts yet @analog sandal
@trail raptor I was looking more for some structural stuff, bc I'm trying to redirect and hijack some instances and calls
I would decompile - hijack - and compile back
basically, what I'm trying to do is get the code to recognize my custom fmod audio bank (done), then find the individual events and point them to events in my new sound bank, which would allow me to modify the sound files (I assume, haven't been able to verify yet)
yh but I can't seem to find the invidivual events in the .class files and was hoping someone could point me as to where they would be specifically assigned to a specific sound
for example the weapons have FirearmShootSound or smth like that in the script files, but I haven't been able to find what event this refers to in the .class files within the StudioOnly sound bank, if I found that, I could simply make it go to my sound and preserve all the other settings that FMOD has (reverb, priority, layering)
I see.. I'm just digging in such situations 🙂 It's hard to get help here or on forum
yeah, was just trying to see if someone has experience with this 🙂
But you could add your custom sounds using scripts.txt file and play them via LUA
you can also overwrite vanilla sound events by your own
which vanilla sounds could I ?
I know about weapons, but they don't integrate into the FMOD and lose a lot of functionality that way (they cut in/out)
I know about car sounds, as they have not been added to the sound banks and work independently
could I change zombie sounds?
ah.. you want some additional FMOD feature for sounds
well I can't modify footsteps for example without fmod
Yes you can change zombie sounds as well.. But I'm not sure if you can change FMOD configuration to play it like you want
because they are part of a sound emmiter to my knowledge and are triggered via event with random pitch shifting and other stuff
how would I change Z sounds?
without the fmod stuff let's say
(for footsteps and zombies, the events are made by cutting up a long - 30s - track of zombie moans)
same for footsteps, the events are then multisounded and variated in pitch etc to get a natural and organic sound
at the same time, it should allow Zs to layer on top of each other
but I'd rly like to at least change the Z sounds to experiment even without the fmod
Look at ProjectZomboid\media\scripts there are bunch of sound_<something>.txt files
those only point to an event
not to sound files
as the sound files are part of the event which is part of the encrypted sound bank
I can decrypt the bank but I can't get the event names from there, only the raw audio, which I don't need, as I wanted to replace that 🙂
I tried building my own soundbank and replacing the existing ones, but it still doesn't read it as there is a hidden structure (possibly name and ID?) that it needs and that the end user doesn't see
yeah but you can replace for example sound AlarmClockRingingLoop script
by your custom code
sound AlarmClockRingingLoop { category = Item, clip { file = <path to your file>, event = alarmClockLooped, volume = 3.0, } }
ah you mean point it to a specific loose sound isntead of an event?
try something like this
that sounds good , lemme give it a try
@analog sandal Could be useful https://github.com/FWolfe/Zomboid-Modding-Guide#the-sound-block
the path to my file just normal plaintext without any file endings right?
like media/sound/SOUNDNAME
didn't work though
yes media/sound/SOUNDNAME.ogg
ah oh hang on
put it in your mod folder
module Base { sound Scream { category = Meta, master = Ambient, clip { file = media/sound/scream.ogg, distanceMax = 200, volume = 2.0 } } }
this is my custom sound file - make sure you have module Base
some ogg files may not play for some reason - I don't know why, so I would recommend to pick some random vanilla file for tests
I have a vanilla 9mm sound
yes this is not pointing to event, but I'm almost sure you can do so
was the original pointing to an event?
Meta/Event/fscream,
just drop event property into clip I guess it should work
oh and also sound name should match vanilla in order to overwrite
ah that makes sense
I actually don't know the name of the sound though
only the event
which I guess could be (but doesn't have to be) similar
sound SliceBread
{
category = Item,
clip
{ file = media/sound/PZ_SliceBread
event = PZ_SliceBread,
}
}
this is what I have but it doesn't work
ok did, but still nothing
I think it's related to the fact that it points to an event which it is reading from a different place, as it still plays the original sound
well then it could be not working in that way..
yeah there's must be mapping somewhere in Java files
yh that's what I was trying to find in the .class files
but couldn't really
was thinking it would be in a string file
there's also file lua\shared\SoundBanks\SoundBanks.lua - looks like mappings
maybe you can hijack it
I already checked there, it only names sounds not events 😦
but hang on, maybe I could do something
nevermind, doesn't work 😄
the audio solution in this game is just so pointlessly complicated...
yep...
guess ill stick to changing gun sounds for now
@analog sandal I found something on sources: FMODSoundEmitter class. There're lot of code related to events sounds
and this class is exposed into LUA
where in the lua is it?
sorry it's my first time tangling java and lua in itself
I saw the FMODSoundEmitter but wasn't abvle to find the names in it
so it looks like events are compiled into sound banks
the name should be like: "event:/" + paramString
you can open the banks but can't repack them with "events"
I dunno what the paramString stands for
I am not able to find the exact name under the string
it stands for event name
yh but I dunno how to hijack that to point to a diff event
I'd dig into vanilla sound banks if you can decompile them somehow..
I can
but there are things you can't get from them
like, you can get the audio, but that's exactly the thing I don't need
but you can't get the fmod data (like the event names, multisounds and attentuation etc)
which is rly a bummer bc I know how to work fmod so if I had the file structure and project data the devs used, even if they were blank, I'd be able to recreate that in a day
ikr it's disappointing
like, some of the vanilla sounds are especially poor
or need some cleaning which is a 10min job but then the putting them in is killer 😄
Looks at all the gun sounds
those I can replace Vunder
i finaly after a week figeured out how to properly get guns exported and fitting right on the character model
what a journey
Please don't mind the texture! but man i am so glad!!
Is there still no way to do custom item_Types?
make a mod with
reload every magazine
@stark parcel what do you mean with custom item_types? like custom objects completely?
like clothes and shit?
Like making an ammo , set it specifically a type and then a container to only accept that type
I.E Crossbow bolt - > Container only accept type "Bolt"
What about making a recipe give more than one result
My current method is really round-about and produces a trash item
and that there is a train
Yes
inb4 thomas edit
What that means inb4?
like saying in before this or that happens
basically saying something will happen before it does
first of all to do Thomas? :)
Is right-click aiming hard coded , or in a lua file?
hI folks. New player here. I've bought the game on GOG, but I'm having difficulty finding a direct link for the update of Super Survivors called Superb Survivors. Does anybody know where/if i can find that mod packet? I'd really like to try it 😢
If I remember correctly there are sites that give you downloads from the workshop, Don't know if it supports project zomboid tho.
Download files from the Steam workshop! New games added! Overgrowth, Motorsport Manager, Forager, DayZ, A Hat in Time, Workers & Resources: Soviet Republic & Automation - The Car Company Tycoon Game, Command & Conquer, Pro Cycling, Football Manager, Empire at War, Half Life Al...
@spare ridge Try this website, just input the Mod's link from the steam workshop
If it works with Superb Survivors it will probably work for any other mod from the project zomboid workshop
one more mod before my modding break xD ^^
@bronze plinth thanks for looking into it. I do believe i passed by that info the other day. It looks like that may be my only option. Appreciate it!!!!
No prob
@spare ridge just buy the game on steam, it’s more worthwhile
well, at this point i dont want to pay 30 bucks on this game. lol. the steam api worked wonderfully tho. For some reason ive begun to use GOG more, especially as their catalog grows. the attraction of owning the game and not just a license is high for me. like the "good ole days"
im....a cheapo lol. ive already paid 14 for it on GOG. plus, i have hundreds of games that i never play. i may end up double buying this if multiplayer isnt crossplay
It won’t be I’m pretty sure
well, then ill see you on steam multiplayer lol. At the moment I've played less than 2 hours and I know so little about it. There are only 2 games ive double bought so far. that is kenshi and kerbal. im sure it will happen again but i have to know more. and i cheap lol
it semi is. GOG clients cant play on steam servers....steam clients can play on GOG servers by flipping into 'nosteam' mode
own the game on both, bought on GOG, gifted on steam. i prefer my GOG copy. always. MP servers is the only advantage to steam
interesting. good to know - thanks.
you can still access the workshop mods via pages like the one linked above, or using the steamclient command, dont actually need a steam account to do it
yeah, im really happy to have been "pushed" to use it. was intimidating 2 days ago, but it literally took me 2 seconds to figure out when i had no other choice.
plus that way your mods dont auto-update, potentially screwing your saves due to careless mod updates lol
@quasi geode i hear that. i subbed to a database mod for pro cycling manager 2020......everyday there was a new update. the thing kept updating until it was 12 gigs lol
lol
anyway. thanks for all the help guys. i have almost zero play time and im already anxious for the NPC update lol. where is my pitchfork and torch? lol jk jk
it should be after b41, and even then all you'll get is animals
then 43, 44 and 45 is humans
Still, it will be worth the time
I'm pretty happy with how detailed and fun the cars turned out to be, and those also took a while
They take their time with the updates, but man it sure is worth it.
Is the workshop.txt file broken when it comes to tags?
Changing it doesn't seem to change the tag from "Mod"
to anyone wishing to mod the sounds in this game, I have found the first event GUIDs, enjoy
35 Seconds - Very Aggressive - Trail off {c4a32131-37c9-431f-8e9c-6cd2b3d28399} agg3 {db58e9dd-9f15-4f8a-82aa-f19c8ae4934a} 37 Seconds - Very Aggressive - Barkish {1d8f09af-2250-4632-a015-b82bf24c1985} agg5 {0aaac68b-1f5e-42d2-b23e-b977b2edf640} agg2 {68c294a4-e275-484d-a6b0-e9406b12dd59} agg4 {ea109cfc-2d73-4c96-9105-ee49ae74c592} Breathing-Slow-HighPitchExhale {1db6a238-ed42-4a4f-b17e-2c12ca095b0f} agg1 {06bc616f-ea55-438f-9d68-3741e23deaf0}
Anyone familiar with ORGM. For some reason it's not making gun shot sounds for me.
playing MP with admin mode on?
admins are invisible by default. thus no gunshot sound is played
Can someone help me, I wanted to edit the player model but I don't know if I can just use blender or if I need some other software
I also don't know where the player model is located
Oh. Okay. That's why. Thought it was a conflict like ivaccidently loaded different versions or something. Thankyou @quasi geode also thanks for your work on the mod. Much respect.
🍻
I was pretty sure it was compatible with the other mods but wasn't sure. I appreciate a response from the author.
Now to reattached that mod
Just wondering, how difficult is it to add a custom action to an item? I've figured out how to run an animation from the actions group in Steam\steamapps\common\ProjectZomboid\media\AnimSets\player\actions, but I don't know how to add a custom action to the actions in that folder
hey guys I have this problem w my map
it just shows a bunch of red question marks as you can see
I have checked the directory to Tiles folder and everything seems to be okay with it
nvm fixed it, files were corrupted
@analog sandal Nice! Is this packed into FMOD banks?
@trail raptor no this is in the java class files both in fmod folders and zombie folders
but it seems it verifies the guid somewhere within the fmod banks, which are not accessible beyond audio mining so this data seems for now of little value
I see looks like hardcoded stuff..
inaccessible is the worst part
yeah
because you can compile and decompile the java but the banks can't be properly rebuilt
I don't think you can overwrite java files via workshop
well anyway good finding! @analog sandal
thanks
not via workshop
I was going to cut it all up and do it manually
but can't do much else other than looking at it
its normal to in Hydrocraftb41 the models and armors dont work correctly?
yep
I don't really know, TBH. But I think there's no fix mod for that
anyone know a good silencer companion mod for ORGM for 40.43
it looks like most of the mods are outdated on steam regarding silencer attachments
Русскоговорящие амигос. Пишите в дис, поиграем
@quartz nacelle Амиго, не в тот канал пишешь #lfg_americas :)
Hey guys im using the scrap guns mod, what bullets does the sar mag use?
sorry im dumb
heres something people that want to get into modeling to make mods for pz might find useful to start with
Expand description for timestamp shortcuts! This is a long video but it goes through all the techniques that I've learned about low poly modeling in my 5 years of using Blender. I use Blender 2.83 with default keys:
TIMESTAMPS:
00:00 Intro
00:55 Basics (navigation, viewport)
...
Hey guys im using the scrap guns mod, what bullets does the sar mag use?
@spare marsh It uses Metal Scraps
Hello everyone, I just wanted to ask, is it possible to make food satiety not increase the healing effect?
Within one setting if possible
I've tried out the prison break scenario with superb survivors
and I just loaded back in, I don't hear the guards or see them anymore?
do they despawn after reloading the save?
as far as i know the prison break thingy with superb survivors doesnt work on build 41
i always get errors everywhere in the prison
So, is it possible to make an indestructible tile?
as in, sledgehammer proof
could use some help with that as it will provide a lot of optimizations to my facility map if I can do that
Would anyone know the name of tailoring in the game files? eg carpentry = woodwork
how do I access the mod tools on steam?
The name for Tailoring = Tailoring xD
Can anyone help me with some lua coding? I'm trying to get a recipe to work.
Basically I have a recipe where you open an item like so:
recipe Open Spiffo Box { SpiffoBox, Result:SpiffoBoxEmpty, Time:15, OnCreate:function GetSpiffo, }
And the OnCreate should execute the following:
function GetSpiffo(items, result, player) SpiffoBox = {"Base.Spiffo", "CSpiffo.SpiffoAlien", "CSpiffo.SpiffoGolden"} ; Spiffo = ZombRand(#SpiffoBox) + 1; player:getInventory():AddItem(SpiffoBox[Spiffo]); end
The problem is that the above doesn't work. I'm basically at the tutorial level when it comes to lua code so I probably missed something obvious. So any help would be greatly appreciated.
$10 to the first person to make a First person mod for PZ ;]
It's called, 7 Days to Die hehe
if PZ had auto turrets, spinning blade traps, electric fences, dart traps, and zombie bears I might just believe you.
Eh, who knows, maybe people will add mods with traps like those in 7 Days to Die
Hey, any peeps over this way use Survivor Radio?
I do @uncut depot
Vunder, do you currently have functioning music in your game?
I gotta add more episodes one of these days
Lol
How about more twilight zone
Who cares about trek when twilight zone is way better
@abstract raptor
I suppose I could add excerpts from the best episodes lol
what is that mod called again when u zoom out there is no blur?
@zealous wing
This should work, it gives you back the empty box and the 3 spiffo's
i just tested it with 3 spiffo's instead of the ones from your mod and i also used a box of nails inseead of your empty box, so if there is an error for you it might be one of your other items
I do think you are trying to get only 1 spiffo out of the box?
you open the box and get one of 3 spiffo's right?
This Lua will make it so you can have 1 spiffo out of the box and it will randomly pick 1 of 3
please do watch the function names
and adjust properly in the recipe
i hope this helps
Also the recipe.txt has another module name then your module, so becareful if you copy and paste ^^
if EA sees this, they are gonne be modding in loot boxes i bet you
They want all of your Zollars!
Check out my brand new mod!!!
https://steamcommunity.com/sharedfiles/filedetails/?id=2175227549
Hey Dok, could I get a link to you nailgun mod? I can't figure out how to get to your workshop homepage.
Thanks a bunch!
in my full outfit
Lookin' good!
I have a few more mods, smaller ones like this
give it some time and the collection will grow :p
well that dont seem right at all
why not?
shouldnt it last way longer in the freezer?
oh ok well imo it should stop the timer if its inside a fridge :p
who's mod is that?
maybe the axual item won't rot but the timer just keep moving on ? ;:d
workshop mod
i guess i can try yeah
another reason it confuses me is cause i slapped fridge effectiveness way up
partly cause if you freeze something and keep it frozen, it wont really go bad
So, how do I detect attributes on a tile
Want to add a custom tile property on an object, something like "sledgeproof" and so if the object is sledge proof, the player can't destroy it
for that all I need is to test if the object is sledge proof
I think I've got it
require "BuildingObjects/ISBuildingObject"
ISDestroyCursor = ISBuildingObject:derive("ISDestroyCursor");
local oldSledgeCanDestroy = ISDestroyCursor.canDestroy
function ISDestroyCursor:canDestroy(item)
print("Unsledgeables got called")
oldSledgeCanDestroy(self, item) -- call the original
print("I called the original canDestroy")
local props = object:getProperties() --Get prop properties
if not props then return false end
-- No sledgehammering the daffodils.
if props:Is(IsoFlagType.sledgeproof) then
print("I am sledgeproof")
return false end
end
that is my entire code, it compiles but breaks when I try to destroy something
STACK TRACE
-----------------------------------------
Callframe at: setDrag
function: onDestroy -- file: ISWorldObjectContextMenu.lua line # 1817
function: onMouseUp -- file: ISContextMenu.lua line # 99
ERROR: General, 1595533170740> ExceptionLogger.logException> Exception thrown java.lang.IllegalArgumentException at NativeMethodAccessorImpl.invoke0 (Native Method).
ERROR: General, 1595533170740> DebugLogStream.printException> Stack trace:
java.lang.IllegalArgumentException
at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
at java.lang.reflect.Method.invoke(Method.java:498)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:188)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1002)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1975)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1777)
at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:76)
at zombie.ui.UIElement.onMouseUp(UIElement.java:1236)
at zombie.ui.UIManager.update(UIManager.java:778)
at zombie.GameWindow.logic(GameWindow.java:237)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:722)
at zombie.GameWindow.run_ez(GameWindow.java:640)
at zombie.GameWindow.mainThread(GameWindow.java:467)
at java.lang.Thread.run(Thread.java:745)
that is the error I get
So if i can see this right
you are trying to add in a new sledgehammer
and have it so it can destroy?
@spiral plover
Not a new sledgehammer
I'm modifying the canDestroy code so that it checks if the tile has the tag "sledgeproof" and if it does, any sledgehammer attempts fail
so basically, indestructible tiles
that does not exist in the game do they? if so find the item that is and look why it is the way it is
hmmm, never messed around with that but i had added in building tools and sledgehammers etc
function ISDestroyCursor:canDestroy(object)
-- No destroying door-wall that has a door.
if self:_isDoorWallN(object) or self:_isDoorWallW(object) then
local isNorth = self:_isDoorWallN(object)
local objects = object:getSquare():getObjects()
for i=1,objects:size() do
local object2 = objects:get(i-1)
if isNorth and self:_isDoorN(object2) and object ~= object2 then return false end
if (not isNorth) and self:_isDoorW(object2) and object ~= object2 then return false end
end
end
if self.dismantle then
return object and instanceof(object, "IsoThumpable") and object:isDismantable()
end
if not object or not object:getSquare() or not object:getSprite() then return false end
if instanceof(object, "IsoWorldInventoryObject") then return false end
if instanceof(object, "IsoTree") then return false end
local square = object:getSquare()
local props = object:getProperties()
if not props then return false end
-- No sledgehammering the daffodils.
if props:Is(IsoFlagType.vegitation) then return false end
-- Sheetropes
if props:Is(IsoFlagType.climbSheetTopW) or props:Is(IsoFlagType.climbSheetTopE) or
props:Is(IsoFlagType.climbSheetTopN) or props:Is(IsoFlagType.climbSheetTopS) or
props:Is(IsoFlagType.climbSheetW) or props:Is(IsoFlagType.climbSheetE) or
props:Is(IsoFlagType.climbSheetN) or props:Is(IsoFlagType.climbSheetS) then
return false
end
-- No destroying the floor tile at the top of a staircase.
-- The floor tile isn't visible when climbing the stairs.
-- This is to stop mp griefers.
if object:getZ() > 0 and self:isFloorAtTopOfStairs(object) then return false end
that is half of the function
i don't think i can assist with this one 😦 i am very new my self into the modding scene
No worries man, appreciate the help
got that part working, but still errors on the prop iso types
@zenith tangle Hey there man, hows your models going?
So i have been playing with bags and i touk a look at clothing and i feel confident i can add in all of your models for clothing ^^
oh noice
i tought u where doing clothing only
idk where that idea came from
Nice, I just need a reference for the clothes
gun examples are plenty thats true ^^
I mean like body types/heads from the game so I can get the proportions right lmao
some models behave like this, i don't know why
If you want me to remake them, let me know
no need
Alright, all i need is the models for body parts (head, torso, etc) and i can work on clothing
model of the AX-50 for those who want to see:
Just extrude
hm?
alright i'll dm you the AX-50
It just looks very simple now... You're going to finish it, aren't you? 🙂
wym by finish
like yeah there are some details missing
like magazine
and the scope actually being circular
and the barrel being too large lmao
I feel like you wouldn't need a ton of detail in the first place, what with how small the models are and how far you play with the camera zoomed out 90% of the time.
you are correct about that, but its just im pretty ocd about gun detail lmao
but also at the same time lazy
so the problems bug me
but not so much that i actually fix them lmao
In PZ rendering allows you to see the most accurate details, and some still like to look at weapons in their hands 🙂
imagine if ORGM had individual models for all guns
pretty cool
and definetly something i would want to help with
Mod factory in overdrive
https://steamcommunity.com/sharedfiles/filedetails/?id=2175710235
So, here's a question: How can I get commas to show up in tooltips?
For example, An item with a tooltip that reads "One, Two, Three" will just show in game as "One".
How can I get the text after the first comma to appear correctly? I tried using quotations but that didn't work.
anyone else use the B41 survivors mod? has anyone had them despawn as well?
every time I reload it's a 50/50 if they despawn or not
i haven't checked for that, never made a group or so
when does animation support come out again?
Is there any way to run a lua script while wearing a specific piece of clothing?
For example, say I want to set sickness to 0 while wearing a gasmask.
What's the specific function in lua if any?
Get Thread, Twine or Rope by working it the old fashion ways! no more cheating thread by using a scissor and ripped sheets
it now involves a bit of a process
@zealous wing I think you can add a check that occurs with the event onPlayerUpdate and look for the name of clothing
You can find some good examples in the more traits mod.
Still yet to find a nail gun, but I'll keep you updated.
@wary cipher Now that's nifty.
@fast fractal I'll have to check that out. Thanks for the tip.
I don't suppose there's any extensive documentation for PZ's flavor of lua lying around? Such as a list of all the different possible variables and whatnot?
Preferably something updated for B41.
Best to install a Java ide and look at the classes.
I have JetBrains, would that work with PZ?
Although I'm not sure which file would even contain all that stuff.
Yeah. Look at the Iso... whatever you’re concerned with. IsoPlayer , Etc
https://projectzomboid.com/modding/ this is helpful but outdated to get a basic idea of what exists
You can also install something like agent ransack that will search for text strings in files within directories and their subdirectories for examples of how functions are used.
Ah, thanks for the help.
Strange how none of my ideas seem simple or easy to implement.
Looking into how to do one thing turns into an odyssey.
Ah well, I'll figure it out.
Kinda weird though, that no one's thought to do any scripting with the clothing yet.
Yeah honestly the best place to learn is to just look at other mods lua. I’ll send you some pseudo code later on how I’d approach your problem above. (On mobile right now)
Thanks!
And yeah, I've been looking at both the lua in the game files and other mod files for insight.
@lilac night nail gun should now be spawning at many more locations with an increase chance aswell. update just went out on steam.
Save some of your batteries
wind up your flashlight!
This one is seperate from vanilla nor overwrites!
@zealous wing here you go pal:Events.OnPlayerUpdate.Add(MyLuaProgram.MyFunction);
MyLuaProgram.MyFunction = function ()
if whateverclothingitemon = true
then getPlayer():setSickness(0) --not the actual call, but whatever
end
Is it even possible...
@fast girder Believe it or not, all that basically exists in ORGM.
Different scopes, stocks, suppressors, etc.
Suppressors at least are possible.
The suppressor mod works fine and has a visual model.
Well, yeah, but we're talking about some heavy shit right there like different stocks and mags
Fil and Algol are working on something like that. A whole gun mod with interchangeable parts.
Fil posts updates in his own discord.
It will basically be ORGM 2.0 for B41 onward.
@zealous wing why are you so "negative"? 😄
let kitsune do what they want to do
there can never be enaugh of good quality material on the workshop
looking at the crossbows i just feel we can expect a ton of amazing models
Looks rad as fuck, Kitsune!
Ey matt!!!!!!
have you found a damn nail gun yet?
like
it has so many spots it can spawn
soem spots have 25% to spawn one
if u can't find one then i'l pull out the last bit of butt hair i have
lol
