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Posts
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EnigmaGrey's post in TCP Issue - Friends Can't Join Server was marked as the answer
Did you add -nosteam to the start-server64.bat, after zombie.GameServer (insert proper name here)?
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EnigmaGrey's post in Respawn zombies problem was marked as the answer
You do have respawn enabled:
# The number of hours that must pass before zombies may respawn in a cell.# If zero, spawning is disabled.# Minimum=0.0 Maximum=8760.0 Default=72.0RespawnHours=72.0
Set it to 0 to disable it. Though you should only be getting 10% of the maximum for a cell, every 3 days. -
EnigmaGrey's post in getForname() issues - returning wrong character name. was marked as the answer
Well, let's see what ctrl + f says:
if instanceof(o, "IsoPlayer") then self.objectView:addItem("Player: ".. o:getDescriptor():getForename() .. " ".. o:getDescriptor():getSurname(), o); endSo, it looks like you have to get the descriptor from IsoPlayer, then get the name from that. -
EnigmaGrey's post in getForname() issues - returning wrong character name. was marked as the answer
Well, let's see what ctrl + f says:
if instanceof(o, "IsoPlayer") then self.objectView:addItem("Player: ".. o:getDescriptor():getForename() .. " ".. o:getDescriptor():getSurname(), o); endSo, it looks like you have to get the descriptor from IsoPlayer, then get the name from that. -
EnigmaGrey's post in Admin commands don't work was marked as the answer
And whittos must also be in the database, with a password.
If he's not, use /adduser to add him, then grant admin rights.
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EnigmaGrey's post in Admin commands don't work was marked as the answer
And whittos must also be in the database, with a password.
If he's not, use /adduser to add him, then grant admin rights.
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EnigmaGrey's post in Context menu addition was marked as the answer
No reference anywhere to Events.OnFillWorldObjectContextMenu.Add()?
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EnigmaGrey's post in Context menu addition was marked as the answer
No reference anywhere to Events.OnFillWorldObjectContextMenu.Add()?
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EnigmaGrey's post in SuburbsDistributions.lua how to edit spawn chance? was marked as the answer
Pretty sure it's . . . Rolls 3 means there'll be 3 attempts to spawn items in the container. The number following the item is the chance of that item being spawned from a roll (higher is better).
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EnigmaGrey's post in SuburbsDistributions.lua how to edit spawn chance? was marked as the answer
Pretty sure it's . . . Rolls 3 means there'll be 3 attempts to spawn items in the container. The number following the item is the chance of that item being spawned from a roll (higher is better).
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EnigmaGrey's post in Can I use .png files as sprites for plants? was marked as the answer
Yep, just place them in a texture directory within your mod, e.g. moddableFarming\media\\textures\
Though you'll find more examples in Turbo's code (ApCom, for example) use pack files, produced by EasyPickin's mapping tools.
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EnigmaGrey's post in Can I use .png files as sprites for plants? was marked as the answer
Yep, just place them in a texture directory within your mod, e.g. moddableFarming\media\\textures\
Though you'll find more examples in Turbo's code (ApCom, for example) use pack files, produced by EasyPickin's mapping tools.
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EnigmaGrey's post in Tainted Water was marked as the answer
Looks like tiles are flagged:
C:\Users\EG\Desktop\Build31\zombie\iso\SpriteDetails\IsoFlagType.java (2 hits) Line 73: public static final IsoFlagType taintedWater = new IsoFlagType("taintedWater", 66, 66); Line 73: public static final IsoFlagType taintedWater = new IsoFlagType("taintedWater", 66, 66);Doesn't look like it's set by the game itself, though. Must be in the map files. -
EnigmaGrey's post in Tainted Water was marked as the answer
Looks like tiles are flagged:
C:\Users\EG\Desktop\Build31\zombie\iso\SpriteDetails\IsoFlagType.java (2 hits) Line 73: public static final IsoFlagType taintedWater = new IsoFlagType("taintedWater", 66, 66); Line 73: public static final IsoFlagType taintedWater = new IsoFlagType("taintedWater", 66, 66);Doesn't look like it's set by the game itself, though. Must be in the map files. -
EnigmaGrey's post in How to determine player ID? was marked as the answer
It should always be 0 . . . unless there's someone on splitscreen. In which case the value can be between 1 - 3 or 1 - 4, I believe.
Not very sure.
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EnigmaGrey's post in Max Players Reached (0) was marked as the answer
Since you changed ServerTest.ini to get a lower max player, delete ServerTest.ini and have the server regenerate it.
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EnigmaGrey's post in Max Players Reached (0) was marked as the answer
Since you changed ServerTest.ini to get a lower max player, delete ServerTest.ini and have the server regenerate it.
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EnigmaGrey's post in Is it possible to make custom weapon sprite without replacing one yet? was marked as the answer
There isn't a way. Models are hard coded right now.
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EnigmaGrey's post in Is it possible to make custom weapon sprite without replacing one yet? was marked as the answer
There isn't a way. Models are hard coded right now.
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EnigmaGrey's post in Reloading A Mod Within the Game was marked as the answer
Open the batfile in Notepad. Add -Ddebug to the list of arguments just after -Xmn and -Xmx. Hold left shift while launching the game.
Then you can just press F12 to reload scripts from within the game.
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EnigmaGrey's post in Reloading A Mod Within the Game was marked as the answer
Open the batfile in Notepad. Add -Ddebug to the list of arguments just after -Xmn and -Xmx. Hold left shift while launching the game.
Then you can just press F12 to reload scripts from within the game.
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EnigmaGrey's post in My project zomboid crashes on startup (Have read other support posts) was marked as the answer
Place this in the installation directory of the game.
https://www.dropbox.com/s/tliykg9d48j3rtj/ProjectZomboid32.bat?dl=0 and double click it to run. It'll save the files to C:\zomboid
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EnigmaGrey's post in My project zomboid crashes on startup (Have read other support posts) was marked as the answer
Place this in the installation directory of the game.
https://www.dropbox.com/s/tliykg9d48j3rtj/ProjectZomboid32.bat?dl=0 and double click it to run. It'll save the files to C:\zomboid