Jump to content

ExcentriCreation

Member
  • Content Count

    533
  • Joined

  • Last visited

Everything posted by ExcentriCreation

  1. I can't believe you figured out that mess nice one Svarog
  2. My summary of the the modding guidelines was more inclusive than your "golden rule".... wrong is wrong no matter who you are. Stop tripping balls & do your job instead starting shit over nothing. "cheers" Moderator Warning Yup, and you were wrong. Enjoy your ban.
  3. EDIT: God, Paz Lenchantin stands out like a sore thumb in that video Oh, Hells Yes One of my favorite music video's ever..... So damn creative
  4. And how are either of those rules related to the conversation? I somehow need to re-read the modding guidelines that I've already read a number of times over the last 6 months because I summed up the main point of the rules in order to illustrate that there isn't a problem making a personal hygiene mod?
  5. download this mod.... I posted the hotfix for the build 25 filesystem on the last page of that thread but I'm not going to update the download until I'm finished with the new content I am working on
  6. Yeah, Its a spoof.... A particularly well done spoof I think I have to play this game too
  7. The golden rule is that you can do what you want with Project Zomboid as long as it is not for commercial purposes (i.e. for your own profit) or for malicious/illegal purposes. I'm.... Sorry..... What did I miss? The specifics about modding a way for people to play without purchasing? Mentioning that TIS can turn around & use my content without any obligation to even give me credit for it? I feel as though your being pedantic there nigma, considering I pretty much summed up the golden rule in my own words
  8. Even after the tools are out, we need access to the original models to create clothing & animation extensions
  9. I used to say that about New Vegas too.... eventually I got to the point that I considered it a little harsh to kill a man & strip him naked in order to sell his clothes for bottle caps EDIT: I joke but Romero was doing the "naked zombie" thing right from the beginning.... Child zombies too, both Night of the Living Dead (1968) & Dawn of the Dead (1978) had zombie children
  10. As long as you don't mod anything that will harm the users computer (turn PZ into a virus), use someone else's creative content or accept money on behalf of your mod, you're free to mod as you please.... I don't intend on doing it but be certain that SOMEONE will create nude body re-placers & sex animations & child models & virtually every sordid thing you could possibly think of.... When you think about it, a censored Sims style bodily hygiene mod is tame in comparison to what we are more than likely going to see in the future....
  11. There is no specific list but if you have a look at the script files located in this directory: ...\Steam\SteamApps\common\ProjectZomboid\media\scripts\ You will see files set up like this: module Base{/************************Weapon************************/ item Axe { MaxRange = 1.5, WeaponSprite = Fireaxe, MinAngle = 0.2, Type = Weapon, MinimumSwingTime = 3.0, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.002, Categories = Axe, ConditionLowerChanceOneIn = 30, Weight = 3, SplatNumber = 1, PushBackMod = 0.3, MaxDamage = 2.5, SubCategory = Swinging, ConditionMax = 15, MaxHitCount = 2, DoorDamage = 35, IdleAnim = Idle_Weapon2, SwingAnim = Bat, CriticalChance = 20, WeaponWeight = 3, DisplayName = Axe, MinRange = 0.61, SwingTime = 3.0, HitAngleMod = -30, MinDamage = 1, SplatSize = 5, KnockdownMod = 2, SplatBloodOnNoDeath = TRUE, Icon = Axe, RunAnim = Run_Weapon2, TwoHandWeapon = TRUE, } item BaseballBat { MaxRange = 1.5, WeaponSprite = Baseballbat, MinAngle = 0.2, Type = Weapon, MinimumSwingTime = 3, KnockBackOnNoDeath = TRUE, SwingAmountBeforeImpact = 0.02, Categories = Blunt, ConditionLowerChanceOneIn = 20, Weight = 2, SplatNumber = 1, PushBackMod = 0.5, MaxDamage = 1.2, SubCategory = Swinging, ConditionMax = 15, MaxHitCount = 2, DoorDamage = 7, IdleAnim = Idle_Weapon2, SwingAnim = Bat, CriticalChance = 10, WeaponWeight = 2, DisplayName = Baseball Bat, MinRange = 0.61, SwingTime = 3, HitAngleMod = -30, MinDamage = 0.8, KnockdownMod = 0, SplatBloodOnNoDeath = FALSE, Icon = BaseballBat, RunAnim = Run_Weapon2, TwoHandWeapon = TRUE, }now as far as additem is concerned, the only parts you need to pay attention to are. At the very beginning there will be a module reference, in this case "module Base".... This means that any item in this list will begin with the module reference Base. At the beginning of each item in the list there will be an item reference, in this case "item Axe" & "item BaseballBat"These 2 pieces of information come together to form the module\item reference, which in the case of these 2 items are: Base.Axe & Base.BaseballBat
  12. Really?.... Before I fix up my "parser" I'll write it to check exactly what Items can use what module references. Although I'm only getting one reference for for Flint & Steel knuckle so, yeah, your probably right.... Still weird though
  13. I.... I don't remember saying anything negative Kind of a dick thing to say but I fail to see how anyone could take offence to it.... I suppose I could actually add to the delayed conversation though.... You gotta wonder at what was going through a parents head when they name their son Sean Bean. I know his actual name is Shaun Mark Bean but regardless, they should have known what was gonna happen
  14. Oh come on.... I can't seriously be the only person shocked by the fact that the module reference is irrelevant
  15. SO, for lack of a general discussion area for modding I thought I would post this here.... While writing a "parser" (for lack of a better word) for NecroForge, I found myself with a list of item type data with no module references. So, Ok, fair enough, I'll record all of the module names used in the distribution tables then test them against the type data to see which ones make real items.... It turns out ALL of them could use ANY of the existing module references & successfully spawn that item Seriously try making a test.lua file & add this line: getPlayer():getInventory():AddItem("camping.BaseballBat");
  16. Spawner? Item Spawner? NecroForge has a hotfix that I posted for build 25 on the last page of its thread in WIP, wont update the download until I've finished the new content I'm working on
  17. Sandbox options are in ....\lua\client\OptionScreens\SandboxOptions.lua You could just add a "Zombie Duplication" Options to the mainscreen using Events.OnMainMenuEnter.Add to initialise your UI.... There will be a way to add to the Sandbox options submenu, without overwriting TIS functions, only its a little too detailed for me to figure out for you, especially at this time of the morning (yawn) You could also add your options to an ingame UI.... If you want to get tricky, you should learn getFileReader() & getFileWriter() so you can save weather or not your mod is affecting game play or not between game sessions
  18. from time to time createRealZombieNow would spawn a crawler but if you set force fake dead to false then he'll get up n party
  19. aye... it appears your right from VirtualZombieManager.class public void createHordeFromTo(float x, float y, float x2, float y2) { VirtualZombie z = new VirtualZombie(); z.targx = (int)x2; z.targy = (int)y2; z.x = x; z.y = y; z.doneMergeAttempt = true; z.Count = (200 + Rand.Next(80)); this.virtualZombies.add(z); } public void createHordeFromTo(float x, float y, float x2, float y2, int count) { VirtualZombie z = new VirtualZombie(); z.targx = (int)x2; z.targy = (int)y2; z.x = x; z.y = y; z.doneMergeAttempt = true; z.Count = count; this.virtualZombies.add(z); }However addZombiesToMap() adds them randomly to the chunk I would suggest function duplicateFunction(zombie) X = zombie:getX(); Y = zombie:getY(); Z = zombie:getZ(); getVirtualZombieManager():createHordeFromTo(X, Y, X, Y, 2);enduntested Note, I only used Zed = in my example because, when I was using createRealZombieNow() in NecroForge, I wanted to set them as not forceFakeDead & make them talk in a different function
  20. I really have no idea.... Its not in VirtualZombieManager anyways
  21. Yes, if you use while loops the Robo will remove your mod & ban you from the forums Seriously though, did the if > do conditions end up working? still seems odd to me if anything, I would have expected it to loop while the condition was met Don't see why you couldn't continue this thread.... I was helping someone figure out how to move corpses with a number of sub categories.... Have you got it handling multiple zombies yet?
  22. Its messed up when its hard to find a decent copy of a song on youtube Guess the movie....
  23. Awesome, thanx. My old operating drive started to get corrupted sectors, so I had to re-install everything on a new hard drive which erased my settings, on top of this I also had a new version of IntelliJ & PZ, making it a little difficult to pin down exactly what the problem was
×
×
  • Create New...