#mod_development

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sour island
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kind of surprised it worked tbh

undone crag
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YEAHHHHHH

true snow
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Is there any way to tweak the Superb Survivors hotkeys?

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Annoying to turn music on and off every time you're trying to get the bastards to follow... ๐Ÿ˜›

hollow shadow
severe ridge
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ooo, i want that chain mail

autumn ether
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@severe ridge and I want from you a armor mod from Escape From Tarkovhungover

craggy furnace
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@autumn ether ok, money

drifting ore
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ATF

desert warren
# drifting ore ATF

ATF, I just got back into playing it today, haven't played it in a LONG time

drifting ore
#

i quit the game once mirage released

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deep six beforehand was already meh but mirage killed it for me

safe cedar
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Does anyone use the Save Our Station! mod? I'm trying to figure out if I've properly set it up
I've got the - Core and - Knox County mods enabled, as they said, but when I go to start a new game and am at the "Select Spawn Location" screen, there's a new option;
"Save Our Station! Knox Country" I'm not sure if I need to select this one in order for them to spawn, or what it does exactly

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okay so selecting it just puts you in a completely random spawn location

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not sure if it adds the stations or not though

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if that's how you have to do it that's kinda sad because I like being able to choose what area I spawn in

tidal storm
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hey guys

does anyone know what Lx and Ly means? (2 bottom lines, setLx and setLy)

pseudo lake
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They're coords

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Can you tell me what you're looking at?

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So I can look?

tidal storm
pseudo lake
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Mybe it's the layer

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I don't know tbh

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setX is X position, setY is Y position, SetZ is Z position (height) so assume those are also used for other stuff, but probably need someone more competent than me to comment ๐Ÿ™‚ Good luck tho.

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Oh length maybe?

tidal storm
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thank you ๐Ÿ˜
id probably ask some of the devs but i dont want to bother them so maybe some1 knows

tidal storm
pseudo lake
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IDK, I don't know if you can look up what those functions do/are, so it's kinda hard to say

drifting ore
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Hey, can we create a mod that sends http requests with a lua library?

fallow bridge
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Preferably just save our station!

craggy furnace
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what is a good way to guarantee specific items will always spawn in a vehicle inventory?

hollow shadow
craggy furnace
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Thatโ€™s already done

hollow shadow
sour island
sour island
craggy furnace
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hmmm

sour island
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However, rolls are going to be a factor aswell

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I think I saw a maxnumberof feature too

carmine cosmos
drifting ore
peak briar
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hey folks, is there a modding guide i can read on?

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thinking of making a mod

carmine cosmos
carmine cosmos
peak briar
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is it possible for PZ?

carmine cosmos
carmine cosmos
proven ibex
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Hee question I am playing atm with modded PZ, and bottom right corner I see error and its constantly rapidly counting.

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And it keeps going up what do.

fallow bridge
proven ibex
sour island
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Also, one of your mods is shitting the bed.

pearl monolith
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Oh hello there bois i updated the mod

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If you guys have any questions or some kind words to boost my morale just dm me pls :)

safe cedar
proven ibex
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Same points are laggier then others really weird, I have a feeling its superb survivors that adds survivorr npcs but I am not sure.

safe cedar
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But given that the correct items spawned in my game I'm going to assume it's properly enabled, and the EBS is behaving as expected

hollow shadow
proven ibex
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Also how too sit on a chair and other furniture?

hollow shadow
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i had 15 fps when i got sniped from the raiders that were casualy standing ontop of the water

hollow shadow
proven ibex
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Ohh that sucks ๐Ÿ˜ฎ

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Any mod for that.

proven ibex
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Thanks!

reef hatch
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the author has other good mods as well

proven ibex
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Thanks will check them out!

hollow shadow
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How do i make recipes give tailoring xp? ive been looking trough some code and havent been able to find anything on it

proven ibex
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Oke when I hover over items usually there pops up a description and now it doesnt how too re-enable it?

proven ibex
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Guys how I make the description of items appear again?

ruby urchin
proven ibex
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Was there before but now it's gone out of nowhere.

ruby urchin
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Oh, you're talking about a bug? not make it for a mod? probably you need go to #old_techsupport

errant meteor
fair frost
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so

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i guess

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never tried so idk

errant meteor
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up to you

fair frost
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anyway

proven ibex
ruby urchin
proven ibex
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I added them new.

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Disabled them and text appeared.

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Wtf confused enabled them again tried it and it works dafuq, I think it definitely was a setting or button now.

hollow shadow
willow estuary
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๐Ÿ‘

fallen cairn
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๐Ÿ‘

maiden elk
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@hollow shadow Which one of your mods defines the metalworking xp functions? Just with Scrap Weapons loaded, log reports that it cant find Give5MWXP, for example. Also, Deconstruct Medium Scrap Weapon's recipe result is invalid.

sour island
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I have this HMM as my text tone

severe ridge
craggy furnace
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๐Ÿค 

hollow shadow
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i also cant give my recipes any tailoring xp

pseudo lake
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check out media/server/recipecode.lua

hollow shadow
pseudo lake
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Just make ur own custom function ๐Ÿ™‚

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look at the metalwork

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change metalwork

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to tailoring

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it's taht easy

hollow shadow
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Btw howโ€™s ur placeable forge?

pseudo lake
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Need to do 2 things still, make it a light emitting object when lit and also make the recipes require it to be lit

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I didn't make metal 'cook' into ingots either yet...

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Just a recipe atm that takes lots off effort

harsh prairie
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I know I asked this before and I canโ€™t find when I asked it last - how do I see which mods are causing the error message?

pseudo lake
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put her in debug mode

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press F11

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-debug to the launch params or holding shift as you launch the game

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thought he shift method is hit or miss for me ๐Ÿ˜„

harsh prairie
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Thanks! You duh best ๐Ÿ˜Ž

rapid granite
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There was a problem.
I want to add in "clothing" to the existing zombies, the chance of a jacket spawning.
how can I register it?

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<m_FemaleOutfits>
<m_Name>Generic02</m_Name>
<m_Guid>8e4b7b38-1e6e-4cda-a7d7-f01b75e0c8e6</m_Guid>
<m_Pants>false</m_Pants>
<m_items>
<itemGUID>boxcloth-time-dung-0000-000000000001</itemGUID>
</m_items>
<m_items>
<itemGUID>boxcloth-time-dung-0000-000000000004</itemGUID>
</m_items>
</m_FemaleOutfits>

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tried it like that.
Zombies appeared only in jackets and without anything
<m_MaleOutfits>
<m_Name>Generic02</m_Name>
<m_Guid>4fcf83f0-b20c-4106-8b92-1699d1094dbc</m_Guid>
<m_items>
<probability>0.5</probability>
<itemGUID>boxcloth-time-dung-0000-000000000001</itemGUID>
</m_items>
<m_items>
<probability>0.3</probability>
<itemGUID>boxcloth-time-dung-0000-000000000002</itemGUID>
</m_items>
</m_MaleOutfits>

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or with two at once dressed

sour island
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One of which is metalworking

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One method of getting the players skills returns one kind of typing the other the other

indigo hound
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not the whole texture, I repeat *

#
#

Although. I apologize. Just a bad day + I remembered that I took the logo from the Internet :D

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As we say: hurry up - make people laugh

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๐Ÿ˜…

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I only painted the logo for McCoy cars

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Yes. I am also looking for someone who would transfer my mod to 41 build.
There are also texture ideas for other cars (pizza world, other radio stations and press, etc.)

fair frost
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nice retextures tho

indigo hound
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u2

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)))

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nice models)

fair frost
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models are part of the Filibuster vehicles

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ngl the EMS looks pretty hot

indigo hound
main lion
main lion
severe ridge
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sick

main lion
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FN FNC, FM53, M50 and TAC15 crossbow

main lion
severe ridge
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are you using that crossbow code to retrieve bolts and model swap on reload and such? (like the old crossie or kitsune's)
if so, just make sure the duplicated code for racking its not there, otherwise all guns will double rack

main lion
severe ridge
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oh, it's okay then :3

undone crag
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:|

fair frost
low yarrow
hexed anchor
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Great guns, beautiful cars

autumn ether
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@main lion cool! when update ?

undone crag
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Animated Castlevania whip when?

errant meteor
# main lion

Very kekw, unfortunately the m50 was not around in 1993, ill fuck around with it anyway

iron moth
drifting ore
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anyone have a list of all project zomboid animation names?

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i want to use in my mod xd

proven ibex
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I have alot of mods, anyway too make the crafting menu stop having soo much load time and lags.

agile swallow
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Probably not @proven ibex Like you said you have a lot of mods so it probably has to load up every items recipe when you open craft helper or whatever.

agile swallow
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Don't take my word for it though. I'm new to PZ modding.

proven ibex
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๐Ÿ‘

agile swallow
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But I'm guessing it having to load a lot of stuff impacts performance.

proven ibex
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Yeah for sure.

agile swallow
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Just curious do you have the game installed on a HDD/SSD/M.2 SSD?

proven ibex
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Yeah funny thing SSD :P.

agile swallow
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I have my game installed on an M.2 and my load times are fine. But I don't have a huge mod list.

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Do you use like Hydrocraft or britas or something. I know those mods have a lot of content.

proven ibex
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Yes I do.

proven ibex
sour island
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Does the recipe seem fair?

errant meteor
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yup

sour island
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still trying to get it to adjust time based on skill levels

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I'm thinking it will have to take a fixed amount per skill level but idk if that would be intuitive

errant meteor
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What is the point of the journal?

sour island
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and unfortunately recipes don't have a way to interject time

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skill recovery journal

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kind of like a save system

errant meteor
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Ohhhhh

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Will it work if you respawn and get all your skills back?

sour island
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I'm going to be aiming for having to read it over a long period of time

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so either a really plump skill boost or xp as you read

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whichever is less buggy/seems more fair

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also I already figured out how to account for starting skills - so it only cares about gained levels

errant meteor
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This is a great idea

sour island
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and it doesn't track levelups as you go- so it can be loaded into old games as is

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and works with custom skills/jobs

errant meteor
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Nice

drifting ore
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@sour island

sour island
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yes. I'm not familiar with animation related stuff (yet)

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it'd be better to ask here

agile swallow
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So @sour island, the player can sort of save their skill progression to an extent by writing down in this journal?

sour island
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probably going to have it add xp as you read it

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on the fence if I should go xp-boost route or xp as read

agile swallow
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Hmm, I think balancing this is going to definitely be the biggest challenge haha. It should definitely take quite awhile to write down the supposed information the character has learned over their life. I think each level of a skill you right down should take maybe 1-2 hours in game time to complete or more.

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Re-learning should take the same amount of time probably.

sour island
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that's what I was thinking

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I don't think you can alter recipe timing on use but I think since you can overlap books it could transcribe 1 level at a time

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just would be annoying haveing to do it over and over

agile swallow
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I wouldn't know anything about that. All I know is that this sounds like a great mod. I can see it being a must have for servers that don't want players to have to remake their whole character if they die, just have to relearn their skills over time quicker.

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And don't want to disable skill loss on death, that's kinda cheaty

sour island
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yep, I think this would make for a fair middle ground

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especially considering if you're not diligent you can lose your book

agile swallow
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Oh yeah, it would be cool if someday there were a system kind of like in dayz mod where you can store your stuff in safes.

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Come to think of it, why aren't there gun safes in zomboid? That would be cool as hell.

sour island
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there are guncases

agile swallow
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I mean like a straight up metal gun case ya know.

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safe*

hollow shadow
agile swallow
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Really? I've never seen one haha.

hollow shadow
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Check rosewood outskirts houses

agile swallow
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I'll have to remember that.

hollow shadow
agile swallow
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@sour island Really wish I could buy you that coffee to keep you encouraged to work on this mod haha.

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Yeah the lockpicking mod on the workshop is cool af, he could add in containers that players can lock.

sour island
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No worries haha

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Donate to St Judes if you want

agile swallow
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Metalworking skill + lockpicking skill let you make a lock or something. And there'd be different tiers.

hollow shadow
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Make some containers in the world spawn with locks that u can break or pick

agile swallow
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That would be interesting. Make one more step to get into that armory.

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I mean cars and houses can be locked why not the armory lockers ya know.

pseudo lake
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I think I've seen a padlock in the lua files

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Actually, having said that I think I've seen em in game and they are not what I was thinking they were, sooooo as you were ๐Ÿ™‚

agile swallow
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I was trying to make a mod where you can break off a chairleg but I realized there already was a chair leg weapon.

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I've never seen one in game tho

pseudo lake
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You could add it to the drop of the chair disassmble

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it drops nails wood and scrap wood, but you could throw in a chair leg % drop

sour island
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pad locks and keys do exsist

agile swallow
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I assume the devs would eventually do that. Why else add in the weapon. It's fully modeled and everything.

sour island
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chairleg was a super old thing iirc

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they wanted the player to break a chair for it's leg like in a movie

agile swallow
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Yeah thats what I wanted to do.

sour island
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not sure when/why it got removed

agile swallow
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I guess I could try to figure that out.

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But I mean, if the player has the tools to disassemble a chair why would they need a chairleg. They would have a weapon to defend themselves already.

sour island
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honestly using a whole chair should be a thing

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there's a surprising lack of makeshift weapons

agile swallow
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I was trying to make my makeshift glass shiv mod but got stuck cause I didnt know how to make it so you could search a pile of broken glass for a shard of glass.

sour island
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you can pick up the shards though

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but idk if recipes can use mapobjects

agile swallow
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yeah thats the thing

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idk how to incorporate that :p

sour island
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actually

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I think thye might be able to

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I'v been messing with recipes

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if you notice some recipes have things in []'s

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those are functions to be ran

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for examle:

function SRJ.writingItems(scriptItems)
    scriptItems:addAll(getScriptManager():getItemsTag("Write"))
end
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returns a list of items with write tag

agile swallow
#
    recipe Create glass shiv
    {
        RippedSheets/BrokenGlass,

        Result:GlassShiv,
        Sound:PutItemInBag,
        Time:5.0,
    }
sour island
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you could have it grab a list of mapobject, specifically glass, and return them

agile swallow
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Thats the current recipe it doesnt work tho

sour island
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idk if that would break the recipe code in execution though

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so / there means or

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each ingredient has to be on it's own line

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or seperated by a comma rather

pseudo lake
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and like maybe you want two

agile swallow
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    recipe Create glass shiv
    {
        RippedSheets,BrokenGlass

        Result:GlassShiv,
        Sound:PutItemInBag,
        Time:5.0,
    }
pseudo lake
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RippedSheets=2,
BrokenGlass,

agile swallow
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so like that?

sour island
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add a comma after

agile swallow
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okay

sour island
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I prefer each line being it's own thing

agile swallow
#

if i did it like that would it look like

#
    recipe Create glass shiv
    {
        RippedSheets,
        BrokenGlass,

        Result:GlassShiv,
        Sound:PutItemInBag,
        Time:5.0,
    }
pseudo lake
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You can use near

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for map objects I think

sour island
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iirc near is deprecated

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or onear is idk

agile swallow
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Yeah you lost me.

pseudo lake
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It worked for me

sour island
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there's a function within recipes for ear to look for near by mapobjects

pseudo lake
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May be depreciated tho

agile swallow
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oh I see

pseudo lake
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It was used with blacksmithing...

agile swallow
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So if I implemented that function into my recipe it could work?

sour island
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what is the objecttype when you're carrying a mapobject?

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it is housed in a temp item object?

agile swallow
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Not sure what you mean. It puts the item brokenglass into my inventory.

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let me load up the game real quick

pseudo lake
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Why even bother picking it up, just look for if the player is close by

agile swallow
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that makes since

sour island
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I'm curious if it can be used and destroyed

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I guess you could use OnCreate() for that though

agile swallow
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this si what it looks like in my inv

pseudo lake
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Debug mode ๐Ÿ˜‰

agile swallow
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oh wait

pseudo lake
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Gives you a bunch of information for tile types and object types, useful for testing something like this

agile swallow
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does this tell you anything?

pseudo lake
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Yeah it's type is Moveable

sour island
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yeah

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ok so I got an idea

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if you look at recipecode.lua

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you'll find there's a way to parse items based on anything

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you could have it look for moveable items like that- check if their named Broken Glass and have it used for the recipe

agile swallow
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Okay i found the file. How would I get started?

pseudo lake
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open Media/Lua/Server/Recipecode.lua

agile swallow
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yeah im there

#
function Recipe.GetItemTypes.Screwdriver(scriptItems)
    scriptItems:addAll(getScriptManager():getItemsTag("Screwdriver"))
end
#

could I use this somehow?

sour island
#
function grabBrokenGlass(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        local scriptItem = allScriptItems:get(i-1)
        if conditions_here then
            scriptItems:add(scriptItem)
        end
    end
end
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then in the recipe as a ingredient use [grabBrokenGlass],

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you'd have to figure out conditions_here

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you could do scriptItem:getType() == "moveable" and scriptItem:getName() == "Broken Glass"

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i'm just not sure if that type() is accurate

agile swallow
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okay so I should add that function into a lua file in my mods lua/server folder right?

sour island
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yeah

pseudo lake
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pretty sure it's valid

sour island
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might be capital M

agile swallow
#
    recipe Create glass shiv
    {
        RippedSheets,
        [grabBrokenGlass],

        Result:GlassShiv,
        Sound:PutItemInBag,
        Time:5.0,
    }
#

now my recipe looks like this

sour island
#

that should work

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unless the internals really don't like putting moveables.movable there lol

agile swallow
#

ill check if it works

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not sure it worked.

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I have the ripped sheets in my inv and the broken glass.

sour island
#

what does your function look like?

agile swallow
#
function grabBrokenGlass(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        local scriptItem = allScriptItems:get(i-1)
        if conditions_here then
        scriptItems:add(scriptItem)
        end
    end
end
sour island
#

when you right click it for the recipe it should have broken glass appear

agile swallow
#

just what you pasted

sour island
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you have to figure out the conditions_here part

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scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass"

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should work

agile swallow
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where do I put that?

sour island
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I'm just not sure what type() would be returning here

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replace conditions_here with that

#
function grabBrokenGlass(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        local scriptItem = allScriptItems:get(i-1)
        if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
            scriptItems:add(scriptItem)
        end
    end
end
agile swallow
#

so do this? ```lua
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end

#

lol

sour island
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yep

agile swallow
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lets see

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hmm it seems I can make infinite glass shivs with only the ripped sheets now

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not infinite but with only the sheet

sour island
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hm

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well its adding the broken glass

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but also not finding it lol

ebon condor
#

anyone know what mod adds the bucket helmet cause it don't work

agile swallow
#
    recipe Create Glass Shiv
    {
        RippedSheets,
        [grabBrokenGlass],

        Result:GlassShiv,
        Sound:PutItemInBag,
        Time:5.0,
    }
``` this is the recipe now
sour island
#

wasn't it that before?

agile swallow
#

oh yeah

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i just made the recipe have capitals

sour island
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if moveables are giving you issues you could overwrite the pick up glass code

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and just add an actual glass item

agile swallow
#

well I dont want to change it so you cant have glass that makes noise when you walk on it

sour island
#

true

agile swallow
#

should my file for the function just look like this?

function grabBrokenGlass(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        local scriptItem = allScriptItems:get(i-1)
        if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
        scriptItems:add(scriptItem)
        end
    end
end

or do I need to add anything else to the file.

sour island
#

the fact something it showing up in the recipe tooltip means it is finding those items

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I just think the recipe code is expecting inventoryitems

agile swallow
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well actually now i dont think its showing up I changed something I guess.

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is there a way to quickly reload lua?

sour island
#

ingame?

agile swallow
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yes

sour island
#

I think AUD has a reload but I just drop back to main menu

agile swallow
#

I tried changing it to this ```lua
function grabBrokenGlass(scriptItems)
local allScriptItems = getScriptManager():getAllItems()
for i=1,allScriptItems:size() do
local scriptItem = allScriptItems:get(i-1)
if scriptItem:getType() == "Moveables.Moveable" and scriptItem:getName() == "Broken Glass" then
scriptItems:add(scriptItem)
end
end
end

pseudo lake
#

does it give you any console prints?

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LIke can't find item

agile swallow
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erm where should i look for that. in console.log?

pseudo lake
#

You in debug mode?

agile swallow
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yes

pseudo lake
#

Lua Console

agile swallow
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the thing in the bottom left

sour island
#

the tool tip showed ???.Broken Gass

agile swallow
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yes but i changed something now it doesnt

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I think it showed that because of how i had the recipe set up before

pseudo lake
#

You could make a context menu to 'pickup glass shard' from a nearby moveable then use that object to craft the shiv

agile swallow
#

how do I do that?

pseudo lake
#

start reading the source ๐Ÿ˜›

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Look for something in game that is similar

agile swallow
#

Wheres the source

pseudo lake
#

recipecode.lua is source

sour island
#

\media\lua\client\ISUI\ISWorldObjectContextMenu.lua

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has pickingup glass stuff

pseudo lake
#

Take a look at the modding guide pin, it explains the structure and stuff

#

ask heaps of questions! ๐Ÿ™‚

agile swallow
#
    -- broken glass interaction
--    if brokenGlass and playerObj:getClothingItem_Hands() then
    if brokenGlass then
--        local itemName = playerObj:getClothingItem_Hands():getName()
--        if itemName ~= "Fingerless Gloves" then
            context:addOption(getText("ContextMenu_PickupBrokenGlass"), worldObjects, ISWorldObjectContextMenu.onPickupBrokenGlass, brokenGlass, player)
--        end
    end
``` i found the pickup broken glass thing i think
#

hey theres code about survivors in here too

sour island
#

ye

agile swallow
#

heres some other stuff ```lua
ISWorldObjectContextMenu.onPickupBrokenGlass = function(worldobjects, brokenGlass, player)
local playerObj = getSpecificPlayer(player)
if luautils.walkAdj(playerObj, brokenGlass:getSquare()) then
ISTimedActionQueue.add(ISPickupBrokenGlass:new(playerObj, brokenGlass, 100));
end
end

sour island
#

honestly, there's a event for walking

#

I'd just replace glass

#

lol

agile swallow
#

what does that mean. there being an even for walking

sour island
#

lua hook events

#

basically the java looks for delcared events

#

which you can write in lua

#

you could have it look for broken glass items on the floor - play the sound you want

agile swallow
#

Well I like the idea of being able to pick up a shard. cant i edit this somehow?

    if brokenGlass then
--        local itemName = playerObj:getClothingItem_Hands():getName()
--        if itemName ~= "Fingerless Gloves" then
            context:addOption(getText("ContextMenu_PickupBrokenGlass"), worldObjects, ISWorldObjectContextMenu.onPickupBrokenGlass, brokenGlass, player)
--        end
    end
sour island
#

but that'd also require replacing it's other uses too which is unfun

agile swallow
#

man this is a lot more complicated than I thought it would be.

sour island
#

tends to happen with PZ

#

ironically the simplier stuff spirals out

agile swallow
#

And I have no clue how to do what you said

sour island
#

I would change the type back to "Moveable"

#

and play around more with the recipe code maybe

agile swallow
#

changing it back to moveable didnt change it so i can craft it.

sour island
#

yeah but you got a tooltip out of it

#

might just take some more tweaking

agile swallow
#

well no i still dont see the tooltip

sour island
#

weird

#

what does the recipe and function look like

agile swallow
#

I thik i had the tool tip when my recipe was this ```lua
recipe Create glass shiv
{
RippedSheets,
BrokenGlass,

    Result:GlassShiv,
    Sound:PutItemInBag,
    Time:5.0,
}
sour island
#

[]

agile swallow
#
    recipe Create Glass Shiv
    {
        RippedSheets,
        [grabBrokenGlass],

        Result:GlassShiv,
        Sound:PutItemInBag,
        Time:5.0,
    }
#

this is what it looks like now

sour island
#

it can't find an item that doesn't exsist

#

does it left you craft it

#

or does it say it needs ???.Brokenglass?

agile swallow
#

okay i just changed it back to just BrokenGlass and I still cant craft it

sour island
#

[grabBrokenGlass] should the tooltip though?

#

or does BrokenGlass ?

agile swallow
#

neither are showing it now

sour island
#

what does the function look like

agile swallow
#
function grabBrokenGlass(scriptItems)
    local allScriptItems = getScriptManager():getAllItems()
    for i=1,allScriptItems:size() do
        local scriptItem = allScriptItems:get(i-1)
        if scriptItem:getType() == "Moveable" and scriptItem:getName() == "Broken Glass" then
        scriptItems:add(scriptItem)
        end
    end
end
sour island
#

looking in the code

#

"Moveables.Movable" should work fine

agile swallow
#

okay ill change it back

cold bloom
#

Hello everyone. I want to start modeling in my spare time, but I don't know anything about it. the following questions: through which program can I start doing this (blender, 3Dmax ...)? how to get models out of the game? and are there any guides on this topic. thanks for answering in advance

drifting ore
#

Someone need to make mod wich adds BabyTV channel witch gives u happines

ruby urchin
radiant ginkgo
#

UAZ-452 soon reborn ๐Ÿ™‚

agile swallow
# cold bloom Hello everyone. I want to start modeling in my spare time, but I don't know anyt...

I used blender to model my weapon. As for how to rip models, you can look around in this folder for them ProjectZomboid\media\models_X. You need a program that can import a .x file and then export it as a .obj or something that your modeling program of choice can read. I used a program called fragmotion to convert the .x models to .obj. You don't need to export the models you make as .x though, PZ supports .fbx now as well.

indigo hound
# radiant ginkgo UAZ-452 soon reborn ๐Ÿ™‚

ะฝะธะท ะฟั€ะพั€ะฐะฑะพั‚ะฐะตัˆัŒ ะธ ะฒะฝัƒั‚ั€ะตะฝะฝะพัั‚ะธ? ะธะปะธ ะบ "ะผะฐัˆะธะฝะฐะผ 2.0" ั‚ั‹ ะตั‰ะต ะฝะต ะณะพั‚ะพะฒะธัˆัŒัั?

main lion
#

Updated!

wet dune
trim current
#

Just wanted to double-check something: I wrote a function that adds items to distribution lists depending on settings chosen. Do I need to worry about removing items when someone reloads their save, or are distributions lists generated every time someone loads a save? For the purpose of preventing items from being added multiple times somehow.

sour island
#

distribution lists are just referred to as items get spawned

#

removing something mid-game would just prevent it from being spawned in further

#

also I'm not sure if they even get saved?

#

there wouldn't be a point to saving them

trim current
#

I was asking if they get saved anywhere, basically, so I would know whether I have to worry about removing them in case they get added more than once or something.

#

Player selects option at main menu to add certain items --> loads savegame --> quits to main menu --> player turns off those items and adds different ones --> do I need to worry about removing the previous items?

#

Specifically talking about distribution lists, not the item itself existing.

errant meteor
# main lion

These look great, I can now find more guns, I use the 90s patch lol

autumn ether
#

@indigo houndั‡ั‚ะพ ะฟะพะดั€ะฐะทัƒะผะตะฒะฐะตั‚ัั ะฟะพะด 2.0?

sour island
#

Distribution lists don't get saved they're compiled at every runtime

#

The only thing left over would be the fact some containers which were opened would have the old loot already applied

#

So no, nothing needs to be removed

trim current
#

Sweet, thanks for the help.

grim perch
#

Anyone in here familiar with the SuperB survivors mod for 41 IWMBUS?

mortal widget
#

yes

grim perch
#

Just opened up the players.db file to look at something and noticed duplicates of a lot of my survivors with different x,y,z coordinates and was wondering why and if this couold be causing some of my lag issues?

#

Also survivors that I know are dead (died do to being zombies) are not True on isDEAD

mortal widget
#

I don't know it like that, way out of my capabilities immediately, im not a modder haha

tough stone
#

So, anyone know a mod that lets you reduce your detection by pretending to be a zombie? I was thinking about how you zombify and start stumbling around, it would be funny if you could activate that, and its more effective the more blood is covering you lol

errant meteor
#

nope

grim perch
tough stone
#

Or Shaun of the dead lol

#

Would make for a neat separate skill to have, and given how characters react to blood, etc., it would have its own drawbacks. ๐Ÿ˜›

wet dune
#

does any modder know how to change all the zombie's clothing to sweaters only?

safe cedar
#

i want to make a mod that replaces the farm supply store with Sneed's Feed and Seed (formerly Chuck's)

drifting ore
#

i want a wii mod

half oracle
#

Guys i want to increase trunk cap of my buggy to about 400-500 will it caus any problems?

viral spire
#

Would a SCP-3008 mod be possible to make in Project Zomboid? A massive world big enough to feel infinite, an instant switch from day-night-day, and zombies that look like Employees that act docile during the day and sprint to kill you at night.

rapid granite
#

the first version of the mod is almost ready, but I'm stuck on "BodyLocations.LUA"
Here's what I got. It works but buggy.
Can someone check and say where the error is or what is missing.

cold bloom
#

@agile swallowthx 4 info

half oracle
#

Is there any mod that separates the ranged wepons & magazines spawn? Caus i want to decrease the ranged wepons & increase the magazines spawn

rapid granite
#

I can already upload version 1 of the mod to Steam, but the problem is in this file.

wraith falcon
#

Has anyone though of making a UI mod for controller?

hollow shadow
charred ferry
#

Are there any basic airdrop mods around? Steam workshop has labored no fruit for me on the keyword searches. I dont mean airdropped guns and weapons, I mean like basic FEMA airdrops with food, medical supplies, survival goods.

hollow shadow
#

@charred ferry There is one being worked on

charred ferry
#

It's exactly what I'm looking food, food and supplies, aweesome

#

The only other thing I could ever ask out of it is it working with Superb Survivors, so that raiders/bandits/others converge on the drops as well to make them more dangerous to gather.

hollow shadow
brave gust
#

howdy fellow modders. is there any simple way where and how to read cars parameters in vanilla?

wraith falcon
hollow shadow
hollow shadow
craggy furnace
#

@charred ferry yep

#

working on it now

charred ferry
#

absolutely perfect

craggy furnace
#

old pic of it

quasi ginkgo
#

FEMA?

#

PROJECT ZOMBOID MEETS LEFT 4 DEAD 2 1993 KENTUCKY USA CONFIRMED

half oracle
#

What are the best mods u guys prefer except these & Brita's wepon pack...

hollow shadow
half oracle
#

I already got scrap wepons, better lockpicking, filibusters used cars
Will try the other two

#

Thx @hollow shadow

indigo hound
# autumn ether <@!202826738449776640>ั‡ั‚ะพ ะฟะพะดั€ะฐะทัƒะผะตะฒะฐะตั‚ัั ะฟะพะด 2.0?

ะ’ะฝัƒั‚ั€ะธ ะผะฐัˆะธะฝั‹ ะฒัะต ะฒะธะดะฝะพ ะฑัƒะดะตั‚. ะกั‚ะตะบะปะฐ ัั‚ะฐะฝัƒั‚ ะฟั€ะพะทั€ะฐั‡ะฝั‹ะผะธ + ะฟะพัะปะต ะฑัƒะดัƒั‚ ะฒะฒะพะดะธั‚ัŒ ะฒะพะทะผะพะถะฝะพัั‚ัŒ ั‚ัŽะฝะธะฝะณะฐ

#

ะดะฒะตั€ะธ, ะพะบะฝะฐ ะฑะพะณะฐะถะฝะธะบ ะบะฐะฟะพั‚ ะพั‚ะบั€ั‹ะฒะฐั‚ัŒัั ะฑัƒะดัƒั‚

rapid granite
#

I have a problem with clothes spawning on zombies.
1 question - (example - <m_Name> ArmyCamoDesertBomber </m_Name>
<m_Guid> 50ef789b-54a6-4021-b817-78e1e417bd91 </m_Guid>)
Should this ID be registered somewhere else?

hollow shadow
#

"Parry this you filthy casul"

autumn ether
#

@indigo hound ะพั‚ะปะธั‡ะฝะพะต ะฝะพะฒะพะฒะตะดะตะฝะฝะธะต, ั ะฒะธะดะตะป ะณะดะต-ั‚ะพ ัะบั€ะธะฝ ะดะฐะถะต, ะฝะพ ะผะฝะต ะบะฐะทะฐะปะพััŒ, ั‡ั‚ะพ ัั‚ะพ ะผะพะดะดะตั€ั‹ ะฝะฐัˆะฐะผะฐะฝะธะปะธ

rapid granite
#

I have some kind of ass with a spawn zombie.
Zombies spawn only with jackets from my mod and in white pants and a T-shirt.

#

can anyone know what the problem is?

rapid granite
#

Here's what clothes will be in the first version.

craggy furnace
#

omg

#

finally clothes id actually use

autumn ether
#

@rapid graniteะฝัƒ ัˆะพ, ะบะพะณะดะฐ ัƒะถะต?

rapid granite
#

ะผะพะด ะณะพั‚ะพะฒ. ัƒ ะผะตะฝั ะฟั€ะพะฑะปะตะผะฐ ัะพ ัะฟะฐะฒะฝะฐะผ ะทะฐะพะผะฑะธ

#

ะพะดะตะถะดะฐ ะฝะฐ ะฝะฐะธั… ะฝะตะบะพั€ะตะบั‚ะฝะพ ัะฟะฐะฒะฝะธั†ะฐ

rapid granite
drifting ore
half oracle
#

Okidoki thx bro

agile swallow
#

np

safe cedar
#

It's so useful

#

And it's not overpowered at all, it just fits into place like it should've always been there

agile swallow
#

Yeah I really enjoy it. I started a collection in my current playthrough.

#

I know right? We have boxes full of taped movies/tv shows on VHS from back in the day.

safe cedar
#

totally fits in with the 90s aesthetic

#

Plus, it means you get to do more in the early game instead of being a couch potato

viral spire
# hollow shadow Its possible i think

I think something like this would be fun, and the whole world of 3008 relies on building entire towns and civilizations from IKEA furniture. And we can use all the furniture in PZ... ;)

#

Food choices would be pretty limited though. Meatballs and probably other IKEA foods I know nothing about.

drifting ore
#

any clothing mods?

#

i want a more

#

end of the world look

#

like a cloak

hollow shadow
hollow shadow
# drifting ore yes

I would totaly use the experience ive gained so far to expand on clothes like that

drifting ore
#

goku supreme jacket mod?

rapid granite
#

this is some kind of nonsense ...
I want to experiment.
Here is the mod. it contains only 1 file with the zombie spawn configuration copied from the original file, zombie parameters.
Drop this file "C: \ Users \ ... \ Zomboid \ Workshop" and create a game with this mod only.
and tell me there are zombies dressed only in pants and a T-shirt?

willow estuary
#

Dunno if this is your issue, but as I recall things, when a mod has outfits in clothing.xml, that mod also needs to have a fileGuidTable.xml in the media directory with an entry in it for every clothing item referenced in the clothing.xml file, both items added by the mod and also vanilla items.

Why it has this pain in the butt requirement, I dunno ๐Ÿคทโ€โ™‚๏ธ

#
  • actually, I think it has something to do with a safeguard so that if two mods have duplicate clothing item GUIDs, that they don't conflict.
maiden elk
#

Does anyone know if it's possible to add Endurance/Tiredness penalty as a cost for recipes?

rapid granite
#

So there may be a problem in fileGuidTable.xml
And where is this file, I could not find it in the game folder

willow estuary
rapid granite
safe cedar
#

How do you enter debug mode in game?

south wraith
#

I guess this could help you ?

safe cedar
#

excellent

rapid granite
#

EARNED !!!!

I think I get it. you need to copy the file fileGuidTable.xml (search through the folders for some reason did not find this file) from the game folder and add the ID of your clothes.
In my fashion, my clothes were simply registered in this file, without play clothes.

Blair Algol Thanks a lot!

willow estuary
#

๐Ÿ‘

#

Now, if your mod adds new clothes BUT doesn't add outfits with vanilla clothing items, then your filrGuidTable file just needs entries for the new mod clothing items in the mod.

rapid granite
#

I'm already posting the mod.
The last question is how to tag build 41
in workshop.txt what to register?

willow estuary
#

Oh you need to use an additional mod to do that, and that's why so many b41 mods don't have the tag.

#
  • I can't speak to the specifics of the tag mod, as I'm not familiar with it.
proven ibex
craggy furnace
#

yes

#

will it spawn in your game?

#

no

proven ibex
#

Rip, I guess I'll see next game.

craggy furnace
charred ferry
#

Is there a mod for wooden hand drawn carts/wheelbarrels?

charred ferry
#

Close enough.

#

Needs a new save, presuming?

agile swallow
#

Not sure, but probably.

iron moth
#

If you travel to somewhere you haven't been before it will spawn, i think

rapid granite
#

The mod can also be run with old saves.
Where there will be a new zombie spawn on the map, there will be zombies in new clothes.

half oracle
#

Noice

tame mulch
craggy furnace
#

now recreate this

ruby urchin
#

Hey! probably I will release the mod today, barely I get out the exam period I continue with more clothes

fair frost
uncut meteor
#

S.W.A.T Lenco bearcat

autumn ether
#

where Taker Carlson?

craggy furnace
#

he went away

#

forever

hollow shadow
craggy furnace
#

its a path not an easter egg hunt

hollow shadow
uncut meteor
#

very cool

craggy furnace
#

its a path

#

not an easter egg hunt

hollow shadow
#

@craggy furnace right now it looks like there was rocks attached to the papers so they exactly landed where they were droped from lol

craggy furnace
#

its just dropping them directly where the heli is

#

it could be diminished but honestly why

#

theyll get deleted eventually

hollow shadow
craggy furnace
#

they do

#

especially for weak servers

hollow shadow
#

It would be cool if droped modeled items would get pixelated like dead bodies

#

pixelated instead of rendered*

hollow shadow
#

guys what could i improve on this ScrapSMG model

low yarrow
#

Same with the pin hole here:

west relic
#

Hi

sour island
#

the flyers don't get deleted unfortunately - but I supposed I could work something into the weather system and rain to destroy them?

craggy furnace
#

what chuck said

sour island
craggy furnace
#

to reiterate

#

its mostly a nice to have so servers dont get murdered

#

server admins love having events and go ham on it

hollow shadow
sour island
#

ah ok- I was going to say it looks still very much like a gun lol

dire oracle
sour island
#

overall looks good

dire oracle
dire oracle
dire oracle
uncut meteor
#

@dire oracle i never used shade* smoothing on a "lowpoly model" because it looks horrible but when i imported swatpack vehicule for reference it looked horrible is that what i need to do ? or just remove all the details of the bearcat

dire oracle
hollow shadow
#

oh, my smg isnt suppost to be realistic, its just suppost to look realistic and be fun to use

uncut meteor
#

ok

undone crag
#

Hmm but still here's an IRL scrap gun or something like that

uncut meteor
#

i mean x) @dire oracle

undone crag
#

Actually two, the second one is an air gun

dire oracle
fallow bridge
dire oracle
#

Just change the angles of amoothing

fallow bridge
#

Looks weird as hell

dire oracle
#

Smoothing*

uncut meteor
#

oh looks much better now

fallow bridge
#

Also

#

Another thing you should know

#

The game wonโ€™t show half the detail you put in

#

As well as the game doesnโ€™t seem to like to many vertices

uncut meteor
#

is there a recommended vertices number

#

mine is 2k

fallow bridge
#

I donโ€™t know

uncut meteor
#

but i can remove all details

fallow bridge
#

Iโ€™m not a modeler

#

Iโ€™m just going by my own experience when it comes to pz and stuff

uncut meteor
#

i usely mod for other games and the limit is 7k

fallow bridge
#

Instead of having all the bumps and lines you could make it flat and have the texture show it

uncut meteor
#

or other wise its a high poly model

#

yup i'l make sure to remove the small details and line and other stuff

fallow bridge
#

Iโ€™m just suggesting

#

Remember itโ€™s youโ€™re mod

#

Make it however you want

#

Thatโ€™s the important thing

uncut meteor
#

i ialready know its going to look weird if i put this on pz

#

there to much details

dire oracle
fallow bridge
#

Yeah itโ€™s hard

fallow bridge
#

Should be pinned

shrewd grove
#

the guide is outdated for b41 car modding afaik

fallow bridge
#

Ah, true

uncut meteor
#

@dire oracle refer to other car mods

dire oracle
uncut meteor
#

i refer to swatpack rn and he has the currect scale and you can import hes stuff in blender for reference

fallow bridge
#

But yeah @uncut meteor itโ€™s really hard to make a model fit into the games specific aesthetic, some people just ignore that entirely, and doing that tends to make a weird split between the game and the mod

fair frost
fallow bridge
#

That Humvee is a great example of what you could do @uncut meteor

errant meteor
shrewd grove
#

the basics are:

make the car a multi UV, and then import a picture of the new damage maps and edit your UV to fit the picture
export it relative to an existing pz model (find one you like ingame as a size setting)
you require a mask, follow an existing car to get the colours and what they belong to
finally just copy and paste a car script, and edit whats required including names
spawn ingame and then use your F7 menu to open the car editor (or right click, the keybind may be off im stupid as rocks)
then have fun

uncut meteor
fair frost
fallow bridge
#

Yep

#

Heโ€™s recently went into making higher quality models, and they look great

#

Although one of them has a issue of being covered in feces

#

But thatโ€™s just a game issue

dire oracle
shrewd grove
uncut meteor
#

@dire oracle i'm a unturned modder x)

fallow bridge
#

As that game had the same issue

#

Big time

uncut meteor
#

oh there vehicles dont even use textures

#

only color palets

fallow bridge
#

Yeah

hollow shadow
#

Anyone experienced with substance painter?

grizzled grove
#

more or less, what's up, djvirus?

hollow shadow
grizzled grove
#

you probably have different materials assigned, so it's creating a set for each one

hollow shadow
grizzled grove
#

yeah in blender, you'll have to look that one up, sorry

hollow shadow
sour island
#

Basically done

#

just need to make the xp gain rate taper to fit the expected readtime

fallow bridge
#

I was about to say, holy shit

sour island
#

that was also on x4

#

basically as fast as the TV sets

fallow bridge
#

Huh

sour island
#

watching TV

fallow bridge
#

So what exactly are you doing?

sour island
#

the whole mod concept?

fallow bridge
#

Yeah

sour island
#

you craft journals to record your gained levels

#

you can read the journal after the fact - if any levels are lower than the recorded ones you gain xp as you read it

fallow bridge
#

So if you die you can get them back?

sour island
#

ye

fallow bridge
#

Thatโ€™s smart

sour island
#

I still ahve to play around with how recording works

#

as I don't want to let people overlap levels

#

it already bypasses starting levels

#

but I'm worried people are going to use this to minmax

#

> grind carp, die

#

> grind mechanic, die

#

then again, people are weird

fallow bridge
#

yeah

hollow shadow
#

Wow Chuck that was satisfying to look at lol

sour island
#

it sounds like a banjo with the level up noises lol

hollow shadow
sour island
#

did he stop playing?

hollow shadow
fallow bridge
#

ha

#

what a LOSER

hollow shadow
sour island
agile swallow
#

Would anyone be willing to texture a model for me? I've been trying to figure it out in blender for 2 days now and I just can't figure it out.

craggy furnace
#

full archive of gun sounds

#

btw

#

use audacity to record them

craggy furnace
#

any time

warm badge
#

Any mod for 41 version Coop ?

craggy furnace
#

all of them

#

minus npc mods

hollow shadow
#

@green zodiac does this fit?

green zodiac
#

I can't open it on my phone

#

Do you have an MP3 of it?

hollow shadow
uncut meteor
#

the sound is amazing

#

nice one

hollow shadow
uncut meteor
#

yeah

reef hatch
#

perfect

uncut meteor
#

caliber ?

#

of the weapon

hollow shadow
#

"Salvaged Bullet"

uncut meteor
#

matchs the gun

hollow shadow
#

I dont know yet. But currently most scrap guns that dont use air pressure use "Salvaged Bullets" i will change this later

uncut meteor
#

i mean this one have suppressor so

hollow shadow
uncut meteor
#

looks like one

green zodiac
#

Sounds good

hollow shadow
#

It has like a huge muzzle brake. but i guess it is like a suppressor. I dont know im no gun expert

uncut meteor
#

nether i

errant meteor
#

no way dose it help with noise reduction

hollow shadow
errant meteor
hollow shadow
#

POV: You didnt use a reference model for size adjustment

uncut meteor
drifting ore
hollow shadow
drifting ore
#

makeshift SMGs made in chechnya during the 90s

hollow shadow
severe ridge
hollow shadow
slow graniteBOT
#
mr_anon#0856 has been warned

Reason: Please don't post instructions on how to build working firearms that would be .. extremely illegal to own in a lot of the countries our community represents

errant meteor
#

lol what happned?

dire oracle
# hollow shadow

The textures don't mix well with the model itself, it looks terrible.

lusty dagger
#

that rule is not on the discord rule list lol

reef hatch
dire oracle
dire oracle
trim current
#

i believe he stated that the scrap guns are made from disassembled guns, so they would still have machined gun parts. looks fine to me.

hollow shadow
dire oracle
#

the textures here correctly divide the objects, and not just superimposed on one part of two different ones.

dire oracle
# dire oracle

Interesting fact, this is the first time I've seen this gun, but I have something similar for which there are only textures-colors and which I don't like.

hollow shadow
willow estuary
dire oracle
#

Ah, as always, bad render can spoil good model or it's another one

#

Wait

#

Did you just steal model from sketchfab?

hollow shadow
#

I just looked at that one for reference

dire oracle
#

And copied it -.-

willow estuary
#

Many models on sketchfab have very generous licenses? Generally if you can download one the license allows you to use them for stuff like mods, at least in my experience.
Anyways, here's a selection of Luty style SMGs

reef hatch
#

He re-modelled it for PZ

hollow shadow
dire oracle
reef hatch
#

All art is essentially copying. You need reference and skill which you get from other people

hollow shadow
dire oracle
reef hatch
#

He's literally modelled it by hand

dire oracle
reef hatch
#

all he had was a reference piece

hollow shadow
willow estuary
#

Guys, this really doesn't belong in the modding channel itself; if you want to have a respectful debate about the issue itself please take it to #offtopic_non_pz

dire oracle
#

Ah, i don't think i want to continue it. I'll go sleep, it's 02:49 AM.

tame mulch
drifting ore
#

just release the mod now please

#

i need better npcs than superb

tame mulch
#

Here a lot of work need to do...
(added delay between shots)

lethal sparrow
#

After a long time coming, the Kentucky Kings update for Alfrety's Additional Sodas is available. The Kentucky Classics Royal Crown cola and Ale-8-One Ginger Ale are now packed and relaxed in the bluegrass state. Be the first to crack open a cold can of Kentucky's Finest.

#

(and also, less picture-esque, the mod's file size has been reduced by 33% due to better optimized 3D models)

fallow bridge
# lethal sparrow

Iโ€™ve noticed the boxed variant is a little small when on the ground, you plan on making it bigger to look nicer or naw?

#

I mean sprite size btw

lethal sparrow
#

The ability is more important here than the willingness. I would absolutely do it, but I have yet to encounter a method of making a sprite appear larger than it is.

fallow bridge
#

You could technically just draw the sprite bigger I guess?

#

But that would take time

lethal sparrow
#

I had been working under the belief that the maximum size was 32x32, but I suppose I've never questioned that.

fallow bridge
#

Might be a great chance to test?

lethal sparrow
#

Well, this belief stems from a previous test. I once gave an item a 64x64 texture and it bounded awkwardly outside of the expected area in the inventory. Broke the bounds, as it were.

fallow bridge
#

Hm

#

Up to you

#

Youโ€™re sodas keep me alive

lethal sparrow
#

As do they I. Manipulating the size of ground items will take its place on my wish list, but my ability is again outshined by my ambition.

drifting ore
#

if i pay someone legit money

#

will you make a wii

#

dosent have to be playable or anything

scarlet fulcrum
#

...but the game takes place in the 90s?

low yarrow
# uncut meteor but i can remove all details

In such super low poly games only the "silhouette" is important. Everything else should made with textures.
So if a geometry does not affect the silhouette, then probably you dont need it. Just a little hint to keep in mind ๐Ÿ™‚

#

But also keep in mind: We are modders and its supposed to be fun. If you dont enjoy going super low poly then add extra details.

hollow shadow
reef hatch
hollow shadow
#

POV: you added too many details to your model

hollow shadow
#

Is there a way to make shoves do damage?

carmine cosmos
hollow shadow
#

Was wondering this since the player can shove a zombie with a gun and they should take dmg from this

hollow shadow
carmine cosmos
hollow shadow
carmine cosmos
#

I would assume the answer to that is most probably no

#

Again easy/hard is really relative as it depends on how lazy you are

#

If you want a solution you can implement in less then a few minutes then it's not possible

charred ferry
#

anyone have problems with super survivors just lolwalking into your base?

sour island
#

it's a bit unbalanced as it works off on shortblunt

#

unarmed or barehand is an vanilla "item" ingame I think

hollow shadow
sour island
#

shoves being the swatting?

hollow shadow
sour island
#

I don't think they did

hollow shadow
sour island
#
item BareHands
    {
        MaxRange    =    1.1,
        WeaponSprite    =    null,
        MinAngle    =    0.5,
        MinimumSwingTime    =    2.5,
        Type    =    Weapon,
        SwingAnim    =    Shove,
        KnockBackOnNoDeath    =    TRUE,
        WeaponWeight    =    0,
        DisplayName    =    Bare Hands,
        Categories    =    Unarmed,
        SwingAmountBeforeImpact    =    0.1,
        SwingTime    =    2.5,
        MinDamage    =    0.2,
        SplatNumber    =    1,
        Weight    =    1,
        PushBackMod    =    0.5,
        MaxDamage    =    0.4,
        SplatBloodOnNoDeath    =    FALSE,
        MaxHitCount    =    3,
        Icon    =    Axe,
        DoorDamage    =    0,
        TreeDamage  =   0,
    }
#

this is vanila

hollow shadow
#

yep

#

invisible weapon

#

WeaponSprite = null,

#

SwingAnim = Shove,

#

Type = Weapon,

sour island
#

yes, I was addressing that it wasn't a hammer added in the mod

hollow shadow
#

that was an example xd

sour island
#

as for damage at the end of shoves you could add it into the attack related hookevents

hollow shadow
#

I dont know what hookevents are

#

its probably needs lots of coding which im not capable of

sour island
#

there's something that grabs weapon info during attack swing in cnd speech

#

if you wanted to take a crack at it

hollow shadow
#

eh, probably not worth the time. ima just leave it like this and it wont do dmg :I

sour island
#

can you choose to swing at any point or is it only if you're too close to fire?

hollow shadow
#

otherwise it will do default shove

sour island
#

hm

dim geode
#

Are there more than one survivors mods for build 41?

reef hatch
dim geode
#

I just find that the one causes a lot of compatibility issues when I try to use other QoL mods

#

Itโ€™s super cool concept tho-unique survivors for different PoIโ€™s- raiders coming directly to your base, etc

#

If I recall it was actually in the base game at one point right? But then it was scrapped/put on the back burner?

hollow shadow
#

Anyone know how to make specific faces smooth with eachother, without making the whole object smooth?

#

nevermind. it was "shade smooth"

grizzled grove
hollow shadow
grizzled grove
#

yeah that'll happen. be sure all the border edges along the port are set sharp. also you have a big ngon

grizzled grove
#

connect those red edges like i pointed out. (it almost looks like blender is picking the worst option for inernally triangulating that face, but i can't quite tell)

hollow shadow
#

i guess it looks a bit better

undone crag
#

Yeah Luty smg that's the one (reply to Blair Algol).
The rate of fire with that scrap smg seemed very regular, was that fully automatic? I've read the Luty smg had a very fast rate of fire. With a simply made SMQ it won't have anything more fancy for reducing the rate of fire than the weight of the whats-it-called going back a distance with a spring.

hollow shadow
undone crag
#

:o

barren glacier
#

For example, fully encased ammunition being tested in the US military right now increases the speed that machineguns can fire at by like 15-20% IIRC. No shoulder, a tighter breach and no situation of the round eliminates a bunch of mechanical slop

radiant ginkgo
#

@hollow shadow You need to learn a little topology ๐Ÿ˜„

#

Now I'll show you how to fix it

#

You have this

hollow shadow
#

yesh

radiant ginkgo
#

Make this

#

If I'm not mistaken that's the problem

hollow shadow
#

1 sec i need to bash my head against the desk since blender crashed

hollow shadow
#

i think it looks same as before now

#

nvm looks a bit better

radiant ginkgo
#

This is already smoothing in blender

#

There's nothing wrong with that

hollow shadow
sour island
#

Anyone have an idea how to check if a player-client is the same across characters?

hollow shadow
radiant ginkgo
hollow shadow
#

yes

radiant ginkgo
hollow shadow
barren glacier
barren glacier
#

I don't understand if you're agreeing or disagreeing, but basically most of that detail will be completely lost

#

So what I'd probably do in this case is exaggerate some of the features that are common on a 1911 so its silhouette and form is identifiable and appreciable while keeping the design as clean as possible

hollow shadow
cedar hornet
#

you dont have access to this link

barren glacier
#

That's a great example of how virtually no details on that gun can be seen, just general shapes

cedar hornet
hollow shadow
barren glacier
#

so with the classic 1911 grip, I can get a good idea of what gun it is even real tiny

hollow shadow
barren glacier
#

That was a bit of a rush job in paint but you get the idea

#

Ok well based on your questions about phosphorescent gun sights I thought you were looking to make it realistic and non-anachronistic.

hollow shadow
#

non anachronistic?

barren glacier
#

like fitting into the time-period of the game.

hollow shadow
#

i am making it fit into the time period

barren glacier
#

Check this out then, it's an article with good pictures of surplus 1911s like the ones you'd find at Fort Knox

hollow shadow
barren glacier
#

Right, but from these pictures you can see the wear patterns and accoutrements you'd find on a period-appropriate 1911 which gives you an idea as to how you can include details that would accentuate the form of the 1911

#

You seem to like details so I thought that might help

hollow shadow
#

basicaly you take a bunch of pistols, take their best parts and put them together

#

This is something you wuld do a few months in when guns are broken and scarce

barren glacier
#

I can't really see that happening with handguns in kentucky, but assuming it did, a cool way to show that would be if the slide and grip and frame and hammer were all from different kinds of 1911s.. You could show that visually with different finishes on the different parts, different stampings and the wrong screws for example

craggy furnace
#

your guns are too detailed

#

no sense putting even a quarter of the detail on them

#

go look at britas for a good bench mark

barren glacier
#

Here's a gun the unabomber made:

hollow shadow
barren glacier
#

A handmade gun the vietkong made

hollow shadow
#

Im suppost to improve at modeling. not just dish out low poly models 1 by 1 like brita and make a bloaty mod that nobody uses later on

barren glacier
#

We're trying to explain that nobody can see any of that detail and it's just going to turn into a mess when it's in the game

craggy furnace
#

yes

#

you will never see notches in PZ

#

you can improve at 3D modelling and still work in constraints of the game

#

if anything, it makes you a better artist

hollow shadow
barren glacier
#

Oh, this would make a great silhouette

craggy furnace
#

lmao

#

the issue isnt "seeing" it

#

the models are great

#

the minutia doesnt render

#

so you are making more work for yourself

barren glacier
#

Yeah the models you're making are great

grizzled grove
craggy furnace
#

no one here is pissing on your work

barren glacier
#

I'm saying the skins you're spending so much time on are just not going to translate

#

I made exactly the same mistake making mods for XCOM

hollow shadow
barren glacier
#

Ok, well, you seemed to be shitting on the work of other modders that are making good material so it certainly sounded like you thought this would work in the game.

craggy furnace
#

here is a good example of a very good pz gun model with more work put into the textures rather than onto the model

grizzled grove
#

if i were going to be critical on that, i'd probably say the magazine is too bright, and the wood needs a sharper contrast to read well in-game. (and what's up with the inverted shading on the barrel?)