Jump to content

lulu58e2

Member
  • Posts

    14
  • Joined

  • Last visited

Profile Information

  • Gender
    Man
  • Interests
    Reading, programming, board games

Recent Profile Visitors

826 profile views

lulu58e2's Achievements

  1. Does this still work in 26? I've added it (same as I added in 25c) but F11 isn't working. I've been busy for a couple weeks so maybe I've missed something. I find I'm lost without it now.
  2. I've had some success using the debugger to reload my Lua scripts. It won't reload data changes you've made to other parts of the system (e.g. registering event handlers and such) but it will bring in local changes. (I'm not using the mod loader though; I'm sym-linking my files into the /media/lua/client directory)
  3. I'm not sure of the technical feasibility of having zombies actively seek shelter in the dark. I wouldn't be surprised if this was possible. I think a map with a lot of commercial and industrial buildings with dark inner recesses would make great caves and hovels for light-sensitive vampire-ish zombies to sleep in. Buildings with outer rooms that are lighter and inner, darker rooms that are more dangerous would be great. You could also just have any zombies trapped outside die. That way when they chased you out into the light they'd die as well.
  4. Thanks. I've got lots I'd like to add to it so it's not finished. (If that's what you're asking?) Right now I'm working on making filling the chainsaw a timed action. I'd like to be able to chop up logs with it and repair it. I also need to set up the container distribution. Swinging should take more fuel. A sprite (and an icon?) would be nice. If I can I'd like to take away the "thunk" when sawing a tree (the chainsaw is an axe underneath). When the 3D modelling tools come out I'll need to look at making a model. I'm open to ideas and suggestions. The latest code is always here: https://github.com/cwmaguire/pz_chainsaw_mod If you click on the "commits" link you can see what changes I've added and when (for those not familiar with Github or git).
  5. Weaponized! - More, easier damage - Changed icon to hacksaw - Tweaked for better zombie killing - Attracts zombies more (louder) - Heavier (harder to swing) - RMB on inventory object for context menu (buggy if equipped ... fixed) - Blood splatter!
  6. Works in 25c, 26 - fixed refill incompatibility introduced in build 26 This is my first mod. I haven't got the mod loader figured out (shows up but doesn't load) so I've been ignoring it for a while and just symlinking my files into the PZ directory. This mod is to add a chainsaw to the game. The files are all on github at https://github.com/cwmaguire/pz_chainsaw_mod. It's really rough so far: I have a chainsaw that looks like an axe, an idle sound when the chainsaw is equipped, a chainsaw "swing" sound, and some modified damage numbers. I'm currently in the process of adding fuel filling and fuel usage. I'm adding a "fill..." menu with a sub menu for each chainsaw and a sub-sub-menu for each gas can. Chainsaws and gas cans will have a fuel amount displayed (to tell them apart) and I'm using the "age" field as "use" is locked down. I'd like to have the chainsaw make noise while idling and then more noise when sawing. In one game I'd got set up at a farm and there were very few zombies around; having a chainsaw to chop trees would have given me a headstart on carpentry. I'd also like to be able to turn logs on the ground directly into planks so I don't need to pick them up. I think that's fairly realistic. Oh, and the sounds are TERRIBLE. You've been warned. (April 16, 2014 - changed from "Free for All" to "Credit Where It's Due")
  7. Is the .txt file scripting going to stay around or is that all getting transitioned into Lua?
  8. Right now I'm mostly just trying to get my bearings in the Java, Lua and .txt scripting code. I'm working on a chainsaw mod and I have all kinds of stuff I want to do: - use gas while idling (done) - idle sound (done, uses Lua Events.OnTick) - I was thinking of using a custom trigger or Lua Events.onSomething - use more gas while swinging - swing sound (done!) - Animation - Sprites etc.
  9. Here are my quick notes on what different commands do; I didn't read into the code too much and I'm just getting into the code so some of these are probably a little off. If anyone finds it useful and I can add more details. zombie.scripting.commands.Character <- Being re-written, won't work for long (Player / Zombie / NPC commands) zombie.scripting.commands.quest <-- Being re-written, won't work for long zombie.scripting.commands.Script zombie.scripting.commands (and a few sub-namespaces that are small)
  10. (I apologize if this is covered elsewhere; I searched but didn't see anything. I might not be searching correctly) I read http://www.projectzomboid.com/modtools/ModdingGuide2.rtf but I'm still trying to sort out how the scripting works and was confused by calls like: The zombie.scripting.objects.Script class will actually take that line, chop it up and: - Find the zombie.scripting.commands Class whose name matches "SayIdle" - Create an instance of that command object - Look for an aliased object called "Gaurd1" (whatever object SayIdle(...) is being "called" on) - Bundle all the parameters into an array (in this case just one) - call init(object, [param1, ...]) on the command - return the command So really what you're calling is: ... except you get an instance of the command back as well. Note that the World, Tutorial and Quest commands all take objects called "World", "Tutorial" and "Quest". e.g. See zombie.scripting.commands.CommandFactory for the list of commands you can call. These are the current commands (build 25) (Notice there is a LuaCall command!)
  11. I'm on Ubuntu and I used "arecord -f cd -t raw -d 2 | oggenc - -r -o chainsaw.ogg" to record a file. oggenc crashed, but I can still play the file with ogg123, however, PZ won't play the file. Answer: (I can't seem to reply to my own post: the reply merges into the original) When I did ogginfo on a PZ sound ogg file that would play and my file I noticed that ogginfo pointed out that my file didn't have an EOF (which makes sense since oggenc crashed). I switched to record a wav file with arecord (-t wav) and then encoded the wav file with oggenc; after that PZ would play my (silly placeholder) ogg file.
×
×
  • Create New...