#mod_development
1 messages Ā· Page 451 of 1
This XM25 is only 636 faces, it's not high poly
i mean texturewise xD
if someone made a weapon model around 20~100k polygons, that's sorta high poly
no, it's just 512*512, actually I'm going to use 256, if someone made a weapon uses 4k texture( actually using a 4k single texture is pretty optimized too), that's sorta "high poly"
its cool weapon,hand it over to brita to include it xD
its a very cool unique grenade launcher
i used it back in modern warfare 3 days š
No it's gonna be personal weapon
its gonna be weird having 2 weapon packs man xD
glad you like it!
Reising M50 / M55
There will be an attachment update soon
We're currently working on the last test and some fixes
i hope brita makes a low texture of this weapon,but eh oh well,im not gonna request more weapons for now as promised xD
il let him finish his tests and fixes
don't worry, most of my weapons have been modified for PZ "ergonomics" lmao
maybe when we are able to make custom weapon anims :x
Can't wait for that
DAE "Animzed wen?"
i mean, its probably possible but thats the kind of work im not even willing to do for myself without getting paid lmao
Absolutely
i like the current anims for all weapons xD
i can live with it
this is a rts style tho
not fps
no, we are talking about custom animations for weapons like RPG
It's not a hard thing
Traps to kill zombies, automatic turrets, scripted air supplies, workbench or mills that you have to work nearby.... so many possibilities they could do
but they are spending time on MP
they're mods not vanilla btw
yeah thats true
But well, I ain't get paid neither, I just having my vacation in this lonely world, trying to make something because the working progress fun.
well pretty much mods do the game more xD
Martin's gonna have a look at it during the week š
praise
Tbh itās better to simplify models a bit as your never going to see like 1/3 of the detail you put in
Like that looks amazing in blender but in zomboid itāll look completely different
I mean do whatever you want but simplify the model a bit, britas weapons are a good example, simple model with texturing to make it have the details it needs
I'm not an engineer but vunder is right
Engineer? XD
I recently downloaded s mod that significantly increases the resolution of some melee weapons and guns
Didn't find much of a difference
Thatās a thing?
It doesn't increase the resolution by 5 times or something
But it's definetly better than vanilla
Whatās it called?
Oh that mod
I hate his m9 replacement
I saw an NPCs mod, how does that work? And does it work
yes,it is work
Neat
can you link me that
It doesn't.
In what way does it "work"
Buggy and broken as fuck
yeah, it works, but you have to basically fiddle and jinagle it until it quasi works.
But the NPCās do their things albeit they fucking suck XD
E.G., a lot of the NPC behavior just... doesn't work.
So broken ai?
Rip
I mean do realize that that NPC mod is the only one in the workshop (I say only one because every version was made by the same guy)
I feel like it could be a cool core game addition
Case in point, the Serious Survivors don't really do food, so they starve to death eventually.
It will be
B43 will have random NPC
Godda turn food off to keep that from happening.
Plenty of challenges but NPCs could be a cool new one
B42 will have simplified npc in the form of animals
B42 should come out in two months
@fringe patio as I said wait for B43
Right, @fallow bridge ?
EXCUSE ME?
Why are you laughing?
No.
I've said this before, but I'll say it again: If/when TIS implements AI and NPCs, they should really consider implementing something based off of the Squad System that Kenshi uses.
You're laughing
The next major update will arrive in three years
And you're laughing
Neat
B45 should be out in
Six months?
Have you ever played Kenshi?
No
Shame, you go no idea what idea when I meant the Squad system.
People will believe you about that
I donāt care for kenshi
Everything I say is random
What's it like being an uncultured peasant?
Ok so donāt be random about the dates
Perfectly fine thanks
That's something a dirty peasant would say.
If I mention it's just a guess then it's fine
I mean
So when do you think multiplayer will be out,6 months? 2 years?
I remember we had two major updates in less than a month
Remember that @fallow bridge
Mp is looking really good
Wait is it me
So sooner?
But exact guessing is impossible
Or graphics looks better?
Well ya
Is there a comparison?
Imagine starting with your toon. But, you can recruit other NPC survivors into your "squad." I.e., a NPC becomes a PC, and you can swap between them and your original toon on the fly. Rinse and repeat, and you can have a whole squad of badasses recruited from NPCs. That would be cool for PZ I think, as an expansion to the existing AI systems they seem to be working on.
Need a carpenter, recruit an NPC with high carpentry. Need a doctor? Same story. Cop or Soldier NPCs would have high firearms stats, Firemen would have high meelee, etc. Could even recruit animals, depending on how far you take it.
Squad system in a nutshell. I could go on, but I'd be writing paragraphs.
I think it would be neat to assign them basic tasks or have them follow you as protection or pvp or something
Settlement leader style
Idk
There's a game that utilizes this system
It's a zombie game
Death road to Canada
Kenshi lets you form individual squads like that. You can have one group doing one thing, and another doing something else. Multiple squads too.
Never played it, but I'd imagine it to be about what I think it would be.
But yeah, you could have a group of survivors guarding your base, while controlling another group that's out foraging for supplies. Hot swap between groups and characters on the fly.
I can also envision unique NPCs that have really high stats, Like the Woodcraft Guy, or Erin Fontane. Gen McGrew, et cetera.
Just one man's thoughts. Let me know what you guys think?
god its so beautiful
you truly are a legend
hes not a legend
hes a god
he ported my guns faves
and a zip 22
cobray shotgun
and a calico m950
this man right here is literally a god
NPCs gonna cost a lot of CPU resources and become a new nightmare for MP, aka lags. If they really want to make a good MP experience. Asynchronous multiplayer mode is way better since the whole game map is cell based . You can walk into a cell of somebody's world and make some changes. Maybe you found somebody's safe house and you can loot it, maybe your safe house got looted when you went outside. The only thing to sync between players are random cell data and it's just some small files.
You could just makes NPCs a single player only thing
yeah, probably want to limit the total number of them in the world if/when they come to that.
Singleplayer you could have a lot though.
Unless the NPCs are scripted, you'll never make NPCs looks alive. But scripted NPCs will become boring soon since you know what they gonna reacts to you
But, a scripted NPC system provides possibilites to role play
There could also be sort of a safezone settlements and bandit settlements
especially for the mod community if we got the tools
Places to trade and all
you could just do something like next day survival
What about
if anyones played that
Just like fallouts, you make choices and they reacts to your choice
which also is just the settlements system kinda
Ah yes
Freeside locals rushing me with a knife
And I'm wearing power armor
Yeah let's ignore the fallout idea
And make them use their brains
The possibilites are quite frankly endless. they talked about having reactive NPCs and the like that play the game along with you. Should be fun, having to compete against bots.
No
Ah
But there are a few mods here and there
Could be neat
That add a few things from fallout
Without NPCs may not give enough of a fallout feeling tho so maybe not
You found somebody who needs water, you can give 10 units of water to him and he has 30% chance to thank you ,10% chance to give you a piece of cake, 50%chance to run away without even a thanks, 10% it's a trap like shot you suddenly
Small chance to join your squad too.
Like one of the text decision making games
squad is another thing, it's hard to code that
Harder than coding an entire AI system?
yeah
PZ except the survivors turn into dayZ players
99% chance they shoot you immediately
I doubt that.
You know you're playing the right game
When the NPCs treat you worse than actual players
Jokes aside
I got experience for that
PZ did a great job on pathfinding
Raiders have a less chance to steal from a player with a high guns level and a lot of guns
It just works
it's so great , it's like textbook level
I would be so happy if AIs can sneak up behind you and put a gun against your head and say āgtfoā like that shit would really make project zomboid feel like a movie
That sounds difficult
but pathfinding is just a small part of AI, and unless you are some god level programmer , you can't make a reliable AI system with such a small team
XD
We don't want a movie
Like if youāre looting a safehouse that they own for example
We want a survival game
so scripted NPCs are better choice, also the asynchronous multiplayer mode
Sometimes this game just feels like a movie anyways lmao
Whether thatās the point or not
I feel like the best they could do Is say get out and then shoot or at least that's in most cases
You CAN make tons of scripts and save them on the server
and randomly import the NPC and scripts into your world, it's not that difficult
Let's make it so that
NPCs have a lower chance to be aggressive during the first few days
It will make sense
And it will make good balance
guys , we are repeatedly playing in the same world for years already
when we create a new save, we know what we gonna do
Personally I'm more excited for multiplayer
I'm not
helicopter will come in 7th days, we should loot some stores etc etc
Gives some new options
Singleplayer is better
Download sandbox+ then
I like group warfare
I say once the power goes out then people get antsy and defensive
TWD style
Yeah makes sense
To make the late game less boring, scripted NPCs (easy), more random events(easy), asynchronous multiplayer mode(pretty hard but do-able), AI based NPCs(super hard), server based self learning AI based NPCs( do you want a job in skynet?)
Project zomboid devs will like definitely go that extra mile
Like they always do
Iām hoping that when they add NPCs they wonāt move like superb survivors do
They make like sharp 45-90 degree turns
Itās annoying to me how they sometimes just walk into a room and turn around and leave it feels so robotic
That's the AI based NPCs with basic pathfinding
Yeah
But if they use scripted NPCs
But I like how the AIs react to different situations I just wish they were smarter in terms of combat
you can see NPCs moves more reasonably, like go to somewhere together, like lock the door, build a safe house, the whole map is static, there are a lot rooms to script such things
I want to see more
Meta(llic) events
I really like the current meta(llic) events
The dog one is pretty scary though
Think about that, the whole map is based on cell, when you find an event house like survivor house, it's basically replaced that house to a survivor house
with the same technology , a helipcopter crashsite, random supply boxes , nothing hard
I would enjoy if the gunshot events actually do something besides sound and reveal survivor camps, dead bodies, etc.
Like once they happen, those things would spawn in the area the shots came from
A firefight meta event would be super cool too
Currently , dog event, gunshot event, barely does nothing
even the helicopter event is just make random sound source to attract zombies walk towards you
Like a series of distant gunshots fighting and then eventually one dies down, and the last guy would fire until zombies get him
Then all would be silent and you could go over and inspect what happened
Yeah true
I would like to see like a helicopter shadow when it gets right over you sorta like the clouds
PZ needs reasons to let people go out from their safe house
yep
Explore
It's a good start
Those are just loot tables
But actual meta events that actually happen and you can search them and reveal the story would be really cool
Survivor journals is something else I would like to see
Similar to annotated maps just in the form of a journal
For example, PC is currently can be find in military base only
you need a reason to get that PC
Download project zomboid
you need a reason to go there
The rosewood facility is useless
Which one?
I was trying to use NearbyItem to make some receipts only available when you nearby a PC
Then I found it's not supported, NearbyItem only supports campfire and the anvil
And military walkietalkie are pretty useless too
how about you need a military walkietalkie to get the location of air supply or crashsite
since they are very very rare in base game already
Ehh not really, you can use them for the EBC
EBS I mean
But you can use every radio for the EBS
yeah, then what's the point to get a military one, it's even much heavier than toy walkietalkie
XD
Nonono
It's called super duper secret military base
I call it the rosewood facility because I cannot see that place as a mili base
It looks nothing like one
To me
And the whole game needs rebalance
Again
It's a super duper secret military base
You can call it s facility
But it's best to call it a super duper secret facility
Fishing is OP, trapping does nothing, foraging is OP, Metalworking is pointless, electrical got no reason to levelup....
Welcome to project zomboid
Wait
Did I mention how a fookin burger flipper was more powerful than a veteran
And I think dev got a lot of ideas from <<the zombie survival guide>>
Uhh
so the katana is the most OP melee weapon in the game
Okay so
Iām not arguing about this here
Do it in #pz_b42_chat
Call t whatever you wanna call it
its a military communications building
whats this outfit
nice!
i see you did the backpack as well and such
Metal Gear Solid
Revolver Ocelot scene from mgs playstation version
If you like it subscribe!
just make sure to fit the uv the closest you can get for the masking related, otherwise blood and holes wont work/appear (not that i care, i barely work this on my own stuff, but its good, who knows š¤·)
The biggest problem is we can't hide or mask the body model, and multiple layer weight painting is unreasonably difficult, thank god the base body mesh is very low poly so it's still possible
HAHAHA
i requested a way to work around masking so many times
frustrating eh
you can hide entire parts but not selective/custom
.x is such a magic format that you can import it but you never can export the same working file
indeed, it just looses some info
ive been making the texture invisible by re-applying the whole body uv into an empty texture
works okay :l
wait... it doesn't support multiple materials but it supports multiple texture?
not really, you just select the whole body uv and stick it into a corner where no masking or texture applies basically :X
ah
yeah I was doing the same thing XD
ill just wait for now :l feels like a waste of time releasing mods mid development
yeah the none hideable body is really annoying and now I understand why everybody's making heavy armor instead of some tight clothes
i see no limitations :l but yeah, it can clip on movement
hats need to be rigged too?
or there's a smart way? I see you made the shield attachment joint, I'm curious XD
!
let me try make a raincoat :DDD
nah
you can stick hats to the xml single bone definition
but only if they're static :B
a raincoat would need the link to the torso
ah, yeah, and we don't have source files of pose and anims for test... yeah you are right, maybe I'll just make some static stuff then
depends, i rather use the whole skeleton now since you have real reference :x
adjusting by the eye its just painful
by now i have tons of files just for reference :X
I can't remember how many times I opened PZ and closed it after check the model
my steam friend must be annoyed by seeing me playing PZ again and again and again and again XD
ikr
Is there a mod that makes it possible for zombies to be completely blind?
you can't make them blind. unless you go all the way and make them completely useless, like that one tutorial zombie. I'm working on a mod to make that possible
Wish we could build a scrap junkcar with parts from cars.
Hey guys, i am trying to learn on making a map, after i made my map.bmp along with its veg map and import it into WorldED, i manage to do the BMP -> TMX, but after this stage when i click and open my cell 0,0, it shows nothing but red question marks everywhere. What can cause this issue?
What's that backpack
And is it me or that gun has a shield in the middle of the barrel?
It would be cool if we can (someone) make it so you can protect your right arm with that shield
So you won't get shot in your right arm with that thing equipped
PawLow got a swat mod for the working shield, you can try that
Already have it
Has anyone studied the code Superb-Survivors or tried create custom NPC mod?
work continues
i dont know if PZ supports one sided masks
i really want this thing to stop shining
I can try make it flying later, if you want :)
sure, ill let you have the model if you want
redoing the entire helicopter event at the moment with it, though
its a common paint scheme
hope to see the g11 in brita s pack tho
Gun Jesus
It's Halloween, so it's time for the Halloween Horror Shotgun match!
I took a break from serious gun work and dressed up as Jesus, running the match with a Chiappa Holy Trinity (they call it a Triple Threat) three-barreled break action 12ga. A very fun time was had by all...check out the second half of the video to see some of the other shoote...
lmao
Soon in Workshop
I looked through it a bit when making conditional speech compatible.
Are you wondering about anything in particular?
No, just interesting. I am starting working on Companion mod
Ah nice, I would recommend utilizing Say()'s seven or so arguments- setting the type to "radio" let's you use colored text.
The other types ignore color- not sure as to why but setting it to radio doesn't impact in any another way.
thanks
Np, good luck
I want create companion like fallout, with dialogue system. I checked mod - this will be a lot of work š
It's alot of work but totally doable.
If I remember correctly someone on the forums had combat mechanics on NPCs
Thy would proitize not dying, over exact orders, and return when able.
Idk if it ever became a mod- but it looked much more capable than SS
superb been throwing like 65 errors for me lately i had to stop using it
lol what's that gun
Random design XD
coool
damn that's really responsive
looks really smooth
What exactly is gonna make this different from superb survivors?
I want create one companion mod like fallout
Will you find companions in the wild?
space gun
I think it will be start with companion or small quest
the cape is awesome
Actually it's a oicw LMAO ROFLE UNCOOL
next I'm going to make another bakcpack
any idea for the text instead of ubereats ? :p
Knox Nocks
is the cape just cosmetic or does it carry stats?
I didn't put any special feature for it, it's just another scarf atm
im more surprised somebody made a boat mod before a bike mod
considering we can't make the character visible in a vehicle....
anything before a bike
this for some reason reminded me of that teddy bear backpack from arma 2 Dayz Origins for no reason
Maybe a Tron light-cycle mod then.
i was thinking of just a bike that acts like an item, that you equip, and just speeds up your character and uses less stamina or something
i would not mind a immersion breaking bike where the character is invisible
because if you cant make the character visible when its classed as a vehicle, then you can just make it an item or somethin
no i mean, the bike is visible in your hands
like how soul filcher did this
ohhhhhh
so wait you would be carrying the bike
in your hands
and get a speed boost?
Honestly until Animzed is a thing, peeps are gonna have to settle for stupid shit like that.
I wonder if it's possible to give fridge capabilities to a bag. I.e., turn a bag into a fridge.
I had an idea for a cooler full of ice to keep stuff cold without power, but no idea how to implement it.
it already exist
or maybe its a mod i have
okay so my dumbass was using it with a cold pack in it
i guess it will eventually get implemented..?
The "cooler" item in vanilla does nothing , it's just another container
rollar skates
Looks badass!
Thanks š
Is there somewhere a offical rig of the character to download? Playing for a while with the though to mod project zomboid, but not sure where to start in terms of bringing the objects into game.
not yet. I've some fbx's that i put together, there's issues with them but they're good enough to do clothing mods
Thanks! Very useful š
you might not. but the 100000 others won't
that's a really big thing
many of the popular mods right now get so many people bitching it's insane
Peach is pulling off decent animations- he could probably get something resembling a bike rider. Though I don't actually know what he's using.
The bike as an item could be done, but I expect many situations that can't be properly handled. I was working on a skateboard but decided it was not polished enough for release
Which windows? It looks good to me
minigun š¤Ø
They do use miniguns but this heli rarely used miniguns and the game sets in the 90's
:0
sexy
awesome š
My man shark is making good progress
Just don't tell him he needs to make a crashed helicopter version
A lot of mods/people don't really care too much about the settings, therefore they don't care about the lore too much
Gameplay over realism
Most vehicle modders seem to care about that
Hurley
Also while it's true they didn't use miniguns too much
I'm pretty sure they will use it in a code red situation
I'm going to tweak the model a bit and then re-texture it
A very good start! It's really easy to define a new item by writing some simple txts, let's try that š
Yea thats what i will try next. I think i just look what the other modders have done and reverse-engineer from there š
Yeah that's a great idea XD
A nightmare? š®
Oh, well š
I mostly just plan to add weapons for now without much technical coding stuff since i am not a coder. So i will probably run into less debugging nightmares š
I think one day it would be great to be able easly add custom animation for each weapon, once we get the animation modding tool.
thats the point, i wouldnt mind a mod like that and since mods are optional then people shouldnt be bitching. if they do then the comment section should be disabled
Don't worry ,the most common issues for non-rigged objects will be A, you forgot a comma, B,CapsLOCK , and C, scale of your model. Just export fbx and forget about .x everything is gonna be fine.
Oh wait, i can use fbx? š®
Just downloaded a older version of blender to be able to use a .x export script š
that one doesn't handle skinned geometry, in case that matters. But apparently the game's plan is to move toward fbx and away from .x
Alright.
Yea, i totally support the move to fbx
Wingmaster / Police / Marine / MCS / CQB / Breaching Tool / Express
pz really mulches the darker end of colors, i'd like to see them brightened up just a bit maybe
Let's say I'd like to create some mods for my private server. Are the pinned guides good or I need something else to know?
that would depend on what you want done'
@coarse pollen just something to handle accounts maybe
their data like hours played
something like that
it's just an example
That's in the sphere of one of my current projects, and, IMO, I'd strongly suggest starting with super simple modding stuff as exercises and working your way up to account-associated stuff; the current way the java/lua split works, there really is no modding support for account associated stuff and you'd have to build the tools up from scratch.
I had to do the jankiest workaround stuff to handle super basic account associated mod stuff.
Well what i meant is if we had a chance to work server-side and client-side šø
Actually thinking on it, my project is fairly niche and weird so I might be unintentionally exaggerating the difficulty?
But I still think that it's not a good first PZ modding effort if you don't already know the ropes?
But also, my server had tools like that, but we used javascript bots that accessed the server log text files to evaluate information and send output to our discord server?
So that might be an easier way to handle that sorta stuff.
is it possible for a mod to handle distributions so badly that they break the entire table?
Absolutely. Especially given that :
- Tons of updates to b41 changed the distributions tables, sometimes every week or two, and broke the distro tables in a lot of mods, many of which never got updated to the current loot tables.
- I've seen a fair amount of mods overwrite the vanilla loot tables instead of appending to them.
- is what I need to understand. if I can find it I can deal with it
I thought it was out of date distributions, but these are mods that have updated in like the last week or so, and it's basically every mod with a distribution file
Just keep in mind, although a mod may have been updated recently, or is super popular, that does not mean that the mod author has a good handle on how distribution table stuff works? Fucked up shit in the distro table files, even for recently updated/popular mods, is something I see constantly.
that's fair, but I doubt all of these mods are that behind on distribution
What blair said. I have about 20 patches I've made that exist to un-fuck distro tables.
Oh you sweet summer child. They are.
jesus
Also, given how many times the distro tables have changed with the PZ b41 updates, I wouldn't put a bunch of effort into fixing that stuff until b41 is finished and stable.
well I thought they could be using old distro, but I'm getting nil tables on tables that absolutely exist in the vanilla distro files
If some mod author doesn't copy the entirety of Distributions.txt into their mod, they're copying it and then truncating it, which is substantially worse.
so I've been wondering if something fucky is going on
A lot of times they use weird lua fuckery to put their items into the game world too.
yeah those are the ones I've been eyeing
99.99 percent of the time, a simple TableInsert is all you need.
Fuck, you don't even need the 3rd and 4th lines.
I see that a lot
require 'SuburbsDistributions' and go from there.
that's all they need on requires?
Example time:
`require 'Items/SuburbsDistributions'
require 'Items/ProceduralDistributions'
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, "AAApoc.AAATomatoSlices");
table.insert(SuburbsDistributions["burgerkitchen"]["fridge"].items, 1);
table.insert(ProceduralDistributions["list"]["StoreShelfSnacks"].items, "AAApoc.AAAGelatinMix");
table.insert(ProceduralDistributions["list"]["StoreShelfSnacks"].items, 1);`
That's it.
That's really all it is. And then you got Peach straight up duplicating Distro.txt, or a few others that use advanced lua to put a widget into a crate.
Table.insert folks, it's magic.
with green fire if i dont use blairs update to it i dont see bongs pipes or rolling papers, if i use the other patch i dont see those items drop at all
Green fire is mentioned
Have Nam flashback to debugging
That guy was hiiigh when he coded that.
its a fun mod
Don't look at the code.
Like, ever.
Don't do that.
You will be compelled to hang yourself with your shoelaces from the nearest light fixture.
Steam\steamapps\workshop\content\108600\1703604612\mods
Lay a tarp out first, easier for the MEs to clean up.
lately too i have had to shut survivor off its been throwing around 65 errors at me and im still figuring out why
probably one of the outdated mods in my list
Imma wait for an update for stable before I touch the Surviviors mod.
im positive my problem with it is being caused by an older mod
Bethesda method.
Disable mods until the errors stop.
When the errors stop, you've found your culprit.
bethesda was easier to work with, i had better tools to debug and to get my load orders
Those tools exist because modding their games is a nightmare without them.
At least with PZ you don't have to worry about a load order.
you kind of do though depending on some mods
You aren't wrong there. I have about 20-30 unpublished patches that exist solely to un-fuck issues I've had with mods.
off to be textured
Now.... GET TO DA CHOPPA
We can fly this over the map without issues
now we need a arm prosthetic to make a punished snake gameplay
ayyyy I worked it out
first of all, the mod presets mod is a godsend and I wish I had found that earlier
Two of my mods tried to edit distributions in the format that the vanilla distributions file does and both broke distro
So @nimble spoke none of your Time mods have bad distribution, it was another mod breaking my shit. You're good
What two mods? Trying to evaluate the exact how and why's re certain mods breaking distros is something Andre and I have knocked around with in the past, so the more samples we have the better.
Oh my, that canteen mod has some generous spawn values.
Ah, okay, I think that helped root out how some of these mods fuck up item spawns.
Compare this from the canteen mod
fossoil =
{
counter ={
rolls = 1,
items = {
"CAN.CanteenEmpty", 20,
},
},```
vs the vanilla Distro data
fossoil =
{
isShop = true,
counter ={
rolls = 4,
items = {```
Which, according to my patchy knowledge of how the item spawns work, ordinarily the fossoil counters make 4 rolls for every item that's on the list for it to check for spawning?
But the canteen mod changes that to 1 roll, meaning only 25% as much stuff spawns in the fossoil counters when using the mod.
Aren't the items list an intermingled list of types and values?
I remember someone else posting insert()s of the whole array rather than the type and chance respectively
Also wouldn't writing that chunk of script completely overwrite the fossoil counter's distro entirely to only have canteens?
as far as I'm aware it shouldn't be able to add onto vanilla that way- unless distros are handled differently to items
would be nice to review mods somehow
The xbow and canteen both edit that way and both broke my distribution
The spear fix also broke shit, but I dont know if it also does that, just wanted to get rid of it
Yeah, don't use those mods in their current forms @sonic flame. if you want a canteen, use Marcin Items Mod or Blair's GEAR mod. More Pole Weapons also has all the spear you'll ever want or need. You can make a goddamn naginata with that mod.
Roger that. Theres nothing I like desperately need, just took me too long to figure out why things were broken at all
Is that distribution method flat out wrong, or is it just being done incorrectly?
Flat out wrong. With that distro table set up that way, just about every mod that adds something to distributions would break.
Especially if the mods are loaded after the Canteen mod. and since that mod id starts with a C, that would be most of them.
Thanks for checking!
that method is overriding the original table and thus deleting all vanilla items, as well as mod items that were loaded before that mod
never do that people, you're screwing with the tables for absolutely no reason
is that why MREs never spawn for me anymore?
i noticed that they wouldn't spawn but i have a canteen mod
If it's the one that recently released, then yeah, it's breaking your distribution
are the authors to these mods still around?
I'm sure the canteen author is. the mod was released like 10 days ago
well hopefully they care enough to fix it lol
Did something change with distributions? Is my mod broken now?
I have used "ItemZed" to create a mod and to add a new item.
So it spit out this piece of god here, but i do not find my item ingame within the cheatmenu:
Does it needs more then this code?
I never used cheatmenu, I made a debug receipt
Oh, like a really cheap recipe? Good idea
recipe Who needs money?
{
RippedSheets/DenimStrips/RippedSheetsDirty,
Result:Money,
Time:5.0,
}
recipe Purchase something
{
Money,
Result:something,
Time:100.0,
}
I see š
kill a zombie or just tear your Tshirt, swap it to money and buy your stuff
yea i try that
oh, seems like i had to add this "base" thing here in order to find it with the cheat menu:
That's right, I put this in all of my scripts
Alright, i came so far that it shows the icon of the weapon. (Took me a while to realize that i mistakely exported in 64 bit PNG)
But the Model wont show up, no matter what
I added that here which basically should link it to the model:
And the texture it probably grabs from the counter part in the texture folder with the same name
if cheatmenu only operates with Base you would have to "import" it
coincidentally, the vanilla farming module imports base
are you trying to replace the vanilla texture?
replacing vanilla assess gets finicky - you'll have to rename it to something unique
Thank you for the anwser.
I just managed it to make it work now.
I added this this "attachment world"
Also re-exported the mesh and changed the "weaponsprite" name (I thought it uses the icon as weaponsprite)
So not really sure what of those has fixed it š
changing the weaponsprite name might have done it
I forget which var is which though- icon, static model, weaponsprite -- two of them are interchangeable and weaponsprites are actually 3D models (I think?)
Yep i think too. I just deleted this "attachment world" code and it still works.
Yes, the weaponsprite seems to be 3D
yeah, I think the name is a leftover when the game was using 2D assests
yeah
static model is used for in-world only iirc
if you wanted your item to appear on the ground
also, if you're modifying vanilla items I would recommend itemtweaker
it will help avoid some of the finicky behavior and make your mod more compatible overall
I have no staticmodel, but yet the 3D model appears on the ground
I think it's icon = staticmodel = icon in the code then
I remember running through the java and seeing one of the vars grabs the other if blank
yea, could be the icon which has appeared on the ground
So if i add a static model it becomes 3D?
it would need a model defined too
would be kinda cool
I haven't looked at scripts for a while
attachment world defines angles and such - you could have it standing up or not
the model would need a mesh and texture though
Oh, now i get it what this attachment world is for
but yes static model should define whats on the ground
or it might use weaponsprite
I would have to look in the code again
I don't have staticmodel defined for some items in my mod- so I assume it's actually weaponsprite = staticmodel
Just tested it quickly. Adding a static model does not change the apperance of the items on the ground yet
yeah so it must be that then, the 3D model vars are interchangeable
or one inherits the other
hold on I'll open my IDE
removing the sprite and only keep the static model makes all models invisible ingame š
Like zombies and the character
you pooped the renderer I imagine
public String getStaticModel() {
return this.staticModel != null ? this.staticModel : this.weaponSprite;
}
so specifically, staticModel inherits weaponSprite if static isn't defined
alright
Well, i keep the sprites for now on the ground as they are good enough.
Thank you anyway!
np
inside needs more TLC but atleast the major work is done
Can anybody help me to code something which you have to stay nearby to access the recipe. Just like the NearbyItem from the base game? NearbyItem only supports Anvil and campfire so far.
@zealous wing its missing something
they look awesome
Brown and Green variants:
What do you think is a good count for total # of tissues?
I'm leaning toward 50.
Gonna treat it as a drainable container, with a recipe to take a tissue at a time.
Bottle flip car edition
Another tool the "Cheap Survival Knife" for the bushcraft series i am working on š
Nice!
looks very clean š
Thanks!
I know Blair had a code for that. It is in my list to do since I need to replace NearItem
couldn't you just copy how anvil handles it?
Since Anvil and campfire are in there already.... is there some file I can edit it and add something?
if you use any type of IDE you could advance search the lua files
I'm a noob at coding :S
I would first not use notepad if that's what you're using
I would recommend intelliJ
you can choose how complex you'd want it to be
but with that program you can use ctrl+shift+f to search all files at once for specific text
I hope/assume stuff like atom or notepadd ++ have that too
I mean, I use Notepad++ for PZ modding. But if you're getting balls deep into java/lua, yeah, use a proper coding app. š
Well, I know nothing about programming, all I know is easy stuff like those txts in the scripts folder
if you take some time the more advanced stuff makes it easier for you
That's french to me XD
my current setup predicts potential functions/vars
otherwise you'd have to dig through pz lua, the java, or other's mods
Actually I'm not even an english speaker, I have to google translate "potential" and "vars" to understand , that's why I'm asking for help for coding XD
ah
unfortunately, programming languages are in English- so that's going to makes things more complicated
what's your native language, if you don't mind?
programming language is in another thing...
I speak chinese, english, japanese, and mongolian
impressive
"programming" is a language onto itself- but the words are terms are usually in English- is what I meant
well for example, the gif you just post
I can read that but I don't understand why you write that
my main job uses some programming language maybe based on java too
I can change the value and copy&paste something really easy but I don't know why and what kind of format I should write..
if you keep at it you'll eventually get it
once you learn 1 programming language the rest can come easily as well
I couldn't ,after working with it for 14 years
well were you working in something that corrects you if you're doing something wrong?
I hired someone to do that for me , I tell him the feature I want, ask if that language can supports that, and we discuss and I let him make that for me ...
that's one way of doing it
Lua is fairly easy to understand- I would give it a shot
it uses words instead of symbol operators (although you can use those if you want)
whatever program you use make sure it colors the code (markdown)
you won't be programming in java for PZ
go to file > open > and look for the directory of your mod
or the PZ media folder
don't try to "create" a new project, just exit that
Alright , I got my mod directory for work
should look like this
yes
the lua folder has the lua code
if you hold down ctrl+shift+f
you can search the entire directory for the word- anvil for eaxmple
an see how an anvil is mentioned
if you opened the project window onto media
the lua is included
idk what the command for advanced search is on OSX
I assume cmd + shift + f ?
uh
in macOS that folder is inside the package
yeah, but it's packaged
what does your PZ directory look like
that's it?
you haven to right click the PZ, choose open the package
Then contents->Java->Media and such
oh
I think I did it
I guess OSX have to decompile first then?
by draging the whole media folder into it lol
š
If you want the predictive text thing you'd have to install more stuff- but this should help you atleast get started
I was opening every lua and ctrl+F to search lol
I feel your pain
you may have to install a plugin for lua markdown
file > settings > plugins
select marketplace at the center/top
look for EmmyLua
I thought like "there must be something to define how NearItem (for scripts) should work with which object"
unfortunately isNearItem is on the java side
ah
so Lua won't offer an easy copy and paste
you'd have to write your own IsNearItem
private static boolean isNearItem(Recipe var0, IsoGameCharacter var1) {
if (var0.getNearItem() != null && !var0.getNearItem().equals("")) {
for(int var2 = var1.getSquare().getX() - 2; var2 < var1.getSquare().getX() + 2; ++var2) {
for(int var3 = var1.getSquare().getY() - 2; var3 < var1.getSquare().getY() + 2; ++var3) {
IsoGridSquare var4 = var1.getCell().getGridSquare(var2, var3, 0);
if (var4 != null) {
for(int var5 = 0; var5 < var4.getObjects().size(); ++var5) {
if (var0.getNearItem().equals(((IsoObject)var4.getObjects().get(var5)).getName())) {
return true;
}
}
}
}
}
return false;
} else {
return true;
}
}
this is the java for it
my savior !
but how... can I use it
OR you could get hacky and try to use isNearItem as is
but the first argument HAS to be a recipe
well, my purpose is make something really heavy or stationary stuff , like a workbench
and force player go for it to make ammos
do you want the workbench to be required?
. _ .
you can use the recipe system for this
there's a variable in scripts called NearItem
it just has to match the workbench
yes, but it only supports anvil and campfire
it shouldn't matter
the word anvil doesn't appear at all in java
so it's entirely on lua and scripts
This right?
I've tested it and it only works for anvil and campfire... I tried to make it work with vending machine but it doesn't work...
so for example, if I want it work with a vending machine... can you tell me what should I do ?
I think vending machine is a world object ?
you should be able to play around with this
oh but thanks for the IntellJ IDEA... I think I got something for the world object names... let me try if NearItem:fridge works...
no it doesn't :S
did you try capitalizing Fridge?
also look into media\lua\server\BuildingObjects\ISAnvil.lua
you can define a workbench using anvil as a template
I used microwave instead since there are many fridges, I 've tried NearItem:Chrome_Microwave, NearItem:microwave, none of them worked
š¤·āāļø
yeah.... it's weird that nearitem only works for anvil and campfire
when I googled about more information I see someone had the same issue in the forum
for example... microwave, there is only 1 microwave in the game...
are microwaves ISBuildingObject like anvils?
no
the java says it's looking for a Name via .getName()
an IsoObject (basically anything) and get Name that's it
for example, a microwave please ?
eh...where shall I put the SetName()...
not actually sure-it would probably be easier to overwrite getNearItem to look for type or Name rather than just Name
but this means you can make the workbench
if you just use Anvil as a template
cause it has a setname in there
if you wanted to confirm this before trying
I think finding and replace the graphic of Anvil is easier to me now but I don't want to replace the original file...
you could enter a setName on microwave's UI function
like turning it on set's the name
to test if it is an issue of Name
It's too hard to me š I think I'll make an item with 40weight to simulate" this thing is too heavy so you can't bring it all the time" feeling then
But, stationary object like workbench should make PZ more fun and give people a reason to go out + some realistic feeling. Like machine mills , they are so heavy in real life and cannot be moved by a single guy. so you have to go to workshop to craft metal stuff etc...
OnNearItem has been obsolete for this purpose for months now? OnCanPerform was added to make things easier for modding in this sort of thing.
There should be an example in the recipes.txt file of the new method + more details in the patch notes from when the new OnCanPerform parameter was added.
/*
/* Example using OnCanPerform and Tooltip */
recipe HockeyMaskSmashBottle
{
WineEmpty/WineEmpty2/WhiskeyEmpty,
Result:SmashedBottle,
Time:20,
OnCanPerform:Recipe.OnCanPerform.HockeyMaskSmashBottle,
Tooltip:Tooltip_Recipe_HockeyMaskSmashBottle,
}
*/
ah yes I found this one!
@willow estuary Hey, speaking of, can you help me with that later? Totally forgot. At work though right now.
@zealous wingyou got it š
im thinking i want to make a necklace that holds that marching powder in it , key bumps all day
Great news to gun makers!
yes it's no the best , if you use a long range weapon you'll know it doesn't targets where you are pointing well, and shooting to downstairs acting weird too. Also thrown weapons doesn't hurts zombies in the different floor
and shotguns for multiple target, doesn't works well too. the targeting angle is not believable whatever you adjust in script
There is a game called dead nation ,and it was pretty good example imo ,I really enjoyed it https://www.youtube.com/watch?v=qD9r49_5DZc
Classic zombie shooter Dead Nation: Apocalypse Edition arrives on PS4, with new features.
shouldn't the scripts file be updated if there's new methods?
The gun code is getting rebuilt after build 41 is finished.
I wouldn't worry overmuch regarding it's shortcomings in the meantime.
ok, didn't know that plan, well it's just some random thoughts
Oh my god, it's planetgol
is it a good game?
Looks good at least.
Pretty fun arcade game, at least a good example of the shooting/targeting part
reminds me of the old sigma team games, alien shooter, zombie shooter, etc
you kiting enemies and shoot while moving , sometimes dash to avoid dangerous attacks, pretty much like what we do in PZ
and yes I know PZ is more like a zombie apocalypse survivor simulator instead of a shooting game.
helicopter style š
oh wow!
neat
https://www.youtube.com/watch?v=vnrwLgOnMV8&ab_channel=FallenAngel2282
Volume warning lol
If you like this Sub, Like and comment some suggestions on what i should do next
and i give credit to my friend Simon for showing me this funny image
I was messing around with Vegas 10 and decided to upload a quality test.
No commenting on how bad the gameplay is. It's from my PS3 and I am completely miserable with controllers.
Recorded with a BlackMagic Intensity Pro.
can i fly into a building and make it go boom doe
hi there chuck i need your expertise again
is there a variable or function that declares or determines if a weapon can be sheathed into belt or back?
if so i cant seem to find it
AttachmentType in scripts iirc
is there a way to edit the angled in which its sheathed in
not easily
I know attachmentworld lets you change angles- idk if you can do that with item's attach points in scripts
hey only one way to find out
@tame mulch lol thats sick heli mod would be so rad
my guess is that animations would probably override the scripting
Brita is doing god's work
Thanks man) I'm working on the mod with Arsenal 26
Honestly the best mod
Nope I'm only posting on Discord..
Arenāt lvoa, usually green to black?
hmm maybe black?
Thanks!
Brita, is bayonet still not compatible with suppressor?
lol suppressor with bayonet..
Only one of the two can be installed
Scripts for items, weapons, etc. is in Steam/steamapps/common/ProjectZomboid/media/scripts if you want to waste your time.
He's pretty much done
And I don't think B42 is coming anytime soon
is it possible to patch the map? Like adding objects to the game world without having to replace it entirely?
Yes, but not really a beginner level project?
eh I can learn and it would start out relatively small
?



