#mod_development

1 messages · Page 485 of 1

visual sage
#

Because I did ask on the workshop mod page but I still haven't got anyone to reply yet

gritty sierra
#

they would say mostly the same, "do it at your own risk, not supported"

#

because it isnt supported

visual sage
#

gotcha, I'll make a back up of my save and try it

covert summit
#

Hey ho guys

#

Is that means...

#

Here in ProceduralDistributions_HC from Hydrocraft we have couple of value mistakes or unupdated stuff?

#

So Original "Distributions" file says it must be value from 0 to 1

sour island
#

Isn't weightChance different to the individual chance?

#

Also, individual chance is effectively out of 100

#

@covert summit

exotic ember
#

Hey anyone familiar with that True Music mod?

#

well more specifically any technical knowledge on it?

zenith oak
#

Does anyone know how one could go about making the following text red?
/Haven't found this book yet./

grave topaz
#

I think that's all that PZ needs. Despite not having NPCS pause for a while to listen to someone I think it adds a lot to the game. Great job!

#

approximately how many dialogues will it have?

abstract raptor
#

For naturally Mortal Radio and echo Station it lasts 6 days in game

#

But

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Broadcasts at 7 different times a day

fading prawn
#

Who voices everyone? I remember one of the survivor radio had full songs, And some voices

abstract raptor
#

Scarlet voices Erin, Penelope is voiced by Annakath and Kyle is voiced by Kurokaze. Reverend dan is voiced by TrentMichealT and Jim from classical for the dead is voiced by DatVoiceGuy.

fading prawn
#

Awesome! They just voice actors? I don’t think i’ve ever heard of them

abstract raptor
#

Theyre not really members of the PZ community

undone elbow
zenith oak
fair frost
#

Louisville Fire Department and one of the 3 Louisville EMS Vehicles

warped night
#

cool! great work

fair frost
#

thanks

errant meteor
kind surge
fair frost
errant meteor
#

beefed up, steel bars, maybe a plow

fair frost
#

um that would prolly need modified model with those

#

so unlikely to happen

errant meteor
#

k

fair frost
#

but trashed ambulance skin wise

#

as in graffiti and shit

#

yeah

#

possible

drifting ore
tranquil kernel
#

Guys is there any way to check if player is inside of the building or outside?

fair frost
dry chasm
#

player:getBuilding() or something IIRC Blair's answer seems to be better :3

willow estuary
#
local player = getPlayer()
local isOutside = player:isOutside()

should work, where isOutside will be true or false

#

if you already have the player object, then the getPlayer() part is unnecessary.

tranquil kernel
#

Ok, thank you guys spiffo

little vessel
#

Anyone familiar with the ItemTweakerAPI can lend me a hand?
I'm trying to change the display name of the M14 and the .308 Clip - both have the same name, which had me confused a few times... My code looks like this:

if getActivatedMods():contains("ItemTweakerAPI") then
require("ItemTweaker_Core");
else return end

-----Base
--Magazine
TweakItem("Base.M14Clip","DisplayCategory","WepAmmoMag");
TweakItem("Base.M14Clip","DisplayName","M14Mag");
TweakItem("Base.308Clip","DisplayName","M70Mag");

Display Category changes fine, but no matter what I do, the name of the items in-game don't change. First I tried putting the new names directly on the code, but now I'm using a Items_EN file that looks like this:

Items_EN = {
    DisplayName_M14Mag                 = "M14 - .308 Magazine",
    DisplayName_M70Mag                 = "M70 - .308 Magazine",
}

Either way it doesn't work and I have no clue why. Even tested in a fresh new game. Also tried using ItemName but to no avail.

No other mods touch these items except Harry's Better Vanilla Ammo Icons - it uses icon tweaker for the icon, and that is another problem I need to solve as the M14 Clip icon doesn't show for some reason.

pearl prism
#

I don't understand anything about the subject, but I would try to change the name of your MOD to something with the first letter being Z.

#

I've had similar problems due to my mod being read before the mod I wanted to change, so the change didn't occur..

undone crag
#

Maybe the item's instance's name is stored in the save file. You could try appearing a new item and check its name. The game was saving a weapon's reach in the save file.

dry chasm
undone crag
#

Maybe the DisplayName is stored in the save file for each item. Then the game checks translations for the displayname or the item whats-it-called.

sour island
#

Trying to include a Korean translation to a mod - but the file isn't being read for some reason.

#

Doing it the same way as all the others...but it's appearing in English

nimble spoke
#

name is stored only if an item was renamed somehow

nimble spoke
#

for example in evolved recipes

little vessel
little vessel
little vessel
little vessel
willow estuary
#

🤷

#

My guess is that you either need to restart for the translation mumjo jumbo to work; that something else you did is interfering; or if you're just modifying vanilla files, that's the issue?

kind surge
# little vessel Nope, no dice. ``` Items_EN = { ItemName_Base.M14Mag = "M14...

Is your filename the same as what Blair provided? And it looks like your list is named Items_EN rather than ItemNames_EN. I don't have much experience with the translation string system, but I do know that the filenames and list names need to be what the game is expecting and it looks like vanilla is using ItemNames_EN for the vanilla strings.

little vessel
#

Curiously enough, one magazine changes name while the other one doesn't. I will do a few more tests, without mods, to see what happens. But I'm stumped.

little vessel
#

And solved. The problem was twofold:
Me using the outdated DisplayName

/* OUTDATED FORMAT
 * All changes and translations should go to ItemName_XX.txt instead of in Items_XX.txt.
 * DisplayName_<XX> breaks whenever the English DisplayName changes. 
 * Using ItemName_XX.txt makes sure your translations don't break with changes to the English names.
 */

Because I was copying other mods. So Shurutsue and Blair were right. And the last problem was that another mod, Harry Better Vanilla Weapons, was also renaming the magazine (for the same thing vanilla renames, for some reason) and was taking precedence. So PapaChad was also right.

little vessel
#

And thanks everyone for all the help!

dawn lynx
#
local function removeWeight()
    local items = getAllItems()
    local sz = items:size()
    for i = sz-1,0,-1 do
        local item = items:get(i)

        if string.find(item:getTypeString(), "Container") then
            item:DoParam("Capacity = 999999")
            item:DoParam("WeightReduction = 100")
        end
    end
end

Events.OnPreMapLoad.Add(removeWeight)
```Info: I have this in the shared folder. It works fine in single player, however, in multiplayer the capacity is only increased on containers I spawn in - even on brand new worlds.

Any reason why this would be happening and any suggestions on how to fix it?? Thank you
vestal umbra
#

Hey guys, where can I find mods that I've subscribed to? I checked in the 'steamapps\workshop\content\108600' but there's three mods there that I never even subscribed to to my knowledge. I want to make a mod of my own so I figured I'd snoop around a bit and see how others have worked on mods.

vestal umbra
dawn lynx
# vestal umbra Hey guys, where can I find mods that I've subscribed to? I checked in the 'steam...

steamapps\workshop\content\108600 only holds the mods you download whilst joining a server, not really sure where they're located either so I always just use https://steamworkshopdownloader.io then you can just copy the link to the workshop item you'd like to download and it'll download as a zip

vestal umbra
#

Oh sweet, thanks!

dawn lynx
dry chasm
# vestal umbra Hey guys, where can I find mods that I've subscribed to? I checked in the 'steam...

Steam Project Zomboid Workshop -> at the "top" (where the search bar is rather, slightly lower) on the left "Browse" -> Subscribed Items
There you should see all you're currently subscribed to.
Regarding where they're located, they should be , to my knowledge, located at steamapps\workshop\content\108600
If you, however, uninstalled the game and reinstalled on a different drive, try to check over on the different drive, it may just be there now, unsure, they should be there though.

vestal umbra
#

What HYPE said works very well.

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I can download the mod and inspect it

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but thank you Shuru.

dawn lynx
rocky otter
#

Does anyone have a minimap mod that works with all map mods?

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or atleast addons to the minimap mod that allow it to work on all maps?

dry chasm
rocky otter
#

id need a plugin for that

dry chasm
#

hm?

fallow bridge
#

you have to get the eris minimap addition mods

rocky otter
#

but if i run the addon and forget to run the map itll screw up the minimap 🤔
bloody hell..

rocky otter
#

Does the Remove Vanilla Cars and the BETA BETA BETA Vehicle mod clash or do they go well together?

#

as well as these 2

dry chasm
# rocky otter but if i run the addon and forget to run the map itll screw up the minimap 🤔 b...

never really used those much, but there's the possibility of setting hard-requirements for mods (disabling the map would disable the minimap mod as well as example, if the minimap mod has it as a requirement)
If that is not the case, you could ask the respective mod-author to add that, or do it yourself (keep in mind, updates to the mod would overwrite your changes.)
for that a simple line in mod.info with require=modid (the mod's id defined in the mod.info of the other mod) should suffice i believe.

#

and, due to it requiring usually 2, you can add multiple by require=modid1,modid2

swift shadow
#

Huh, I wasn't aware there were minimap mods for PZ.

#

goes to check the workshop

violet garden
#

but the remove vanilla cars is old and not updated in a while so idk about that, i avoid using it

sour island
#

Most mods flow together pretty well in my experience- especially if they're adding/removing established content like cars/items OR adding all new features entirely.

It's the middle-ground mods that change core/system features that you have to watch out for. Stuff that adds slots, messes with GUI/HUDs how timed actions work etc. If one of the authors doesn't care to write it in a way that hands off function to the next mod.

#

Distro changes are included in that.

pearl prism
#

Hey guys i need some help. I took this from Events Wiki and its not working.

    if (ZombRand(3) == 0) then --selects a random number between 0-3
        player:getInventory():AddItem("Screwdriver")
    end
end
Events.OnEnterVehicle.Add(EnteredVehicle);```
Am I missing something here?
sour island
#

Had a real bitch of a time getting options menu to work with sandbox+ cause the author didn't handoff a very tiny part. If you ever used mod options and sandbox+ and none of your options saved that's why.

sour island
#

Also ZombRand(3) is not 0-3

#

3 digits = 0, 1, 2

pearl prism
#

I even changed the code to something like:
if (ZombRand(1) == 0) then
to get 50%

sour island
#

Try adding a line inside of entered vehicle.

print("PapaChad:".. tostring(player))
#

The number you put in ZombRand is how many number you count starting from 0

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ZombRand(1) = 0 == 100%

pearl prism
sour island
#

Yes but do you understand it doesn't go upto the number you put?

#

ZombRand(10) = 0-9

pearl prism
sour island
#

It's counting including 0, or am I mistaken?

#

If you count 10 numbers starting from 0, you go upto 9. If you put 1 you only go upto 0.

dry chasm
#

IIRC it does not include the number you put in, but everything below.
So you could say:
ZombRand(10) = number between 1 and 10 - 1

#

if that makes it simpler to understand o.o

sour island
#

Another way, use your fingers where the first is 0

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And try counting to 10

#

Unless you have an extra finger (or sadly less) you should end up on 9

pearl prism
#

I think I had learned wrong the ZombRand "random" number

sour island
#

Also to read the print message you need -debug set in your launch options or open the console.txt found in your user folder

sour island
pearl prism
#

lol

sour island
#

ZombRand also can have 2 numbers, for minimum and max, but I'm actually not sure if it counts upto max or max-1

pearl prism
#

by the way

sour island
#

To configure debug just go to launch options in steam -- right click the game

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And there's a bar for text

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-debug

pearl prism
#

i got it

sour island
#

You'll also get a few extra menus in game for testing

pearl prism
#

I put the Lua Script in the "client" folder, is there any difference? Would it be to put in the "server" folder?

dry chasm
#
function doTestStuff(imax)
    local results = {};
    for i = 1, imax do
        table.insert(results, ZombRand(1,10));
    end
    local min =  99999999;
    local max = -99999999;
    for _,v in pairs(results) do
        if v < min then
            min = v;
        end
        if v > max then
            max = v;
        end
    end
    print("ZombRand(1,10) min: ".. min .. ", max: ".. max .. ", iterations: " ..imax)
end

doTestStuff(10000);
-- prints: ZombRand(1,10) min: 1, max: 9, iterations: 10000
sour island
#

I kind of hate that

dry chasm
#

that it doesn't include the max?

sour island
#

Yeah

#

Interally it should just add the 1 for cases with both parameters

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Also I probably need to go back to review my uses

weary matrix
#

Hi, is it possible to add new tiles without overwriting the .pack files? Otherwise it means I'd have to update my mod for every game update

sour island
dry quail
#

Trying to add place able 3d bags from my backpack mod but can't figure out how to make it work. I thought adding a worldstaticmodel along with an fbx file would do the trick, but I suspect that the fbx file needs to follow a certain structure. If anyone has any knowledge on this I'd really appreciate it. Thanks in advance!

dry chasm
#

media\scripts\models_items.txt for example contains a lot of those for reference

dry quail
dry chasm
#

but no

model bagname
{
  mesh = fbx name,
  texture = texturepath,
}

?

dry quail
#

I'll try it

pearl prism
dry chasm
# dry quail I'll try it

example with an existing backpack:

    model SchoolBag
    {
        mesh = skinned\backpacks\m_schoolbag,
        texture = schoolbag_black,
    }
dry quail
#

Sweet, is that from model_items.txt ?

dry chasm
#

yep

dry quail
#

I think that's all I needed. Thank you so much!

dry chasm
pearl prism
#

Yes, but the wiki code is finished and it was supposed to give an item.

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I must be making some stupid mistake

sour island
#

Try putting the file inside of client

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Or in server if you have it in client

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Also, what did you get printed @dry chasm - I was curious if the first parameter passed is a player object or ID

royal ridge
#

how do I add an item to a container?

royal ridge
#

I got this
local fonSquare = ISMoveableSpriteProps:findOnSquare(panelSquare, "solarmod_tileset_01_36") local container = fonSquare:getContainer() container:addItem("ISA.SolarPanel")

#

it doesn't work, it doesnt seem to find the container

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ERROR: General , 1634909839773> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getContainer of non-table: null at KahluaThread.tableget line:1689.

dry chasm
#

it didn't get the object, not the container

#

meaning the ISMoveableSpriteProps:findOnSquare(panelSquare, "solarmod_tileset_01_36") returned "null" (nothing at all)

pearl prism
#

lol, I switched to Server so it worked, then I went back to Client and it kept working. It must have been some RAM bug

sour island
#

Perhaps you missed the message, sometimes console gets flooded with other debug stuff

exotic ember
#

ANyone familiar with the True Music mod?

#

Just got a couple o questions regarding peoples experience with it and any potential future updates.

dry quail
#

@dry chasm sorry to bother you again. I added a model definition in the same file where I created the item def. It still doesn't work.

And when I create my own models_items.txt it overrides the pz one and breaks all ground models lol. Do I need to import the pz one somehow and if so how would I go about this.

dry chasm
dry quail
#

gotcha I'll try it with a different name but in the same location of the one in the pz directory

dry chasm
#

also - do you have it set as module Base at the beginning of the script?

dry quail
#

Yup

dry chasm
#

hmm

dry quail
#

Trying your same loc, dif name solution. Might be what's happening

#

Still won't let me lol. Might be my fbx so I'll try using one of the pz ones

dry chasm
#

or it might be the item script not correctly referencing the model

dry quail
#

How to you format a comment for code, just so its more readable for you

#

or sorry a discordm essage*

dry chasm
#

``` <- this before the code and after

dry quail
#

sweet

dry chasm
#

if it's for lua, you write lua right after the first triple backtick

dry quail
#
item Bag_Improvised_Backpack
        {
            WeightReduction    =    60,
            Weight    =    1,
            Type    =    Container,
            Capacity    =    15,
            DisplayName    =    Improvised Backpack,
            CanBeEquipped = Back,
        Icon    =    Improvised_Backpack,
            OpenSound   =   OpenClothBag,
            CloseSound   =   CloseClothBag,
            PutInSound   =   PutItemInBag,
            ClothingItem = Bag_Improvised_Backpack,
            BloodLocation = Bag,
            RunSpeedModifier = 0.97,
            AttachmentReplacement = Bag,
            ReplaceInSecondHand = Bag_Improvised_Backpack_LHand holdingbagleft,
            ReplaceInPrimaryHand = Bag_Improvised_Backpack_RHand holdingbagright,
        WorldStaticModel = Improvised_Backpack_Ground,
        }
#

this is incased in module Base {}

dry chasm
#

and the model script?

dry quail
#
module Base {
    model Improvised_Backpack
    {
        mesh = Skinned\Backpacks\M_Improvised_Backpack,
        texture = Bag_Improvised_Backpack,
    }
}
dry chasm
# dry quail or sorry a discordm essage*

also, just for simplicity sake, this'll work as well:
Selecting the code via holding mouse button (doesn't accept ctrl+a it seems) and then selecting the <> one (i believe it was)

dry quail
#

Not sure if it's case sensitive but if it is the cases matches for directory names and file name

#

Ah sweet

dry chasm
dry quail
#

Trying it out

#

Ah so bags have 4 model definitions, normal/back, right hand, left hand and ground?

#

You are magnificent sir

dry chasm
#

i believe one should be enough if you include attachment settings to it, but regarding how the item script accepts them and all, you'll have to ask someone else for that (never really made any models and such)

dry quail
sour island
#

World models only have _ground cause they're a different orientation than in hand -- it's not automatic

dry quail
#

I see!

sour island
#

Scripts can be very .... Sporadic in how they work

#

Do you have a hobostick variation?

dry quail
#

If I figure out how to edit holding positions one day, that's on my list for sure

sour island
#

Nice

#

I think that's where the attachment models come in but I don't know much about rigging models

dry quail
#

I think in this case it would be related to anims

sour island
#

Clothing files and XMLs in general look like sloggs to deal with ._.

dry quail
#

They really are, but the possibilities that they offer counters that curse lol

dry chasm
#

"Oh, let's get a guid for this item into this xml and reference this xml/guid with that xml for this and that with it's own guid and let's not forget the item script and and and"
That's too much spaghetti for me 😓

royal ridge
#

now it is giving me this error, I was calling the function before spawning the object, what does this mean?
Callframe at: addItem

dry quail
#

I just feel sorry for Brita lol

royal ridge
#

container:addItem("ISA.SolarPanel")

dry chasm
royal ridge
#

`STACK TRACE

Callframe at: addItem
function: AddItemsToBox -- file: ISAWordSpawns.lua line # 62
function: SpawnPanels -- file: ISAWordSpawns.lua line # 47`

#

container:addItem("ISA.SolarPanel") is line 62

dry chasm
royal ridge
#

nope

dry chasm
#

hmm

#

and above that stacktrace one isn't such an error message either? (sorry, just asking to be sure, there were cases like that with some other people)

royal ridge
#

this is above it
`LOG : General , 1634912045296> creating new sourcewindow: C:/Users/lukes/Zomboid/Workshop/ImmersiveSolarArrays/Contents/mods/ImmersiveSolarArrays/media/lua/server/items/ISAWordSpawns.lua
ERROR: General , 1634912045812> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_12
ERROR: General , 1634912045812> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_10
ERROR: General , 1634912045926> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_8
ERROR: General , 1634912045973> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_9
ERROR: General , 1634912045973> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_11
ERROR: General , 1634912046227> CellLoader.DoTileObjectCreation> CellLoader> missing tile vegetation_foliage_01_14
LOG : General , 1634912050125> -----------------------------------------
STACK TRACE

Callframe at: addItem
function: AddItemsToBox -- file: ISAWordSpawns.lua line # 62
function: SpawnPanels -- file: ISAWordSpawns.lua line # 47`

#

no other errors like the table one

dry chasm
#

Oh!

#

try AddItem

#

instead

#

so if truely necessary to use addItem, try to create the item first, then pass it into the addItem, otherwise use AddItem

royal ridge
#

it worked, thank you!

#

this is a great modding community, by the way, always so friendly and helpful.

dry quail
#

Facts

swift shadow
#

Hum. Ammocraft does exactly what I'm looking for but doesn't have a full compat patch with Brita yet...

#

:<

dry quail
#

perfect

exotic ember
#

anyone use the zupercart mod?

#

or True Music?

sour island
#

Honey I Shrunk the Zombies: The Mod Adaption of This Summer's Hit Film Based On An Award Winning Novela

dry chasm
#

ant sized zombies would be terrible 🤔 getting eaten alive by a horde of ants and as soon as even one bite goes through, it's just a matter of time of shrinking oneself

weary matrix
#

any clue how to change the speed of a zombie?

#

not from sandbox settings that is

nimble spoke
#

zombie:setSpeed() <--- accepts values from 1 to 5 if I remember correctly

fading prawn
#

@craggy furnace Hey

#

So for the cap, This is all it shows

craggy furnace
#

oh curious

fading prawn
#

It doesn't even say your swat stuff is in the game

craggy furnace
#

people were saying cap but there are two kinds

#

its not called SWAT

fading prawn
#

Oh?

craggy furnace
#

search "police tactical"

fading prawn
#

Well okay!

#

I was wrong, police tactical showed up

#

Well thanks! I guess the hat is just bugged

craggy furnace
#

yeah ill fix that right away

#

i havent touched this mod in a hot second since ive been away on helicopters

fading prawn
#

Weird

#

The reversed cap works

craggy furnace
#

thanks that narrows it

#

i am gonna delete the backend since its redundant anyways

#

ill try to add this fashion montage too

fading prawn
#

Well thanks! Sorry for wasting so much of your time lol

craggy furnace
#

oh no

#

i want this

#

thank you

fading prawn
#

Mods awesome M8, it really is fun to play with

weary matrix
craggy furnace
#

thanks

#

i should have the cap fixed in 10

#

need to do something else but then ill push it

fading prawn
#

Alrighty! Awesome!

#

You work fast!

craggy furnace
#

@fading prawn patch pushed test it?

fading prawn
#

Sure!

nimble spoke
#

keep in mind that one of the int values is for the zombie that leans against walls, and 1 or 2 of them for crawlers, I don't remember which though

#

one of them is for sprinters

weary matrix
#

thx

woven pecan
#

This a ridiculous question but would raytracing even be possible in zomboid? hahaha

craggy furnace
#

yes

abstract raptor
swift shadow
#

Hum

#

Does the Raven Creek mod work for the current beta build? I heard 41.55 broke a lot of existing loot tables for mods among other things.

worldly olive
#

Hi hi!!
Does somebody knows how to obtain the light levels of the tile where the player is?

dry chasm
#

but that could potentially be related to the visibility as well? 🤷‍♂️

worldly olive
#

Thanks!!
Will check it!!

magic meteor
#

Not a modder... anyone know how to fix the spawnrates for certain vehicles once you are in the vehicledistrobutions?

dim geode
#

Someone should mod zombies into cars

thin hornet
#

So i'm thinking about a mod to make the computer useful but this would to be a lot of work drunk Might just add some sort of notepad software for now but was thinking about automating stuff around the house like lights... any idea or suggestion or maybe that's too far fetch for a mod idea.

#

Maybe some sort of email system when MP is released where you can send mail to other player which are like private message that you can read as many time you want until you delete it.

#

Maybe something like inserting video games to play to help with boredom

willow estuary
#

That sounds absolutely doable, and something people would welcome for mp and rp I'm sure.
My only suggestion is that consider making some sort of email server to handle the emails? There may be existing open lua code that does 90% of the work already.

#

The two options that come to mind as for how to store the email server data is either save/loading text files, or using the newish global mod data.

sour island
#

iirc there's some somewhat functional computers already in game?

thin hornet
#

@willow estuary could save mails in a txt file by player username
@sour island is there?

sour island
#

I remember seeing someone mentioning a facility on the map with a security system / computer

#

I know Turbo is into that stuff

thin hornet
#

Never encountered a functional computer but i guess it would be a simple option right click menu for something specific

#

I know some mod require a computer for some recipe/crafting but not as a functional computer tho

sour island
#

it's very bare bones, but could provide some insights

willow estuary
sour island
#

I don't think he wants to actually send emails

thin hornet
#

for each user could have a database like "mails/<username>/<from>_<title>.txt
first line would be the From <username>
then the rest would be the body

sour island
#

would a stored table be more intensive for reading?

willow estuary
#

Yeah, sounds like you got it sorted out. 👍

thin hornet
#

Maybe just load the files when server start into a table.
And Update that table as mail are sent and also create the file for next restart

#

something something

sour island
#

you could nest them as strings

thin hornet
#

anyway the MP part is really not gonna be done until MP is release

sour island
#

{{sender=x,reciever=y,contents=z},{sender=x,reciever=y,contents=z},{sender=x,reciever=y,contents=z}}
etc

thin hornet
#

yeah looks good

sour island
#

you wouldn't really need MP tbf

#

at most the only part that would need to change would be identifying the player

#

the entire functional part will be the same

thin hornet
#

i mean i wouldnt spend time on that feature as i dont know how long it will take for MP

sour island
#

true

thin hornet
#

but yeah i understand the thing wont change that much

#

i guess it will still be playerObj = getSpecificPlayer(player)

sour island
#

I don't think you can save objects in tables using modData

#

or probably on text in any case

#

I know it doesn't work for player's modData

#

has to be strings, numbers, or tables

#

and every table recursively has the same rules

#

For Skill Recovery Journal I use a combination of SteamID and player cop-op ID

thin hornet
#

each player could receive all their email at connection and save it temporary in memory this way they only have access to their own mails and server would probably keep a copy locally in a file

#

I seen mod where you can play arcade machine

#

does it actually help with boredom

#

or its just a visual thing

sour island
#

I don't know if there's an actual game but I think it relieves boredom

thin hornet
#

cause i been listening to diskplayer for helping my character boredom but it doesnt work all the time. I think it only help once.

sour island
#

hm

thin hornet
#

so i was thinking of a computer to "play" some game to relieve boredom

#

which is so easy to do

grizzled grove
#

I have a vague memory of seeing someone's computer UI demo somewhere in the past couple of years. Who's was that?

thin hornet
#

and also apparently there is the sprite for a turned on computer screen in the base game

sour island
thin hornet
#

i also cant find anything on google about any sort of computer system

marsh beacon
#

The only time I have seen computers being worked on was in the blogs

sour island
#

Did we ever get that dial?

#

man I need to start playing again

marsh beacon
#

You made me realize that I have seen so many things teased by turbo and the only one that actually came out was the media update

rancid barn
#

what sorts of things were teased by turbo?

sour island
#

read the blog

grizzled grove
#

fairly sure i saw it on reddit, but their search is more broken than usual at the moment

rancid barn
#

👀

marsh beacon
#

Here is the computer video

thin hornet
#

this is next level computer sim spiffo

#

anyone know how to add power consumption to an object so that it consume fuel in the generator?

thin hornet
#

looking into the tile editor i dont see anything that would mean power consumption so im guessing maybe it has to do with the IsoType

devout flint
#

🤯 ❤️

trim igloo
grizzled grove
coral lichen
#

Hey chat. Got a question

#

is there a mod for prying open things with a crowbar? im a burglar with one and i was expecting i can avoid lockipicking or smashing something with just prying it open but i just found out that not a thing 😄

coral lichen
#

ye i catched that one but im asking if there is one for crowbars to pry open things not for lockpicking

dry chasm
#

well, it does add the crowbar part too

#

but for ONLY the crowbar part, im not sure.

fair frost
#

"Good morning and welcome to the Black Mesa Transit System. This automated train is provided for the security and convenience of the Black Mesa Research Facility personnel."

warped night
#

Nice! Those look great. Good job

fair frost
#

thx

proud fern
swift shadow
#

I thought it only affected the actual loot tables? Interesting.

atomic vigil
#

my hyddrocraft tip, pick a end teir goal, list components, then what you need to make THOSE commponents on and on and on.

swift shadow
#

nods

atomic vigil
#

keep an idea wheere stuff is,, and make a base with TONS of storage, cause when you get to the 'stripping the town' stage, you will have alot of stuff to use.

#

also craft helper mod is invaluable when using hydrocraft

swift shadow
#

Makes sense.

atomic vigil
#

rmb on an item and see what you can craft with it ^_^

#

imho its to much invintory management for not enough end game reward.

swift shadow
#

nods

#

I really do need to learn the shortcut commands for PZ.

#

Any mods that compliment Hydrocraft well?

sour island
#

Hydrocraft is encompassing enough that you'd do better to focus on QoL mods I'd imagine.

swift shadow
#

nods

storm bane
#

Anyone know cops cars that look like 1993 Kentucky actual pd cruisers?

sour island
#

I know Danny is working on some- not sure if he released yet

storm bane
#

Oh

sour island
#

There's alot more reskins that I thought there'd be

storm bane
#

:l

sour island
#

Also looking at the workshop - very happy to see people using tags.

storm bane
#

You think the game creators will revamp cars?

#

Or add more?

sour island
#

There's alot of additions via mods - including reskins for police cars

#

Idk where a revamp falls on the roadmap for devs

#

NightScale's stuff looks good and comes with uniforms in another mod

#

There's also chrisarmyknife's mod for another take on total reskins

#

Even includes D.a.r.e. which is a nice touch

amber fossil
#

@sour island Hey I saw your comment under the sandbox+ mod on steam and was wondering if you knew an easy way to fix the gameOptions issue I could use? I am not familiar with modding PZ so please forgive any lack of common understanding here lol.

amber fossil
#

Of sandbox+? No. just a frustrated user off ti

#

it*

sour island
#

Ah so that makes it more of a puzzle.

#

What mods do you have that change the menu?

#

ModOptions?

amber fossil
#

yes modoptions i dont think i have any others that affect the options menu.

sour island
#

The only way to correct sandbox+'s behavior would be to not use it unfortunately. The solution I have with EasyConfigChucked is sort of precarious.

#

You could try installing EasyChuckedConfig -- last I checked it worked alongside both ModOptions and SandBox+

#

The issue is it modifies how menus display but it's not overwriting safely

amber fossil
#

Ah I see, I'll give EasyConfig a try. I appreciate the info.

sour island
#

Np

fading prawn
#

Hey, Anybody play with Ellies tattoo mod? any idea where to get the tattoo ink?

pearl prism
#

debug works by Lua?

coral lichen
#

any mod that lets me light bodies on fire without gas? i find it stupid they cant burn just from their clothes

pearl prism
coral lichen
#

how tf do u know 🧐

pearl prism
#

I've spent a lot of time on not-so-nice video sites

sour island
#

I mean fire in game spreads way too much as is

#

Requiring an accelerant to burn bodies is super realistic and good for balance

agile coral
#

Anywhere you can find makeup basically

fading prawn
#

Thanks!

willow estuary
proud fern
grizzled grove
#

oh! we can potentially have zombies inside cars now, kinda, yeah?

#

it would be amusing to have a car slowly meandering down some street with zombies half hanging out the windows

willow estuary
#

...having said that you could have pregenerated corpse models visible on seats and the like?

grizzled grove
#

i was thinking live zeds

#

and bad pathfinding for a zombie car isn't really a concern, imo

willow estuary
#

Oh yeah, I know. Seen a fair amount of wishlisting for that feature lately?
Ah, by pathfinding I mean zombies getting out of cars and otherwise properly reacting to their environment/the player?

sour island
#

Wouldn't be that much of an issue I imagine.

#

If anything they should be bad at pathing

grizzled grove
willow estuary
#

I mean, as a fan of zombies as scenery I should look into the idea? I'm just so fussy and conservative about anything that can nerf threats to players that my immediate reaction is "how will the zombie still be dangerous!"

grizzled grove
#

well... if they spawn as an event (somehow at an appropriate time and place), there's opportunity to splat a player with a random car

#

or as a parked car with a sleeper type, that could prompt an attack with a reduced bite chance

#

*when you open the car door

swift shadow
#

Personally I'd love to see corpses have to get hauled out of a vehicle before trying to make a quick getaway.

#

And if on the rare occasion that body you tossed out then gets back up well I'm fine with that too

sour island
#

Does attacking a car with melee not already exsist?

grizzled grove
#

i believe you can smash windows with standard melee attacks

sour island
#

Yeah I don't see an issue with adding in combat to sitting zombies

#

Hit() is a hookabke process that can be overwritten completely

#

It's actually doable now

#

Wish I had more time and less job

swift shadow
#

pictures a character walking up to a car hoping to steal it just to get a jumpscare as the body in the drivers seat moves and starts to thump and squeak against the side window...

sour island
#

More animations in general would be nice

thin hornet
#

Hey guys, anyway to save modData on IsoObject that stay after Picking up and placing back down? Cause right now it doesnt save it to the moveable item

swift shadow
#

More hooks for you modders the better imop.

sour island
#

Pulling bodies, dragging, etc

thin hornet
#

i tryed saving data into :getModData().itemCondition but still doesnt stay so im not sure how moveable keep data such as when inserting a VHS into a tv and moving the tv around, the vhs is still into it

sour island
#

You're adding that into the TVs modData?

thin hornet
#

no no, im just trying to add an item into my computer and when moving it around and placing it back that the item and data is still into that computer

#

but picking up the computer remove all custom data

sour island
#

Ah I can guess why

#

Alot of things in PZ under go object hand offs

#

When you pick up furniture it gets deleted and replaced by an item object

thin hornet
#

yeah

#

but isnt there some data transfered into the item object

sour island
#

There may be

thin hornet
#

clearly modData isnt so i need a way

sour island
#

But the convention in PZ is you empty container before moving them

#

So perhaps follow that?

thin hornet
#

yeah unfortunatly if i dont find a way ill be limited to that

sour island
#

Otherwise you'd have to find events for picking up and placing objects to copy and have off modData

#

Which may be done via timed actions tbh

thin hornet
#

i know tv does transfer the vhs in it but its probably specific code for the tv that we cant use in lua

#

i wish there was some basic meta data that would be kept into isoobject

#

would open up for a lot of possibility in modding capabilities

willow estuary
#

There was a mod data table added for movables to make it persistent, but I haven't played with it and don't have a handle on it?

thin hornet
#

there is an itemCondition table automatically added to the object but i tried adding data to it and it didnt save it

sour island
#

I'm fairly certain modData is meant as the metaData

#

You're adding an array object to modData?

#

Or is item condition an actual Lua table?

#

Cause modData can't save objects

swift shadow
#

Does Zuper carts throw a ton of lua stack trace errors for anyone else?

thin hornet
sour island
#

To modData?

#

Sorry for asking again, itsj ust you mentioned the item condition thing

#

The devs recently added specific item objects for movables

#

That may have broken what ever Blair is referring to

#

You'd have to hand off the modData to the held object

#

To test this try adding the changes to the movable while it's on the ground with out moving it and checking if that's saving

thin hornet
#

Ill try playing around with this i decided to release a simple version of the mod for now.

sour island
#

Fair

#

PZ modding has a tendency to blow up in scope

thin hornet
#

yeah haha

#

some limitation but also probably exist a workaround

sour island
#

Also this would be a fairly easy thing to do java side ... soooo @iron salmon it appears movableObjects don't retain their modData when picked up and "converted" into an inventoryItem.

#

🏃‍♂️

abstract raptor
#

niiice

fair frost
#

Excelent

swift shadow
#

*follows a new mod author on Steam Workshop

fair frost
#

Someone did with those computers : )

sour island
#

I can take a look at the Lua for moving objects @thin hornet

#

May not be to crazy

#

Iirc most of it is handled via Lua

proud fern
thin hornet
sour island
#

Are you involved with coco labs?

#

If you're using the documenter the functions should display

#

Otherwise I'll take a look when I get home

thin hornet
#

I used to code with Capsid from Storm Project but right now its not setup i formatted my pc so i work in notepad++ and just search for what i need

sour island
#

Oh damn

#

I left before capsid?

#

Is that similar to pzdoc?

tribal dune
thin hornet
#

capsid uses pzdoc and luaanotation its pretty powerfull

proud fern
sour island
thin hornet
#

Im thinking to add computer video game that you can add into the computer to play the game

#

once i figure out more about adding "disk" into the computer etc

proud fern
#

I mean, chuck, Konijima.
How hard would it be to put Doom into PZ

thin hornet
#

Was also thinking about making a simple scripting language to automate stuff in your homes

sour island
#

Visually? Significant work

thin hornet
#

Could put your script onto disk and share copies to friend in multiplayer

proud fern
thin hornet
#

something like ComputerCraft from minecraft

sour island
#

Lua is used in other places - maybe someone already wrote Doom in Lua

thin hornet
#

Would be nice to have computer parts and upgrades and actual OS with installable software

#

like if you remove the harddrive and place into an other computer the stuff in the hdd still installed

proud fern
#

Watch some cute cat videos while suffering from a bite

thin hornet
#

maybe an internet central building that need to be powered and that would enable internet accross an area

proud fern
thin hornet
#

yeah

#

same principle but for an internet level

proud fern
#

Still, even if you restored the internet

#

What would you do with it

#

99% of Kentucky is dead

thin hornet
#

in Multiplayer you could do some stuff

proud fern
#

Or undead

thin hornet
#

or search and learn skills without books

sour island
#

I think a more realistic comptuter use would be cameras and alarms?

thin hornet
#

watch porn

proud fern
thin hornet
#

idk

sour island
#

Stuff that's in rust

thin hornet
#

@sour island yup good idea

proud fern
#

Put up some cameras, find thieves
Shoot them with a turret

sour island
#

Yes

proud fern
#

Then play doom

thin hornet
#

automation, so if a trip wire is activated you code what happen then, so maybe sound an alarm, or blow up a bomb

sour island
#

The game needs more booby traps

#

And not just constructions that sit in 1 tile

proud fern
thin hornet
#

could have automated door lock from 6am to 6pm for example

sour island
#

Like a spring loaded door full of spikes

thin hornet
#

or pressure plate system

proud fern
sour island
#

Yeah

#

Would be neat to use resources for traps

thin hornet
#

you install hardware on trap and then connect it to the computer, and can see what trap by ID is ready to collect

proud fern
#

Imagine PZ adds like those rope traps in cartoons and you're just dangling there for 3 days while you Starve

thin hornet
#

no knife to untie your self

proud fern
thin hornet
#

imagine zombie coming while your strapped xD

#

oupsy

#

slowly eaten to death

proud fern
north ledge
#

Like night guard or engineer?

#

Perhaps you could trigger traps from a computer

willow estuary
sour island
#

I think the skills would fit for setting it up and maintaining it

dry chasm
#

Setting up the mod.info file
Fields: [name, id, poster, description, require, pack, type, tiledef, versionMin, versionMax]

The name required field is to give the mod a display name in the mod selector in-game.

The id required field, this should be unique and tells the game which mod to use.

The poster optional field is to show an image in the mod selector. Can have multiple.

The description optional field provides a description in the mod selector. Can have multiple.
-- Can be formatted, for more info refer to the file ..\lua\client\ISUI\RichTextLayout.lua.

The require optional field makes it so the required mod/s will be needed to enable, and automatically enable with it. Only one field.
-- Entries should be the other mod's id field. Entries can be separated by a comma.

The pack optional field for when your mod adds a .pack file. It should contain the name of the file added by the mod. Can have multiple?
-- For more info, refer to https://theindiestone.com/forums/index.php?/topic/8790-custom-texture-packs-and-tile-definitions/

The type optional field for when the pack contains item icons or UI textures. Can have multiple?
-- As of writing, only type=ui
-- These packs should be before other packs.

The tiledef optional field for when your mod adds a .tiles file and should contain the name of the file. Can have multiple?
-- requires a unique number after a space, between 100 and around 8000. Unique to not conflict with other mods!

The versionMin and versionMax optional fields remove the ability to enable when the game version is outside it's range.
-- Both of these fields follow the same format: XX.YY Text
-- The Text can be formatted like the description field and is optional.

#

Example with all but the type field below:

name=My mod's display name
id=myUniqueCustomMod
description=This is an example mod, <LINE> with two lines of description!

require=otherModA,otherModB

poster=poster.png
poster=poster2.png

pack=myTexturePack
tiledef=myTileDefinitions 428

versionMin=41.50 - IWBUMS
versionMax=41.55 - IWBUMS
#

In case someone else may have a use for it.

pearl prism
willow estuary
# pearl prism tinder pic?

Haha, yep. Still need to work on when to plug in updates for the dynamic vehicle appearance business 🤪

thin hornet
#

any idea how to reproduce this

#

using bodyDamage:setBoredomLevel(self.stats.boredom) doesn't seem to cause this automatically

dry chasm
#

From what I've read from someone it was setHaloNote or something IIRC.

thin hornet
#

thanks man im checking into it

#

saw it earlier

dry chasm
#

HaloTextHelper.addTextWithArrow(playerObject, string, boolean, color)
My assumption would be "true" for up, "false" for down on the third argument?
(example usage in media\lua\client\RadioCom\ISRadioInteractions.lua)

thin hornet
#

so yeah that was it thanks @dry chasm
HaloTextHelper.addTextWithArrow(self.character, getText("IGUI_HaloNote_Boredom"), false, HaloTextHelper.getColorGreen());

sour island
#

@thin hornet ISMoveableSpriteProps Have you look in here?

#

Looks like the modData is supposed to carry over

thin hornet
#

long time ago when making the Water dispenser but sprite props seems to be set automatically based on Tiles Props

#

Ill give an other try to modData with different object and see

sour island
#

modData itself isn't carried over but strictly specific aspects of it are

#

so you'd have to add onto some of the functions here using overwriting methods

cinder hull
#

Hello. Does anybody know how to add specific body part protection to clothes ? For example, if I want to add a neck protection to a jacket ? Thanks guys

dry chasm
thin hornet
#
action:update()
    if math.fmod(self.haloDelay, 500) == 0 then
        HaloTextHelper.addTextWithArrow(self.character, getText("IGUI_HaloNote_Boredom"), false, HaloTextHelper.getColorGreen())
    end
    self.haloDelay = self.haloDelay + 1
end
#

Alright so i made it so that the text over head (halo) appear every 500 frame and it gives the wanted effect 😄

cinder hull
cinder hull
trim igloo
#

3D space cadet pinball, include the start up sound drunk

thin hornet
#

What is the difference between this:
function tableName:functionName
and
function tableName.functionName

dry chasm
thin hornet
#

is there a way to save and override those with a :

dry chasm
#

though if you'd want to call it afterwards with . (for whatever reason) you'll have to pass the (or another if applicable) object as the first argument

thin hornet
#

cause i get an error with this:
local originalFunction = tableName:functionName

dry chasm
# thin hornet is there a way to save and override those with a :
local original_Function = tableName.functionName;
function tableName:functionName(a, b, c, d)
  -- do your stuff before original
  local result = original_function(self, a, b, c, d);
  -- do your stuff after original
  return result; -- return original return value
end
thin hornet
#

oh wow ok

#

thanks again mate

#

will test this out

#

works perfectly thanks

thin hornet
#

@sour island so got the moddata to transfer by overriding ISMoveableSpriteProps:pickUpMoveableInternal & ISMoveableSpriteProps:placeMoveableInternal 👍 Let the fun start spiffo

sour island
#

nice

#

you know how to handoff functions so you won't have compatibility issues?

thin hornet
#

Yeah

sour island
#

nice

#

glad to see it

thin hornet
#

Im gonna make a table that transfers and add everything into that table

sour island
#

btw you don't have to copy the entire function

#

you could just add your bit to it

#

and run the original

thin hornet
#

its not the whole thing i picked only the part i needed cause i dont think i could do otherwise

sour island
#

ah ok

thin hornet
#

I actually understood what you mean

#

i think that will be much cleaner now

late hound
#

I just released a new update to AuthenticZ. If you have any bugs or want the changelog, DM and let me know!
Have fun!

willow estuary
craggy furnace
#

✈️

wraith dust
#

hey I'm trying to get in modding and i don't know much but i want to make script that remove the door's breaking mechanic by replacing with a simple open door command and resetting the hp when it's 0, but i don't know which script file is for doors so i can edit it. can you help me a little?

#

the reason i want to this is because i don't like zombies destroying unobtainable tiles

turbid canopy
#

Hi everyone! Hope you are all well here, been lurking for a bit 🙂

@wraith dust No Idea on moddding for PZ - but you gave me an Idea... Would it be possible for Modders to implement half of what you're talking about but say a 'Partial' Door?

Eg: Depending on the Door Type - once it is sufficiently damaged - rather than simply get destroyed it is 'Breached' with a hole that Zombies can crawl through - like they do under Cars?

#

Players could then (Depending on the material of the Door and available to them) - Patch the doors up again after (Welding on Steel/Metal Doors or Boarding up wooden ones)

#

I notice that in PZ a lot of 'Building Materials' are rather poorly defined; For example a Bank should have thick Windows that a zombie or crowd isn't going to break through - Upstairs windows in Office Buildings are probably going to be stronger too

If you're up against a barred door/gate/fence you might still be vulnerable to attack from the other side, but they should be pretty impossible to break through

warm shell
#

I think if a zombie broke down a door it wouldn't make a hole

turbid canopy
#

A really weak window might even be breakable by sprinting through it (Sprinter Zombies!)

warm shell
#

It would probably take the entire thing with it

turbid canopy
#

@warm shell The thought in my head is they are breaking through the door (Eg: Internal Doors of Homes are often quite easy to put holes through)

#

Far easier than pushing it through its own frame

warm shell
#

That's why you get hinges from broken doors

#

They quite literally rip the entire thing off

#

But i see what you mena

turbid canopy
#

So the Zombie is pulling on the Door?

#

Because IMHO thats the only way I can imagine that would work

warm shell
#

No it's thumping it's body against it

turbid canopy
#

Oh I guess actually I see what you mean too - Depending which way the door opens - it wouldn't have to be going against the frame

warm shell
#

I do feel like zombies should have a chance to just break open the door though

turbid canopy
#

I wouldnt want to make the game needlessly complex (directions that doors open) - but I mean would it be possible to implement? Would it be a decent idea?
Just like knocking through a plaster wall should probably be a hole rather than the whole section (which you could eventually do) - you could then use a 'climb through' animation

turbid canopy
warm shell
#

Maybe one day the devs or a modder will do this

turbid canopy
#

Probably a lot of work for little gain - but I think sooner or later there should be another look at building material types

#

Hell imagine ram raiding a store front with a pickup truck

warm shell
#

Lmao

sour island
#

depends if there's events/hooks related to the player/cars bumping

#

round about alternative would be to tie into the update() procs respectively

#

most crazy ideas are doable - just takes a bit of elbow grease

#

don't let your dreams be dreams, etc

calm portal
#

Would it be possible to add a flare gun that when used. Catches the attention of the nearest active helicopter event around you?

vestal umbra
#

it would be very nice if someone could list all the Events that you could hook into.

sour island
vestal umbra
#

my angel.

#

But, how do I use events?

sour island
#

I'm glad you asked.

#
--Checks every hour if there is an event scheduled to engage
function eHeliEvent_Loop()
    local DAY = getGameTime():getNightsSurvived()
    local HOUR = getGameTime():getHour()
    for k,v in pairs(getGameTime():getModData()["EventsSchedule"]) do
        if (not v.triggered) and (v.startDay <= DAY) and (v.startTime == HOUR) then
            print("EHE: LAUNCH INFO:  HELI ID:"..k.." - "..v.preset)
            if eHelicopter_PRESETS[v.preset] then
                eHeliEvent_engage(k)
            end
        end
    end
end

Events.EveryHours.Add(eHeliEvent_Loop)
vestal umbra
#

Whoa, what a convenience!

sour island
#

Events have built-in parameters not listed here

#

you'd have to find where they're called to see what's in there

vestal umbra
#

Hmmm, thank you.

sour island
#
--- Event Hooks ---
Events.OnCreateLivingCharacter.Add(ConditionalSpeech.load_n_set_Moodles)--OnCreateLivingCharacter(playerObj) --Starts up ConditionalSpeech
Events.EveryHours.Add(ConditionalSpeech.check_Time)--EveryHours(?) --check every in-game hour for events
Events.OnWeaponSwing.Add(ConditionalSpeech.check_WeaponStatus) --OnWeaponSwing(playerObj,weapon)
Events.OnPlayerUpdate.Add(ConditionalSpeech.check_PlayerStatus) --OnPlayerUpdate(playerObj) --checks moodlestatus
#

note the comments

undone elbow
vestal umbra
#

I found the event I want to hook onto, but I cannot find the right way to do it.

#

I think I need to add the parameters like Chuck said, but I don't know how to do this.

undone elbow
#

Which event?

vestal umbra
#

OnCreatePlayer

#

I am looking for an event that is called once when a character spawns in.

#

Like, first time.

undone elbow
#

Events.OnCreatePlayer.Add(fn)

vestal umbra
#

Yeah, it bugs on that.

#

It says it cannot do that.

dry chasm
vestal umbra
#
Events.OnCreatePlayer.Add(addClosedSheetsToPlayerSpawnHouse(this.player))
dry chasm
#

do not call your function in it, just pass it in (it gets it's arguments from when it's called)

undone elbow
#

e.g.

Events.OnCreatePlayer.Add(function(a,b,c,d)
  print('a=',a,' b=',b,' c=',c,' d=',d)
end)
dry chasm
#

so Events.OnCreatePlayer.Add(addClosedSheetsToPlayerSpawnHouse)

vestal umbra
#

Let me try

undone elbow
#

Actually there should be only one parameter as I remember:

Events.OnCreatePlayer.Add(function(player)
  print(player)
end)
sour island
#
---@param playerObject IsoPlayer | IsoGameCharacter
function ConditionalSpeech.setSpeakColor(playerObject)
    local MpTextColor = getCore():getMpTextColor()
    playerObject:setSpeakColourInfo(MpTextColor)
    print("CND-SPEECH: Setting Speak Color on: "..playerObject:getFullName())
end
Events.OnCreateLivingCharacter.Add(ConditionalSpeech.setSpeakColor)
#

Easier to read imo

#

on the java side of things:

LuaEventManager.triggerEvent("OnCreateLivingCharacter", this, this.descriptor);
#

this = playerObject

undone elbow
#

Correct blank event function for OnCreatePlayer:

Events.OnCreatePlayer.Add(function(player_id)
  local player = getSpecificPlayer(player_id)
  print(player)
end)
pearl prism
sour island
#

Eh

#

The wiki needs more automation for stuff like this

#

(unless it is already)

pearl prism
#

My source has always been the wiki. And to be honest for this sort of "list" thing it's way better than anything else. I've been here on Discord for a month and I always see the same questions and answers, simple things

#

I think an updated wiki would save a lot of effort

sour island
#

@vestal umbra ```lua
for i=0, squareContents:size()-1 do
---@type IsoDeadBody
local foundObj = squareContents:get(i)

        if instanceof(foundObj, "IsoDeadBody") then
            reanimated = reanimated+1
            foundObj:reanimateNow()
        end
    end
sour island
#

@vestal umbra

Events.OnKeyPressed.Add(function(key) if key == Keyboard.KEY_1 then functionName end)
oak cipher
oak cipher
#

❤️

drifting ore
#

still not working

#

im sad

#

not working my mods

#

i enabled all

#

one day they worked

#

them stoped

worldly olive
#

Hi hi!!
Does somebody knows how to apply a fracture?

I'm doing this but it is failing, I'm pretty sure it is related to lua syntax but I can't figure out what's wrong 🤦🏻‍♀️

player:getBodyDamage():getBodyPart(BodyPartType:FromIndex(ZombRand(BodyPartType:ToIndex("UpperLeg_L"), BodyPartType:ToIndex("Foot_R")))):setFractureTime(ZombRand(30, 50));

sour island
#

Try checking out CDDA

#

I think they break the player's foot?

worldly olive
#

True!! where it was located? do you know?

sour island
#
playerObj:getBodyDamage():getBodyPart(BodyPartType.Groin):generateDeepShardWound();
#

nvm

worldly olive
#

Hmmmm, so probably my error is in the FromIdex and ToIndex

sour island
#

I think you're adding too many layers

dry chasm
worldly olive
#

Why you do this to me Lua, why
Java is always . 😂

worldly olive
vestal umbra
#

Short code =/= good code

sour island
#
playerObj:getBodyDamage():getBodyPart(BodyPartType.Foot_R):
#

setFractureTime()

#

iirc wounds work based on how long it will take for them to recover

#

so all you need is:

playerObj:getBodyDamage():getBodyPart(BodyPartType.Foot_R):setFractureTime(n)
#

if you want it to be between random parts you could have a list of those part types

#

and grab a random one

worldly olive
#

Yeah I wanted to make it random

#

Will try with that

drifting ore
#

you are good with modding right?

#

help me with this

#

all good

#

but

#

no mods working

#

:(

wraith kraken
#

I need help with what is causing any "All" action to not get completed. I keep getting errors whenever I tried to rip all clothing from a zombie.

ERROR: General , 1635103673066> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in ReturnItemsToOriginalContainer at KahluaUtil.fail line:82.
ERROR: General , 1635103673067> DebugLogStream.printException> Stack trace:

worldly olive
#

So I split it but I'm still getting errors 🤦🏻‍♀️

local fracturesBodyPart = {"Hand_L", "Hand_R", "ForeArm_L", "ForeArm_R", "UpperArm_L", "UpperArm_R", "Torso_Lower", "Groin", "UpperLeg_L", "UpperLeg_R", "LowerLeg_L", "LowerLeg_R", "Foot_L", "Foot_R"};
local randNum = ZombRand(1, 15);
player:getBodyDamage():getBodyPart(BodyPartType.ToIndex(fracturesBodyPart[randNum])):setFractureTime(ZombRand(30, 50));

thin hornet
#

Its coming 😄

wet dune
thin hornet
#

xD

wet dune
thin hornet
#

Will add something like that for learning skills one day

#

But im thinking that would require a modem to connect to internet

#

Why not a phone line while at it would be funny to receive phone call in MP

tranquil kernel
thin hornet
#

as it should in 1990

#

Will be adding bunch of games titles so if you guys wanna give me game idea up until 1993 ill add them

#
Game Title:
Game Release Date:
Game Publisher: 
Game Genre: 
errant meteor
#

@craggy furnace Sorry to bother but I heard you can now mod in custom "moods" the icons you see on the top right of your screen, is this true?

craggy furnace
#

never messed with it

errant meteor
#

Oh, do you know who may know?

#

lol

proud fern
thin hornet
#

Doom Z

proud fern
#

Zoom

proud fern
thin hornet
#

cool man, Ill grab probably around 30 titles from everyone suggestion, anyway it will be possible to make addon mods to add more games

tribal dune
#

You want real games or games with alt names based on real ones or just completely made up ones?

proud fern
#

Make any you like

#

Real or not

thin hornet
#

Personally I dont mind, realistic is cool too

proud fern
#

As long as it's not like GTA V

thin hornet
#

I might make a submod where you have lore friendly and realisc games

marsh beacon
errant meteor
hot patrol
#

Hi i'm new to modding and I wanted to know how I go about testing to see if a Mod works. I'm pretty sure I have everything set up properly but how do I get it in game?

dry chasm
#

if you have the folder in %Userprofile%\Zomboid\mods

#

then it should show up in the mod selection menu ingame

hot patrol
#

ah, nice

#

thanks a lot

unreal mulch
#

based off space invaders

thin hornet
#

added 👍

unreal mulch
#

Eyyy spiffo

thin hornet
#

we should add a zomboid 8bit game 😄

#

or a spiffo reference game

#

inception

unreal mulch
#

The adventures of spiffo, 8bit rpg based off Legend of zelda

thin hornet
#

publisher : TheIndieStone

unreal mulch
#

Bam

thin hornet
#

Zeda: Spiffo to the past

#

xD

hot patrol
#

I'm not seeing my mod in the select screen I'm guessing I did something wrong?

dry chasm
worldly olive
thin hornet
#

xD

#

StarWars: Clone Wars
Spiffo Wars: Zed Wars

worldly olive
#

Starcraft 2: Wings of Spiffo
Starcraft 2: Heart of the Spiffo
Starcraft 2: Legacy of the Spiffo

rancid barn
pearl prism
#

does anyone know a good site to get free and easy animations?

thin hornet
#

mixamo has alot of animation

#

@errant meteor fallout are published around 1997

hot patrol
#

I wonder if I can find an anim for swinging a body pillow like a weapon

#

for reasons

thin hornet
#

if anyone can make an anim for playing on computer would be cool asf

pearl prism
#

guys the fuction

#

vehicle:getPartById

#

does it only work with vanila parts?

thin hornet
#

local part = vehicle:getPartById("GasTank")
seems like it does not sure what you mean tho

pearl prism
#

Will it works

#

vehicle:getPartById("GasTankExtra")

#

?

thin hornet
#

so thats like a new part that you created?

pearl prism
#

yeah, I'm trying to use the function but it gives me an error, I'm trying to find out if I did something wrong or if there is any limitation

thin hornet
#

Unless we create a time machine that can go in a future that will never exist 😛

errant meteor
thin hornet
#

yeah 1980 is good

nimble spoke
cinder hull
nimble spoke
#

ZCOM Macroprose

errant meteor
#

that is 1994 burh just 1 year off

craggy furnace
#

sneak peek of our most dangerous event ever

errant meteor
#

seems like a normal day in pz

nimble spoke
#

shit, no fighting alien zombies from mars then

errant meteor
#

I wish PZ was set in 2000 or something like that, opens way more options

nimble spoke
#

uhhhh let me think about the DOS games I played back then..... Strip Poker!

errant meteor
#

Star Wars: X-Wing

#

The Terminator: Rampage

#

Star Wars: Rebel Assault

#

@thin hornet Seems like a stupid question, but would be great if you could hear game audio when playing these games, maybe a 10 sec loop

thin hornet
#

so audio would be by genre instead of by game title

errant meteor
#

great idea

craggy furnace
#

about to show off raiders

#

this is devious as hell

errant meteor
#

devious lick :]

wet dune
#

...

kind surge
craggy furnace
#

very early version

#

will need another day to fully work out

rancid barn
#

Interesting

pearl prism
craggy furnace
#

yes

#

a raider group with a helicopter decides to turn you into bait

rancid barn
#

A raider group eh?

#

Wish we could shoot back at them

pearl prism
craggy furnace
#

you arent very aware of this, are you?

#

no lol

#

weve been working on this for months

#

not this specifically but we have visible helicopters in our github

rancid barn
#

Nice

errant meteor
pearl prism
craggy furnace
#

yes

#

already aware and doing it

errant meteor
craggy furnace
#

i am waiting on TIS to fix an issue on their side

pearl prism
#

if the "shadow is a zed" you could somehow make some piece of clothing being a helicopter, things like that...

craggy furnace
#

nah

errant meteor
#

nice

pearl prism
#

If you follow this way, you could even somehow make the player be able to drop the helicopter (it would only be a zed for the game)

#

It would be really cool to shoot the heli until it falls ...

craggy furnace
#

again, nope

#

overly complicated

#

we are attaching it to a vector

#

then throwing it down a line

#

the rotors being animated

#

basically with attachments

errant meteor
#

Will they fly above those 8 story buildings in LV?

craggy furnace
#

still very hypothetical

#

until we can actually get these working well enough after they do their fix and we can fly them over we dont know

#

id honestly rather we ditch these and go with tracking markers

#

@pearl prism the idea does have merit

pearl prism
rancid barn
pearl prism
pearl prism
craggy furnace
steady onyx
#

Is it possible to add new injury types to PZ? Had a look through scripts/lua but couldn't find a damn thing.

thin hornet
#

anyone have an idea to set the tooltip of the hovered item in an inventory pane?

hot patrol
#

I need some help. So I'm trying to make the pillow I just posted a melee weapon and it looks like I did it but now the model is massive

#

does scaling work differently for weapons?

wet dune
dry chasm
thin hornet
dry chasm
#

Oh wait

#

i misunderstood

thin hornet
#

i was thinking something like item:tooltip but doesnt seem to exist in any game codes

dry chasm
#

item:setTooltip(string) IIRC.
Though if your items are all seperately defined in a script table, I'm sure you could just add the translation there

#

but if im not mistaken you randomize it, or something else? So I would suggest doing that call when "setting" what kind of CD it's supposed to be.

thin hornet
#

thanks ill try that

#

im guessting setTooltip require a ISToolTip:new() object

dry chasm
#

no no

#

just a string

thin hornet
#

oh it just set the description text

#

i see

#

ill check this out asap

dry chasm
#

the actual tooltip object or similar should be set from the inventoryPane i would guess

#

though if you define your CD's all seperately in a script .txt file, then adding Tooltip = Tooltip_YourGame,
or something to it would be sufficient, as well as adding a translation for it to
media\lua\shared\Translate\XX\Tooltip_XX.txt (replace XX with language codes like EN, DE, AR, CA, FR...)

craggy furnace
#

new events 🚁

rancid barn
#

Oooo

thin hornet
#

So right now inserting and ejecting is completed pretty much.
Game disc generator is also working fine for Disk_Game found on ground or into containers.
Im assuming CD never actually spawn into Bags so i didnt bother making it generate there and even if it did it would be assign a game as soon as it is picked up.
Im going to make it so that you must install the Game onto the computer and also uninstall if wanted.

errant meteor
thin hornet
dry chasm
#

how did you add colors and all beforehand? 🤔

thin hornet
#

using setTooltip() on an inventory item is very temporary and for color its seem to be different from a option.tooltip

trim igloo
#

a zombie apocalypse simulation game playing life simulation in game

thin hornet
#

Yup

#

for an option.tooltip.description i use:
description = "<RGB:0,1,1>Publisher: <RGB:1,1,1>" .. game.publisher
for an inventory item.setTooltip() i use:
description = "Publisher: " .. game.publisher

#

cause RGB:0,1,1 doesnt parse in an item tooltip

#

i cant remember when ive seen this in code but i recall there was a string builder or something

undone elbow
#

@thin hornet Btw this is an example how to NOT overwrite the whole functions. So the mod will be compatible with future updates of the PZ and with other mods. Those mods may inject into the same functions and sill be compatible with each other.

thin hornet
#

since it uses ObjectTooltip.new(); which we dont have anything in Lua about this

undone elbow
thin hornet
#

yeah ill have to fix coco soon.

#

but computer i didnt rewrite any

#

Clo has gotten big in code size so its gonna be a lot of work

thin hornet
#

Alright so got it to also resize with the tooltip font size setting

#

Fixed the weight of stack field

cinder hull
#

I want the world model to look like this drunk

thin hornet
#

Then we can make custom cover item where you can drop a CD into it
Some sort of bag item which can only hold a 0.1 weight drunk

undone elbow
#

Your code is working not only for Disc_Game. thonking
I mean you could do this:

if not (self.item and self.item:getType() == "Disc_Game") then
    return old_render(self)
end
#

So your calculations will be skipped for any other item.

#

It's a kind of optimization.

#

@thin hornet

thin hornet
#

i agree if i place this at the top it would skip bunch of useless replacement

drifting ore
#

if you have a house as your base frequently does the game permit you for using it every time by make it a burned house 🙂
this happened to me 5 time now lol i ques its random but pretty anoying

wicked brook
#

What

lost slate
#

Meta house is a random event.

hollow oyster
#

Can someone help me make a cardigan mode….?

drifting ore
#

second

#

lol

thin hornet
#

Cant find the mailbox into the distribution anyone has an idea how it's named?

dry chasm
#
        postbox = {
            rolls = 3,
            items = {
                "Newspaper", 2,
                "Magazine", 2,
                "FishingMag1", 0.2,
                "FishingMag2", 0.2,
                "HuntingMag1", 0.2,
                "HuntingMag2", 0.2,
                "HuntingMag3", 0.2,
                "HerbalistMag", 0.2,
                "CookingMag1", 0.2,
                "CookingMag2", 0.2,
                "ElectronicsMag1", 0.2,
                "ElectronicsMag2", 0.2,
                "ElectronicsMag3", 0.2,
                "ElectronicsMag4", 0.2,
                "ElectronicsMag5", 0.2,
                "MechanicMag1", 0.2,
                "MechanicMag2", 0.2,
                "MechanicMag3", 0.2,
                "EngineerMagazine1", 0.2,
                "EngineerMagazine2", 0.2,
                "MetalworkMag1", 0.2,
                "MetalworkMag2", 0.2,
                "MetalworkMag3", 0.2,
                "MetalworkMag4", 0.2,
            }
        },
thin hornet
#

thanks a bunch!

dry chasm
#

well, not sure if it's actually the one you search, or if this one's an actual box or something, but it seems to fit nicely 👀

thin hornet
#

I will confirm

dry chasm
#

<@&671452400221159444> and thanks

thin hornet
#

postbox is not the mailbox, im guessing it is the box at the post building

#

cause mail box do generate how to use a generator and its not in this list

#

and actually im at the postal building in westpoint and it doesnt seem to be there either

#

but i suppose it is this box

dry chasm
#

took a quick look, unsure on how distribution truely works, though:

thin hornet
#

mhmm

undone elbow
#

Outside = "all"

#

So yes it should be postbox

hot patrol
#

I'm wondering how I can go about getting a picture of my model to use as an icon, can anyone help?

thin hornet
#

@hot patrol you can use blender and cameras to take render image. There is ways of saving it with an transparent background.

hot patrol
#

Ok. I'll look into that. Thank you.

harsh frigate
#

installed britas weapon mod

#

there were 3 guns in my starter house shed

#

i have 7 boxes of 556 ammo

old harbor
#

Brita's mods are unbalanced

harsh frigate
#

oh god i set off a house alarm first thing

old harbor
#

Sometimes it spawns a lot, sometimes it doesn't spawn anything

harsh frigate
#

and theres a zombie with a spiffo pack

#

what do i do i want it

zealous glade
#

Anyone knows how to solve this problem? I'm clueless now, just tried to update the mod, it didn't happen before today

swift shadow
old harbor
#

The armor mod doesn't even work, nothing is spawned in my game

swift shadow
#

It uses the mod options system if you've used that for other mods, even has a setting to remove post 93 weapons (or if you still want them adjust how rare they are).

#

I think its busted due to the last updates loot table changes, there is a mod that fixes that apparently. Let me fetch a link.

old harbor
#

Ok

old harbor
#

thanks, i'll try it

swift shadow
#

Hope it helps.

#

Question, does EHE break the new sounds for anyone else?