#mod_development
1 messages · Page 443 of 1
Not without having a complete overview of your code
But if all you did was just change the item definitions then it is most probable that you missed a field since it is complaining about a null table
There is not much, necroforge shouldnt be the problem, and the translation should be ok too :)
Where is this getVisual part?
I am assuming that it is in game code 🤔
Are you calling something like table:getVisual()?
I'm really confused why that happen
No, never, just use necroforge for spawning, and that shouldnt do anything with this?
I just have this code, adding / changing the fannypack, tooltip and itemname
Are you adding a new item or changing vanilla one?
Adding a new one
I just try to get it work with vanilla settings and change it afterwards, easier to handle
Can you create a new gist with vanilla item definition, the make one revision with your changes?
This would be the best way to show the changes
Ehm.. Ok, don't know this site will check it now
Ok I trust you you on that 😂
Glad I asked
I assume it’s an issue with attaching them to the vehicle / overriding their hit box
@carmine cosmos here you go
https://gist.github.com/DevidraEX/c49cde7c92dc0f679aeb42f41195a694/revisions
Revision 1: creating the default values
Revision 2: changing to be a new item with translation etc.
Revision 3: change structure to be more clear
Revision 4: dont know if I can change the download foldername, so I added it into the filename
Indentations are all over the place, really hard to read
I hate it.. In my Editor (Atom) its normaly sigh
This strikes me as a potential problem:
if NecroList.Items.SMBags_Bumbag_Front then
else
NecroList.Items.SMBags_Bumbag_Front = {"Bag", nil, nil, "Bum Bag SMB (Front)", "SMBags.Bumbag_Front", "Item_FannyPack", nil, nil, nil};
end
if NecroList.Items.SMBags_Bumbag_Back then
else
NecroList.Items.SMBags_Bumbag_Back = {"Bag", nil, nil, "Bum Bag SMB (Back)", "SMBags.Bumbag_Back", "Item_FannyPack", nil, nil, nil};
end
Now that you know in what steps you have created your changes my advice would be to try to reproduce the problem by adding one step at a time, that way you can isolate the issue
Thats a nice idea.. Haha, will try that now, first filling my stomach, will reply later
@carmine cosmos Found the problem
If I change item Bag_FannyPackFront to item Bumbag_Front
I think there is something I miss or the gamecode causing it
I can overwrite the existing, spawn it and use it normaly, just adding a new one results in this error
Is that with or without the necro mod?
Can you tell me how to spawn it without it?
I am not familiar with that mod, and don't know what you are trying to do
Are you trying to spawn an item in world?
I can remove necro, I just use it to spawn the item to test it
Well you can spawn an item in debug mode
Ah, I use debug already, whats the command? :)
It's not a command, you just have to go to the right menu
I would need to boot up the game to tell you exactly, it's muscle memory for me
debug menu -> item list
There is that mosquito looking button on the left side
Probably yes 🤔
It should be a menu where you can select any item in game (custom or vanilla)
And then you can add quantities to player inventory
You can also add an item to inventory from Lua if you want
Same problem without Necro
Will change it back to overwriting only, if thats work there is something strange going on
It take evertime so long to load LUA again.. (is there a button? :D )
To reload lua files?
Yeah
is there a smart why to make step actionsqueue ?
@carmine cosmos The problem is the module
I tried overwriting, so module base import base and overwriting, this works completly
changed the item to Bumbag_Front again, still work, also equiping!
but after setting the module to ModName, it dont work anymore
I think I need to use base module, but this will break other mods, if they dont import base, or? D:
Cuz my question got buried: Does anyone know what aspect of vehicles changed in the past few updates that broke some vehicle mods making them invisible with only wheels? I'm trying to fix some mods but I don't know what changed. I've been looking through text files and I thought I came close to fixing it, but no luck.
Cant tell you exactly, but best would be, check what the mods are using and check the default version, and see if there is something wrong
I'm new to PZ modding, learning right now :)
could be the unification of rust/blood textures
hmm is there a way when uninstalling vehicle part to let it be on the tile you uninstalled it on instead of getting it into your inventory ?
I thought the textures for the vehicle were the wrong size, I upscaled to 1024x1024 but that wasn't the issue.. Masks/Mesh fine too.. I was comparing xml, lua and text files but I may have missed something.. I suppose I will have to do what Devidra suggested. I think I will have better luck comparing to default version, or a single car mod- I was comparing to other mods but the ones I have add a lot of vehicles. Thanks for the advice.
Anyone know if a blender file set up for rendering environmental sprites is floating around? Ya know, with an isometric camera and some background reference grids in place?
Anyone know how i can use movables in recipes? is there any mod that works with this that i can use as template?
movables do not work in recipes
movables do not work in recipes
@nimble spoke hmm, maybe I could make a moveable that is like a workbench and requires me to stand near it in order to craft something?
There are mods that do that, Devs have changed the recipe code recently to make that easier, but I have not tried it myself yet
Update in AUD (Aiteron Userfriendly Debug). Full detail description on page in steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=2340608427
Who uses the mod - write your impressions, maybe you have any ideas what else to add?
Suggestion: Ice cream truck. - Use the jolly ingle to lure zeds away / draw them to you. 🎵
dope
Ooh cool @tame mulch
I would suggest a quick teleport menu, or a really easy way to add custom buttons under your main menu. Sometimes I wanna trigger some random test logic without writing my own interface for it
Cool idea about custom buttons!
There’s a debug tool made for unity that lets you bind custom buttons and it makes debugging so much easier 😩
I can’t remember if lua has attributes or not
But that’s how I did it in C#
@cunning canyon What kind of teleport menu?
They got left for dead!
And apologies for the late reply.
I've seen mods that do canning and jarring stuff.
E.g., CCCP, a mod I support does a lot of jarring of food.
But smoking or drying? None I subscibe to.
I find when i'm making map mods and i'm too lazy to make a custom scenario it'd be nice to have a way to set my current position as a teleport option
one of the other cheat mods already has functionality, but it's kinda bloated, lists a bunch of locations I don't care about, and hides the "custom teleport locations" all the way to the right where i have to scroll to find it
Literally just "set current location as teleport preset" and have an option to give it a custom name
that persists between games
I'd love that for map testing too
that's not as useful on a large map
Yeah, I really need finer grain control, I often want to teleport to a VERY specific position
though, I will definetely use that now that you've made me aware of it, seems great for jumping around a map to find what cell I want to replace with new content!
i have a untidy mod, cuz i aint getting paid to clean that shit
lmao
nice post tho, i see tons of full replacement mods, makes me sad
):
Can you rate my mod(s) XD?
I can but it will take time. Not today. I guess the most will be OK/GOOD. 🙂
I've got a question about the newly released soundtrack mod that adds soundtracks from NMRIH and Darkwood. I'm on mobile/playing zomboid so visiting the workshop page is a no-go atm.
Question: Does the mod add the soundtracks in or does it overwrite Project Zomboid's current original soundtrack?
Also unrelated but is there any mod developer I can get into contact with? I've got an idea for a small mod that I haven't seen on the workshop yet whatsoever.
it replaces the early access soundtrack mostly
there's no safe way to ADD music currently
Update AUD mod!
Added teleport panel, custom buttons (that you can configure) and example debug scenario.
Details in description: https://steamcommunity.com/sharedfiles/filedetails/?id=2340608427
@cunning canyon update here 🙂
Huh, user friendly you say, does it have tiny descriptions in game for the uneducated such as I? 
descriptions? Like tooltips?
Kind of, like when you hover over certain options in Sandbox+ when starting a new character.
Maybe add this in future
Maybe, I mean I have little reason to use debug stuff, but I'm also not very smart when it comes to coding game development.
@tame mulch those are EXACTLY what I needed!
Thank you, structuring the buttons like additional lua hooks is great, love it
Need help - is there a tutorial on how to add clothes to the game? I have a model.x, what should I do next?
@tame mulch I'll dm you the process 😉
Can I have the one copy of that, please?
wait, iw ant to know too
thanks
@late hound Might be best to share any information useful to modding directly here in the channel so that everyone in the future might benefit from that information
It would be great if we had designated place for it. Tutorials get lost among other messages and people sometimes may not be willing to repeat the same thing for everyone
Could ask the moderator to pin important modding guides
Yeah I ought to make a guide, but there are still parts that I am still learning.
Maybe seperating the channel would help, modding-help and modding-guides or similiar
I mean, we should probably be moving some of the wisdom shared here into the wiki
some of it is super out of date
also idk if we have the ability to pin stuff in this channel but we should also start doing that until it gets migrated to the wiki
+1
I think a good place to start would be to submit all guides and general modding information to https://github.com/FWolfe/Zomboid-Modding-Guide
If anyone has a guide they would like to submit (that either they wrote or have a link to) and do not have the time to create a pull request please post the link here and tag me
I will create an issue in the repository and create a submission as soon as I can
animzed when
I have a bunch of scattered notes and tidbits that I'd like to share (mapping/tiles mostly), I'd just need to sit down and try to make it more readable and sort it out.
Mapping information would be most welcome!
https://github.com/FWolfe/Zomboid-Modding-Guide/issues/1
How do i make it so a regular item has a visible model when its on the ground?
I think that only applies to weapons in the game, right?
and headgear
yeah, i have a debug book item that you can slam zombies with but the model looks nice on the floor lol
a book is better than a pillow, or possibly a spoon lol
is it possible to make a vehicle with no wheels?
@carmine cosmos that's how I feel whenever I'm forced to use them in game
which is almost never
anyone know what these do?
what file is this in
most of the vanilla guns have this
MetalValue is a leftover variable for when they planned to add smithing. It is useless unless you use my blacksmith mod
it means how much workable metal it gives you if melt in a furnace
Is there a way to force a weapon to have multihit on? and if yes, is there also a way to determine how many zombies it can hit per swing?
and maybe someone know what "ToHitModifier" and PushBackMod" do?
@nimble spoke
PushBackMod is the "strenght" of the weapon to push zombies back on a hit, stabbing weapons have a bad value, while blunt weapons are better
to add multi hit check baseball bats, there is a maxhit or something like that set to 2
Thanks alot ^^
@abstract raptor Heya, just a question about Survivor Radio. How long can custom music be before it changes to a new song?
Uh, I'm not sure -- ya know what, I'll probably spend some time and update it -- someone pointed out to me that the Reverend Dan is missing since the last update anyways, so I might as well also optimize the custom station
did a swat redux separate mod thing without the vehicles and swatmp5. Did a fashionmontage update and some models fixes and balances (bags/drop table mostly) just for personal use :B while we dont have a update
i have to fix naked zombies and thats it :B
@severe ridge clothing xml and old watch guids right. Also 3d models are missing from models folder is why vehicles are missing right.?
i dont deal with vehicles :f but i wasnt a big fan of the vehicles added itself :f too much loot
ok, done with the nakeds and etc
elwaldlsadas
yeah i usually ended up dying trying to juggle 3 riot shields lmao.
omae wa mow shindeiru
Is there a way to call an event / function if you unequip clothes / weapons / bags?
so from the looks this still spawns on zombies and so on?
yep :v i just reworked the original files
this'll be interesting, you normally get the clothes from the vehicles
oh cool
i think they only spawn around police stations and prisons
they spawn in anywhere that has the right spawn definitions or whatever
its set by zone
dont think they spawn in normal police vehicles, but thats not important
ZombiesZoneDefinition.Prison =```
nah, im liking the way is set so far
might need to buff some of the clothing a bit but that's it :B
im sure its fine, shits already heavy and sweaty as fuck
swat pack is very sweaty hahahaha
name="Swat",
chance=15,```
yeah, ill need to lower this to at least 1.5 chance
15 is crazy
i aint complaining
whats the chance in the original version?
15
i havent changed
but i've been dissecting the mod today lol
female models were set as male models
strange, its that high yet i barely see them when i enable the mod
:l
you gotta sit in a police station parking lot or the other locations and wait around, call some zombies and such
i found one randomly in a backyard once, idk how that works
🤷 me neither, i know zombie clothing is more consistent now
so its possible for them to just migrate, glue to groups and such
I guess that way they can also spawn in police blockades or anywhere else police can spawn
but I might be wrong
mayb
also i think itll be fine but will this work with armored vests mod?
yes
but that just gives a flat 100% def for vests
the swat vest has like 50 :U idk what the choices were
i dont use that mod D:"
@severe ridge police chest vest and gloves gave me more armor than suit 😛
which suit?
mmm riot armor suit?
was all black onesie looking thing
BiteDefense = 70,``` and iirc it made me take my helmet off
I don't recall what other combination of armor i was wearing, but basically it was better for for me to wear that VS the riot armor suit which was disappointing
@severe ridge armored vest mod also changes police zombie clothes
so they dont work together? lul
I've seen burger around a station, both spawns
It's okay
I need to change those riot boots model and i know just the thing. But now I need to sleep
ye
these boots are made for stomping
didnt made too much of a difference on the male model lol
those thick legs
wait, are you working with skinned models?
not really :v just workaround existing models :B
Haha, are those boots reskinned hazmat suits?
😄
cool
writing skin data manually in .x should be simple for a model like this, do the characters have toe joints?
that's clever
@grizzled grove the problem is that we can't import or export skinned models properly, at least not for those of us using Blender
or do you mean using a text editor?
yeah, i'm aware. but in plaintext, you could hack the rest together. It wouldn't be fun or as smart as fixing the exporter though.
Anyone got any advice on how to hook into the Event.OnKeyPressed.Add(MyFunctionHere), in terms of how to tie it to a specific key press?
Atm, the only way I can see to make use of it would cause it to call on every key press (by checking which key was pressed from within the function).
Can I specify something like Event.OnKeyPressed.<something here to determine which key>.Add(MyFunctionHere)?
I like that survivers mod but every game i start they go on a shooting rampage xD
any way to make em less crazy ?
Lower the settings from the menu, it has it's own tab iirc
how did you get them with armature and second set of animations ?
armature is there but with walking animation*. It always gets replaced by global everytime I extract it
wait
I have an idea... gonna try and report you all back
🤔
just code the item to take a mesh and a texture?
if the mesh has an armature already 🤷
just code the item to take a mesh and a texture?
you mean reuse vanilla game assets?
that's what he meant
those boots are basically an invisible suit from that point up
Is there any way to just edit (move) faces without messing up uv etc. ?
I tried one method.... Edited one of the meshes (didn't delete vertices ,just slightly moving them around ) , re-exported as .x . Then using Notepad+++, I overwrote new mesh data over the vanilla , while keeping armature and animations data unchanged... Didn't work as intended
texture cord count does not match vertex counts
Definitely approving of the non flat boots modle
@frail brook because blender screws those too. Select everything, remove doubles and.... I think the last thing to fix it before exporting is to recalculate normals outside? I think that's what I did
ohhhh and sometimes, not always, you have to go UVmap editor and rotate back into position too
That book of the dead mod looks and sounds cool for like a Diet Lich Challenge/Zombocalypse Necromancy 101 challenge.
I tried to remove doubles before....then half of vertices was gone. Thought that would screw up even more. Thanks for the tip
Now I get separator character error... you did edit mesh, normals, and texture cords , right?
I did, how are you importing them?
as .x file. I didn't export animations or armature. What nuances do I need to pay attention?
Well, the only .x importer I found was made for blender 2.6X, so here I use it with 2.69, are you using a more recent blender version? In my test I got worse results when using 2.75
@severe ridge OH YIS, the god-tier mod of yours is back online! Thanks so much
@nimble spoke Sorry for ping but is there a way i can make it not replace anything?
There is, you need to edit BodyLocations.lua and remove all the lines that set Hazmat Suit as mutually exclusive with other locations
I gotta end this thing once and for all
this is my export settings.
and this is the exact mesh valuesç right?
Should i include values starting line 18 or 19?
I have no idea, fixing them through text editor never worked for me
thanks anyway. I though you did
lmao i did get it to work
but it looks disturbing with walking animation
What exactly are you trying to do?
i'm trying to replace vanilla mesh with slight edited version
without f*cking up all the animations
Has anyone attempted animated tiles before? I have some ideas but it may not be very performant
tv's
what the frick does this mean in the items_weapons.txt
the angle in which you can hit zombs infront of you?
also uhhh which one governs the swing speed of a weapon
MinimumSwingTime, SwingTime, or BaseSpeed
Idk because I’ve not edited that, but it’s possible swing time is calculated as a random value between “MinimumSwingTime” and “MinimumSwingTime + SwingTime”
BaseSoeed sounds more like related to character movement but idk
I’d play with the values and see what happens
cause im thinking of making an excel sheet of all the current weapons within categories (one-handed, two-handed, etc) and want to find relevant stats to include
would changing the txt file directly alter the item in game?
ive never edited files like this before oof
@carmine cosmos I added a guide on making custom clothing to your GitHub modder guide.
Let me know when you add it to the main branch.
Is there a function I could use with on create to spawn vehicles?
🤔 I forgot about the TVs!
I’ll have to take a look, really shouldn’t be hard, just flipping through a sprite sheet
theres also microwaves, ovens and all that
Those aren’t animated though, they trigger an overlay and that’s it
Yeah they probably are but it’s not quite the same
Wanna make stuff like dripping water and such
is there any documentation on where to get started with modding?
check pins
ooh, tyty
are there Lua events for the traits window in character creation or does that fall under a general ui event?
No events that I can think of right now, what do you want to do?
I would like to modify allowed points to spend to include -1
as well as a few other things
for example, the save on the profession/traits window button doesn't preload the name of the previously selected entry like the sandbox options window does
I figured these were challenging goals to get my feet wet
also something that irks me, and I imagine others
You may want to check mods that reactivate old traits, mods that add/change professions, like Profession Framework, but that save thing is probably in that screen's lua file
alrighty, thanks
i feel like this is the right place to ask s o
i use build 40
and
i have ORGM
whenever i play with frends who have ORGM, magazines and guns sometimes spawn with ammo already in them
when i play on my own or when i host, i never find guns or magazines with ammo
is this a setting issue because idk what might be the issue
Did you enable the mod in your save?
@nimble spoke Is there a function that allows me to spawn a specific vehicle? so i could use it on an oncreate function?
cheatmenu has spawning vehicles - you could probably find an example there
public static void setTorso(SurvivorDesc paramSurvivorDesc) {
if (paramSurvivorDesc.isFemale()) {
paramSurvivorDesc.torso = "Kate";
} else {
paramSurvivorDesc.torso = "Male";
}
}
heh
@hollow shadow no, made a new save
me and my friend already looked there, but theres tons of UI and submenu functions..
Necroforge can also spawn specfici vehicles
Hey thanks for making a submission, I do not have the permission to approve, reject or edit your pull request but I have contacted Fenris about granting me more access to repository.
Until then I can only review it 📝
CheatCoreCM.SpawnVehicle = function(name) -- will be expanded later
addVehicle(name)
end
@carmine cosmos Ah, alrighty. I thought I ping you, since you were the one that shared out the link the last time.
@sour island
something needs to be inside the ()?
I asked to be pinged in case someone wanted me to submit it for them due to time constraints or not knowing how Git works. In that case I would easily do it for them, but thanks anyway, I will review your pull request
yeah
but what ;-;
🚗
there's a file that defines cars for other's mods
you'll have to find a list of the standard cars
@sour island this?
I guess so, it looks different in the cheatmenu defining list
try (SUV) and see what breaks
I just started looking today
:>
try addVehicle(SUV) or addVehicle(Base.SUV)
again, I just started getting familiar with it- maybe someone else could help
@late hound Here you go, hope that helps 🙂
I figured out how to mod point to spend to allow -1
unfortunately I had to replace the whole CharacterCreationProfession.render function cause the value was in there as an if statement
this would only be an issue if the render fundtion were to be changed in a later update correct?
Or if another mod decided to override the same function
Is it possible to use different model when you holster the weapon?
or is there any mod previously done that ?
Theres a mod that adds visible holsters
no, I don't mean holster
The item itself
I want to attach Sheath when you equip it
well, you can probably make the sheath its own model, then add a layer mask to it, that may work? I never tried masking on things like holsters.
well if you check out the vanilla layer masks, you will figure out pretty quick. So for instance, I figured it out when I was editing the texture of the jackets. I wanted the jacket to appear a bit more zipped down, however I didn't extend the layer mask of the visible shirt below it, and so well, look what happened XD
i see nudity mod installed
I am actively helping out with TheBetterFemale mod, so I just got it running by default.
How do i make crafting sounds stop after crafting is finished?
Are you using the regular vanilla crafting sound?
Can anyone tell me if this is the proper way to change an item.
Events.OnGameStart.Add( function ()
local item = ScriptManager.instance:getItem("Base.Cigarettes")
if item then
item:DoParam("DisplayName = Cigarette Packet")
end
end
Nope, im using custom sounds
Problem is, if ppl speed up the crafting, then the sound for it stops too late
I believe fmod handles the vanilla sounds, so that when you speed up time, it acts sort of reasonably.
So don't really think there is a solution to it as you want to add a new custom sound.
fmod is the program that handles the games .bank files btw.
No no i already added custom crafting sounds
i just want the sounds to automaticly stop when the player finished crafting the item
im not replacing anything in vanilla here
Yeah I know what you mean, I've added custom sounds before without fmod, I saying that currently its not possible to add new sounds to the fmod sound file list so it can fall under its rule set
Is there a way to add new ground buildables? like making tables / shelfes in carpentry menu? is there any tutorial for this?
I don't think there is a tutorial for it, but I bet its very possible to add to that carpentry list.
You just need to find the carpentrymenu .lua file and whatnot.
yeehaw, I figured out how to get the save function in the profession window to have the selected preset as the default
@late hound I tried this, do you know what the yellow numbers mean?
what do I call my mod... it makes the Profession/Traits presets Save feature default to the selected preset/build rather than be blank
Profession/Traits Preset Save +?
i like that idea! maybe.. "My most recent profession"?
Could be length and width @ djvirus, play around with then to find the other's function.
@hollow shadow required materials, check the canBuild function and you will see the list, one of the values is the carpentry skill level
published my first mod 
I wonder if the toolbox has a model
😮
it does but it's not swingable? the travesty
That is an amazing idea, that could probably be modded 🤔
probably, I'd have to spend some time figuring out if item types can be a list
categories seems to support multiple values
What do you mean with item types?
item seem to be 'normal' 'weapon' 'container' etc
if I make the toolbox a weapon it loses its container function
another variable called categories seems to be able to support more than 1 seperated by a semicolon
Sure, but you can save the original item and then replace the wielded weapon (non-container one) with the original container once placed back in inventory
I'm only working in scripts for this- so I'm not sure
in the vanilla game you have to equip a container to access it no?
I have a mod that lets you access any container in your main inv
I don't think swapping the items on equip would work on vanilla
I'll try figuring out something tomorrow
I think weapons are defined as HandWeapon
HandWeapon extends InventoryItem so it should work
so it would be possible to give weapon functionality to container items?
I simply changed their type in scripts
I havn't tried messing in lua yet
I wonder if I could adjust values based on their contents too
stick a hammer into a purse for more range
I don't know how these things are defined exactly in scripts
But I can tell you how they work in Java
Just tell me what you need
the scripts would be surface level stuff, I' just assigned values for weapon variables
I'll poke around in the lua for more drastic changes
is it currently possible to break a container? like a garbage bag?
Here is your container item InventoryContainer
public void setCanBeEquipped(String var1) {
this.CanBeEquipped = var1 == null ? "" : var1;
}```
Would you look at that? 😄
Try just calling that method like so:
myItemObject.setCanBeEquipped("true")
From what I can see that should make it equippable
Use this method to set the container item:
myItemObject.setItemContainer(containerItemObject)
thanks!
There is a difference between InventoryContainer and ItemContainer
The code above is for an instance of InventoryContainer
all items can be equipped already though- maybe that's referring to clothing?
Every InventoryItem has a ItemContainer object as a protected field
There is a container and rightClickContainer
You said that containers can't be equipped though 🤔
they can't be swung as weapons
Ah yes sry, that's right
I kind of wish anything could be used as a weapon even if ineffectively
Okay I think I get it
Item can either be defined as InventoryContainer or HandWeapon
Not both, you would need a custom class for that
This is probably not possible only through Lua modding
I will put this on my TODO list for Java modding
Since it's such a great concept 👌
sweet
is there an educational resource for java modding in pz?
you mod stuff in lua though
and you can look at the mod template and just see how it works
or open the game's code files, other people's mods, etc
don't think theres a dedicated library teaching every nook and cranny
Are you interested in modding pz with Java?
is there a recommended java ide?
To be honest you should be using that for working with Lua as well
It has auto-completion and search via symbols/classes that works with Lua
I've been using Atom
Yea that's a step above using just notepad but it's still inefficient
Thanks for the link! And potentially, just looking ahead at some stuff I might want to accomplish with map/tile mods, wondering what's feasible for modding and such. I'd most likely be looking into custom tile properties.
mostly I wasn't sure if java is in bounds for modding
Every game written in Java can be modded directly through Java
Do you have any experience working with Java?
nope
Would be pretty hard to mod using that language then 🙂
It's a bit more difficult to learn then Lua
nothing like being thrown right into it though 🙂
Yea that's how I learned as well 😄
I guess my big question for now is how does one go about getting the game to read some standalone code?
But the learning curved forced me to do a lot of reading though
You mean code written in Java?
yeah. Like lets say I do write some cool tile property, would I be trying to get the main class (ISOtile i think?) injected with custom lines, or some other method?
@carmine cosmos is there a way to get around 'file is read only' in intellij? selecting set read-only/writable doesn't seem to matter
What are you trying to edit? Note that libraries are always read-only
You would need to use bytecode manipulation
oh, I was going to play around in the .class for inventorycontainers
interesting, thanks
You need to de-compile the game in source code first then recompile it
But the recompilation process is sometimes a pain in the ass, that is not the right way to go about it
oh?
The best way to go about is via bytecode manipulation but that requires a high degree of Java knowledge and is not something you can learn over night
alrighty
I'll stick to the non container items for now
smashing zombies over the head with a mug is just as fun
I think you could get a lot more done than you realize with Lua, it’s not a super well documented API, but you can poke all the vanilla Lua code
What kind of custom tile properties are you looking into?
Nothing in particular besides a fire alarm that a player could pull. I have a wild idea for an optimization, but it's way beyond what I could pull off. A flag for business/downtown type Eastern and Southern windows where they only allow you to see into a building if you're within a couple of tiles, otherwise they show opaque. And full visibility if you're to the West or North of these windows (or indoors, whichever makes more sense.)
That fire alarm sounds very doable and also very cool
In Lua
The window visibility one feels like it might be Lua-able, idk tho for sure
Fire alarm sound like a modified light switch
it would need a shader to do part of the work too, dunno if we can apply those via lua
in my head the window would fade transparent/opaque, and then declare itself as allowing vision through it or not
Sounds like fading in one tile and fading out another
I may not be visualizing what your saying properly
But it sounds like just changing the opacity of a tile
I mostly say this because I hate writing shaders by hand and tend to avoid it unless there’s a nod based editor for it 😂
What are you trying to do with windows exactly?
opacity and blocking vision are two separate things
yooks: #mod_development message
basically to ease compositing for heavy downtown type areas. performance tanks when there's many buildings with many foors and many windows that the player can see in.
Here is the code that tests vision for windows:
public IsoObject.VisionResult TestVision(IsoGridSquare var1, IsoGridSquare var2) {
if (var2.getZ() != var1.getZ()) {
return IsoObject.VisionResult.NoEffect;
} else {
if (var1 == this.square) {
if (this.north && var2.getY() < var1.getY()) {
return IsoObject.VisionResult.Unblocked;
}
if (!this.north && var2.getX() < var1.getX()) {
return IsoObject.VisionResult.Unblocked;
}
} else {
if (this.north && var2.getY() > var1.getY()) {
return IsoObject.VisionResult.Unblocked;
}
if (!this.north && var2.getX() > var1.getX()) {
return IsoObject.VisionResult.Unblocked;
}
}
return IsoObject.VisionResult.NoEffect;
}
}
Gonna check if that is defined in lua somewhere
Zombies should always be able to view through it, and there's potential for some griefing in multiplayer (someone could hang on an upper floor undetected with a sniper rifle for quite some time)
so, it may not even be a good idea.
Can't find anything in lua that would affect this
But that is pretty much the method you would need to override
There of course are probably shoddy ways of doing that by checking on each tick but that would be horribly unoptimized
Ahhh yeah if it’s an optimization thing that would probs be a different story
Also the situation you listed with the sniper is a feature not a bug
😂
actually yooks, i could use some help understanding something if you don't mind. There's a new b41 tile property "diamondfloor"; I can't quite figure out what it does. In IsoGridSquare.class and IsoCell.class
Lol
Apparently when not used properly it can offset a floor tile
Curious about this too
What exactly do you need to know?
It seemed like it had something to do with getting a boundary between ground and water?
This code is a bit difficult to understand (texture render code usually is)
This is the part you were talking about in IsoGridSquare#renderFloorInternal:
if (!var22.getProperties().Is(IsoFlagType.diamondFloor) && !var22.getProperties().Is(IsoFlagType.water)) {
var34 = FloorShaperDeDiamond.instance;
} else {
var34 = FloorShaperDiamond.instance;
}
Here are the SpritePaddingSettings for FloorShaperDeDiamondSettings:
ZoomedIn = new BorderSetting(2.0F, 1.0F, 2.0F, 0.01F);
NotZoomed = new BorderSetting(2.0F, 1.0F, 2.0F, 0.01F);
ZoomedOut = new BorderSetting(2.0F, 0.0F, 2.5F, 0.0F);
I don't know if this makes any sense to you, but without more details on what exactly you want to know it is hard for me to offer more assistance 😕
yeah, i'm digging around more now, I see there's a lot more to it. It struck me as odd to begin with, since we already had an "isFloor" flag. This seems much further reaching, I'm seeing stuff for lighting, padding, bordering, maybe tinting a shoreline...
Can you post that stuff here?
I'm just clicking around class names in this decompiler, it's quite a rabbit hole
It’d be neat if the devs could run a poll on “what’s one feature about pz’s internals you’d like explained” every other week or something
public void setShore(boolean paramBoolean) { this.isShore = paramBoolean; }
public void setWaterDepth(float paramFloat1, float paramFloat2, float paramFloat3, float paramFloat4) {
this.waterDepth[0] = paramFloat1;
this.waterDepth[1] = paramFloat2;
this.waterDepth[2] = paramFloat3;
this.waterDepth[3] = paramFloat4;
}
public void setTintColor(int paramInt) { this.colTint = paramInt; }```
this is all quite interesting though, from FloorShaper.class
might be WIP or ditched
Ahh
The FloorShaperDiamond is also calling setVertColors
Added for blacksmithing to quench your crafted items 😜
So definitely affects the water depth and the color of the tiles
So if you’re using it on a regular floor tile I could see that causing the problems we saw in someone’s map
The water depth affects the texture color:
if (this.isShore && DebugOptions.instance.Terrain.RenderTiles.IsoGridSquare.ShoreFade.getValue()) {
var1.col0 = Color.setAlphaChannelToABGR(var1.col0, 1.0F - this.waterDepth[0]);
var1.col1 = Color.setAlphaChannelToABGR(var1.col1, 1.0F - this.waterDepth[1]);
var1.col2 = Color.setAlphaChannelToABGR(var1.col2, 1.0F - this.waterDepth[2]);
var1.col3 = Color.setAlphaChannelToABGR(var1.col3, 1.0F - this.waterDepth[3]);
}
Keep in mind that this is all in flux and could change at any moment
Might not be the best time to be modding tiles 😄
such is life
I like the fire alarm idea
I think it was Diederik. But the problem there was it had isFloor flagged, but also not diamondFloor. (currently all full floor tiles in the game have both ticked)
fire alarm is certainly easier and probably lua-able
If you have an interesting and applicable idea you would like to collaborate on just ping me, I am very interested in helping mods I find as useful or even interesting
will do, thanks
I have very limited knowledge of the games actual API, but I do know Lua and can troubleshoot regular Lua problems lol
Is there a way to spawn a trailer into the game? In - DEBUG mode?
Think you might have to wait until Necroforge gets updated
cant even use project zomboids itemlist with out get errors ^^ so i hope they fix their own debug tool aswell :/
but i didnt find one trailer trunk after 3 hours driving around so got fixed at least one bug in my code
AUD mod update:
- Added super fast walk/run
So I've been giving items with models weapon type- and it looks and works fine but I ran into a weird bug. If I have a bag equipped as my secondary and one of these items like a mug/cooking pot/kettle as my primary I can't attack at all - I can't even push
equipping something that's a weapon by default is fine tho
even a saucepan which has the same functions as the mug would
@mint sphinx You can not use necroforge with their debug menu.
@sour island I think it is intentional that you can't fight if you're holding 3 items that way, at least for 2 bags I know it's intentional
it counts as three items?
If I equip primary: saucepan, secondary: tote bag; I can attack
If I equip primary: modified mug/kettle, secondary: totebag; I can't attack
to clarify
I do have to go through the values though since I just threw anything in there- so there might be a value causing this interaction
it must have been- since it works now
are you able to override a specific variable or if you redifine an item do you have to include the entire {}?
I would like to add sounds to some weapons with out having to overwrite and include all their default variables
Omg thank god, that’s a good feature
sorry, mistyped 2 items lol, what are the changes to mug/hettle?
🤷♂️ I put that problem on the back burner and started removing/modifying some variables
check Item Weaker API in the workshop, you can change just the values you want, but not through txt scripts
could be on the fly I guess but I never tested that, usually just a list that is loaded along with all lua files
oh nice- I see now- exactly what I wanted
recipe Place in Packet
{
Cigarettes=20,
Result:CigarettePacket,
Sound:PZ_PutInBag,
Time:5.0,
}
recipe Open Packet
{
CigarettePacket,
Result:Cigarettes=20,
Sound:PZ_PutInBag,
Time:3.0,
}
Can anyone enlighten me here, why the hell is Open packet giving me 400 Cigs. What am I not seeing? Makes no sense.
Maybe the result is giving you 20 stacks of 20 cigarettes 🤔
cigarettes always spawn in 20
@shrewd grove I was inspired, so I'm going to be throwing in weapon sounds to my mod
overlapped the bathit sound with a wrench jingle
Then why when I change Result:Cigarettes=20 to 1 I get 1. 😅
lol, bug @inland gull about that
you can alsways try an OnCreate function to add them "manually"
what if you have open = 20, but place = 1?
would that leave you with 19 in your inv?
What does place mean? I don't know how to use it.
Thanks! I'm going to give that a try.
recipe Place in Packet
but I didnt read it was a recipe
just realized you can override the swing sound itself
Lockpick engine start
why not just make it a hotwire minigame? would fit into how the game normally works and stuff right?
hotwire minigame will be too
for lockpick engine start you need 3lvl of lockpicking, for hotwire - 2lvl of mechanics, 1lvl of electric
Do you have to lockpick the car every time you want to start the engine ?
Yep
irl isn't it just once if you leave the screwdrivier in there?
or is that just the movies
im speaking about pzs own itemlist get like 8 erroes when i link on that when i run in -debug
It must be a mod conflict then. The vanilla debug menu should produce no errors
dont really have time to look after it before after my system intergration exame tomorrow ^^
bonk
the real bonk
Is there a way to change gender quickly without making a new char?
👀
Can you use hydrocraft on build 41?
@hollow shadow enable serious survivor and enable husband/wife spawn, right click, debug take control of survivor
i think one of them have updated it to 41 but on steam workshop its still marks at 40 build
New feature to Authentic Animations
Seems like "If you can't beat them, join them." is not really working.
That is fantastic
If I were to record all radio dialogue, and wanted to add the voice recordings to the game. How would I go about it? I find it anti climatic the radio and TV not having sound.
Or has anyone else done it? Or? I'm fairly new to the game and this discord
Or is there like thousands of lines of dialogue
@ancient flame random moderator : P
you might be able to reject it into the same line of code where it write out the dialogue but then instead of write it run the recorded version of that line either as parallel or replacement
If I were to record all lines, could someone help with the lua scripting side of it?
Hmmm doesn't seem that hard
Parallel's best
I'm fairly new to Lua and don't have time this month.. But you might be able to liste to same event call and then play the audio clip base on that radio event call.. Buy I'm back to read my question for my exam for tomorrow
Misread the break chance for weapons as x out of 100 rather than 1 in x- mugs were basically indestructible lol
I'm noticing the sounds I added cut out in weird angles? I used ogg vorbis- does the game prefer wav? I see both in the directory
after my knowlagde they use ogg
weird- I added weapon sounds and occasionally it will be distorted/muffled
usually when I'm facing up
but it look like all vecihle use wav
so you can try with wav and see if it fix the problem
true
look like in the default game they convered all old sounds to wav and all the extra new sounds is only in wav
hm
I'll conform to that then
as I understood ogg was a smaller file size so I wanted to play it safe
it is like a 1/10 of a wav size
my headphones were slightly unplugged 😐
@sour island at least you found your problem 🙂
what is that?
classic zombie sounds from resident evil 2
sounds really good
thanks🙂
Reload could be quieter. Sounds great.
I'll fix it ... thanks friend
do you think the zombie sound sounds good?
it's not true that the game preferred ogg
all the vanilla Bank sounds are wav files
what you're experiencing are 2 bugs that are not solvable due to how the third party game engine handles culling
also spatialization
basically two things happen if your e adding sounds in loose form for new weapons for example
the stereo rapidly hard pans left to right when moving while the sound is playing
and the sound being attentuated if not completely cut off when you kill a zombie and there are 4 more zombies making sound around you
no known fix for adding sounds, though there's a workarounds I've been using for replacing them
modders usually use ogg because it saves file size and tbh you won't notice the difference in the way the game audio is set up
but all vanilla sounds (and mine) are wav 48khz with a totally random number of channels ranging from mono to 5 on one file
also only the vehicle sounds and glass footsteps are actually read from the game directory, the rest are located in banks / desktop, so the loose files are simply redundant. strangely enough the game doesn't launch without them so it clearly loads them but then never used them
I have some questions about modding
If i have a world thats been looted and i want to add mods to it, is there a way to make items respawn in those looted areas so that the mod items spawn too?
How do you manualy edit an item so it has other properties? (like being able to attach to the back and use as a weapon)
he found the problem "ChuckToday at 17:52
my headphones were slightly unplugged" also how can it be all the vechile is only wav and all new zombie sound is wav aswell if the game prefer ogg? i know back in 39 that was the case but after the dev stop convert them to ogg or made all the old ogg files back to wav i wonder
yeah but the 2 bugs still hjappen nevertheless if he plugs or unplugs the headphones
everything is wav for vanilla
none of the files in the folders are actually read by the game
when you created the game you could set the loot to respawn after x amount of days if it was unloaded area for that time
go in and try to change the 9mm shot sound for example, it'll not change at all
So, is there a way to change those world settings still?
the only sounds the game reads from the loose folders are the sounds starting with the "vehicle_" prefix (wav), WalkOnBrokenGlass01-04 (wav), tire_explode (wav), files starting with the "zb_" prefix (wav). the rest are read from banks/desktop (all wav there)
is it normal for the crafting menu to cause the game to freeze up if you have hydrocraft (build 41) on? I want to make sure it's not going to crash (it always comes back)
i see. btw Raven do you know where to find the spirit for default models of project zomboid ? or textures
no idea, I'm just the audio guy
dont know. tried to give it a fast go but couldnt really find the correct file which have the meta world data for the world
i see.. just more and more i dig into "pz" own lua files i can see the dev is from different countries on how they spell and call the items ^^ and also a lot of death code in them aswell
well the audio side of things has a lot of redundancies so I'd imagine the code being the same? probably part of the iteration process, who the heck knows, I've done my part and am leaving the game alone until they remake their audio
dont think that will happen anytime soon
it would make the most sense to do it before animals and hunting, but for now I've got my own sounds in the game so I can at least get halfway (can't fix the implementation, though)
a world's settings in an active run, are put into the Users\zomboid\saves folder
item PopBottleEmpty
{ DisplayName = Empty Bottle,
For some reason, in game, it's called Empty Orange Soda Bottle....
that phrase isn't found in any scripts I can find :\
its found in the EN translation txt file
in that folder i can find the save
but then its just a bunch of chunk and data files
Il look for this specific one
its like in lua\shared\translate\EN btw
weird, kettle/mugs/bottles still work as weapons but watering can and mayo/remo break
does anyone know if I can move these models so they sit differently?
like, is it possible
I'm not sure which values but I'll keep playing with it
I usually fix that by editing the model itself
using the default bucket model
guess I'll learn how to tweak models
do you know how to open the debug window?
delete your map.bin files inside of the save's folder
your games loading a lot of recipes, like a few thousand right? It takes a minute. I don't run that mod, but I gave my game more ram and it runs a lot better, maybe try that.
Heller. Iv got a problom with the mods im useing, the ui for the crafting menu and vehical menu's are all not showing up. im useing these mod's off of the steam worthshop "Armourd Vests" "Bedford Falls" "Hydrocraft" "Lockpickping. Just. Lockpicking." "Many Backpacks Mod" "More Traits" "OGRM Silencer" ORGtnMan's Real Gun Mod (Rechambered)" "Swatpackredux" "eris_Minimap" im on version 40.43. Please Help!
"Armourd Vests", "Swatpackredux" and possibly other mods on your list are b41 mods that will absolutely not work properly in build 40, and may be why you're having that issue.
thank you for your input ill test!
): nope didnt fix, but im glad i know that those mods are patch 41 thank you for that
Wouldnt that also lead to the deletion of all player built objects and virtualy reset all the world's vehicle positions and all of that?
im not sure vehicle posistions i think that is base in the vehicle.db file but you can alway backup the world and then try to do what he said and see if works or not
Yes
Im listing the amount of stuff to do and made a backup to see what changes
but thanks anyway
i found another way but have you ever played around with a hex editor before?
nope
i noraml use the online browser one called https://hexed.it/ then you need to open the file name called map_sand.bin in the save directory after that you have to find line number 00000670 its on the left site of where all the hex number are and then you change the hex number from 31 to 32 where it called lootRespawn..1.. then it should change it to lootRespawn..2.. in the text to the right site
HexEd.it is a free hex editor for Windows, MacOS, Linux and all other modern operating systems, which uses HTML5 and JavaScript (JS) technology to enable hexediting online, directly in your browser.
that mean it will respawn new loot every in game day
Thats useful
but most importen before to do this kind of edit in files is backup the world ^^
1 = never respawn, 2 = every day, 3 = every week, 4 = every month, 5 = every 2nd month,
@mint sphinx you could also simply generate a new sand.bin and copy it from another save instead of doing that as well.
Vehicle positions are tied to vehicles.db and player data is also stuffed in there now. Player built objects should stay IIRC (honestly, I don't know), but it would delete any loot not in a car and reset all containers.
More Traits works fine, its only 2 or 3 traits that are really broken and don't work correctly. Bouncer, antiquer and scrounger
yes but i was useing 41 on 40
Glad it's sorted, mb was just replying to stuff I thought hasn't been addressed
thank you
first saw this one now and that true you can do that under normal circumstances but i noticed, when i fast went though the save files that apocalypse survivor builder and custom sandbox in playstyle had a slightly different line in the hex place. and i dont know which kind of gameplay he was playing. so was thinking that was the best way to edit it with out to many problems. but the way you want to change it should also be a possibility. just that the random "watershut down and elec shotdown might get a different value so could be back into the world agian if you got a higher random on create world
Hey guys! I have an fbx model of a car and textures for it, how can I implement it?
thats a great question that i also dont know
???
watering can with water depletes to watering can in the scripts
but in game it turns into empty watering can
which isn't even listed in the scripts
same issue with mayo jars and remoulade jars
no other fillable item does this
trying to fill watering can/mayo jar/rem causes an error
all I'm trying to do is change the type to weapon
can an item be declared twice?
my only guess is that it's listed somewhere else
but the class is the same 😐
fastes way is download a mod over steam and see how they did it. help me a lot when i hit the brick wall for no documentation
but usely it just a MyAmazingCar.txt in scripts/vehicles you do and then make a lua scrip with the distributionsTable
when using txt document it need to gave few template in them and then tell each part what kind of fbx they are
@sour island are you talking about item names or internal IDs? anyway I never tested turning similar items into weapons, I always pick "normal" items that have no other script functionalities
I have converted a few items into weapons and they're fine
these three are giving me a headache
Weaponizes and Adds Sounds to: Mug, Kettle, Gas Can, Water/Pop/Whiskey/Wine/Wine2/Beer/Mayo/Remoulade/Bleach Bottle, Jar, Bucket (Added Texture), Paint Bucket, Watering Can, Garden Spray, Garden/Hack Saw, Sturdy Stick
the bold
ok, sounds intеrеsting. thx!
also it wasnt anyother then another mesh + texture you wantet to change on a car right? becuase if it also need other fuction you have to code it in lua
my experiences i have sometimes break the statements up in 2 part
that's game code
so try to see if that works like 1 line before local itemcon = item:getCondition()
I'm only mucking in scripts atm
never got my unit test and mocking to work with any ide :/
@sour island how close is lua mock compare to mockito in java??
I'm not sure what that means
nvm i might misunderstood a thing or 2 ^^
i even first notice the U in that word so i missunderstood hate my dyslexia ^^
If anyone can see why this is happening- or even how it's getting renamed??
would translated text interfere with itemtypes?
the problem is with water?
well 1, my reclassing isn't working
empty watering can shouldn't be in game as an item
and 2 the weapon version is trying to fill itself but can't
causing an error
saucepan does this in vanilla fine, and I've made mugs and bowls into weapons
I dont understand what is going on
watering can with water and emtry watrerin can is from the itemsName.EN.txt file
but translation shouldn't impact itemType right?
my only guess is that since the weapon version is probably not being translated
no it should not.
it's looking for an item with a different name
defalt name is watering can right ?
defualt vanilla is empty watering can
but it's not defined that way in game
let me define it and see what breaks
default water can name is defined as emptr watering can
that the item_newitems.txt?
farming
yea but where it get the name watering can with water is when it run though the lau files
I figured that, and that it may be a translation feature
but I don't get why the game is keeping the item version
yea all displayname is a legacy code
I'm changing the type to weapon, there shouldn't be a normal typed empty watering can
the one which called wateredcan ?
now that I think about it-- all three of the items giving me issues are in farming... and not an items_xyz file
wateredcan yes
watered can is also not getting renamed to empty watering can
yea wateredcan is auto translated to "Empty Watering Can"
but it's not when it's typed as a weapon
I think I figured it out
module farming
{
imports
{
Base
}
it's not in Base
_>
you want to get the same name ? like emtry water can when you change type?
my defined watered can is in module base
not module farming
as is mayo and remoulade
that has to be it
woo
yeah
that's probably an oversight that it's not in base
but it does have an imports{Base}
arhh yea it because its under farming items and not base ^^
@sour island hey does your mod make stones / car batteries useable as weapon?
I've only done things with ingame models unused or otherwise
next iteration I'll have to figure out models
personally I don't see a point in 'normal items' and 'weapon items' when you could assign values to determine damage
I'm not even sure if this should be standalone or reported
where would you even report ... this?
Wym
they they are there to make easier to find with debug mode and loot tables
the empty bottles aren't using the correct icons
wine = wineempty, wine2= wineempty, beer = wine2empty
there isn't an empty bottle icon
Mhmm so if I drink the beer I have been saving it will spawn wine bottle empty instead of beer bottle empty
I will test rn
I would also assume the full states are equally goofed
This ones for you @sour island 🍾
the beer is fine
as a water bottle
orange sodas are a pain tho
they're being translated to not be named simply empty bottle
You're right
I never noticed
Just drank the bottle
Drop the mod @sour island fix it:V
you want the sodas to be emtry soda bottle?
No, you drink beer it spawn Empty Bottle but with wine bottle icon
Not beer bottle icon
the soda is being translated into saying Empty Orange Soda Bottle which takes it off the empty bottle stack
wine2 (red) also get's filled into a wine(1 white)'s icon
yeah
you can put water in ALOT
but not jars
nice name 😛
that's mayo
chuck is that your mod there is the problem or default game ?
that's the default game
my mod fixes the empty bottle's icons- but not the water filled ones
I figured I should just report it instead
if its default game year you should
ah, wine2 doesn't have a water item at all, it actually turns into wine(1)'s item
where do I report this
forum i guess
Vehicle alarm check + new animation
nice one but does it scale with level ? or will you always get it right away ?
do like the pick locking ^^
its your mod 🙂 at least you can always release it and see what kind of fee back you get
Nice that you implemented the animation i suggested^^
Theres also 3 animations for prying open stuff with crowbars (low, medium, high)
would be cool if the lockpicking / breaking open doors worked with regular doors and garage doors, while even using the animations
@sour island I think I found the issue, these bugged items arein the farming module, not Base
so you're not overriding them correctly
that's why you edn up with 3 watering can items
instead of overriding famring.WateredCan you're creating Base.WateredCan, and thus creating the issue for the transition
I figured that out, but thank you
what about lockpick doors mod?
@hollow shadow what model viewer are you using? and where can I get it?
There a way to change walking sounds depending on what clothing you wear'
or add a sound if the player is moving with certain clothing
In mod you can lockpick doors, unlock windows of building too
release that shit cuz
floor have different sounds- perhaps you could make something hacky?
linked to tile definition
Oof im very bad with sounds, in fact, most of the sounds from my mod are either from the internet, or from @analog sandal. You might ask him instead, he got the good stuff^^
yay, working
does anyone know where autodrinking in handled in the java?
is it not handled with ISDrinkFromBottle.lua?
yo i just killed rick grimes, but i cant find him in the hit list?
He's part of the second batch, the newest zombies I've added. Updating the hitlist is another thing on my list to do.
Are you still looking for this information?
How do I make my UV unwrap? When I try to make a texture of it, it does not fit my model in game
Nevermind, I figured it out
wow imagine, you got a gang all armed up, with the joker-make-up of Ted Beer... my pants would be full
Also, my texture now is inside out in game, but totally fine in vehicle editor. I have no idea how to fix it, I have been fighting that for 3 hours
Plz kill me
It's been a while since I worked with 3D modelling but did you try flipping your normals?
yeah, I am curious about something
In case you don't know what normals are, here is the first video I found on the topic:
Hello everyone!
I am back with another Blender 2.8 tutorial video. In this video, I will be discussing what Normals are in 3D modeling and how you can properly and efficiently manage them to create a solid 3D model.
Normals can be a little confusing so I tried to include multiple examples of how they work and how you can change them throughout...
What exactly do you want to know?
how the function is called in game and if I could create an auto eat
im doin it now
What exactly is auto-eating?
I wanted to see if it would be possible for players to eat favorited food items when idle for a bit- and hungry
Kind of like how players drink automatically all the time if they have a water filled item
They don't play the animation when they auto drink though 🤔
Did you want to animate it or just make it auto-magic (like auto-drinking)?
I know, I just was curious how the auto-drink function worked. I assume it's a timed loop check, or probably tied to thirst rising.
depending on what broke less things- but I would prefer the animation
Do you know how long it takes before the player auto drinks?
Will need to go in with a debugger to see how it works
@carmine cosmos DUDE, LET ME FUCKING BLOW YOU
IT WORKED
THANK YOU SO MUCH
IT TOOK ME 4 HOURS
Glad I could help!
Inverted normals are a very common problem, always make sure they are facing the right way
I just love you
What mods do you guys recommend and for what reasons?
One of the most essential mods out there:
I don't have much mods installed though, so I would like to know more good mods as well
Yes, that sounds important
i wanna look like a roblox character
I love heavy modded stuff so i found a bunch of cool mods and still am looking for others
@sour island I found out where auto-drinking is handled in code
Gonna run a quick test with a bottle to explain to you how exactly it works
IsoGameCharacter#autoDrink()
IsoGameCharacter represents the character itself
It is not related to isometric perspective at all or the world
if (!(this.stats.thirst <= 0.1F)) {
InventoryItem var1 = this.getWaterSource(this.getInventory().getItems());
if (var1 != null) {
Stats var10000 = this.stats;
var10000.thirst -= 0.1F;
if (GameClient.bClient) {
GameClient.instance.drink((IsoPlayer)this, 0.1F);
}
var1.Use();
}
...
Once the thirst level reaches 10% or more the thirst is completely removed
But only if there is a water source in inventory (such as a bottle filled with water)
and it get's use()'d
I am trying to find how the use() method works with water sources
water sources are items so it may be in there