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ExcentriCreation

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Everything posted by ExcentriCreation

  1. aye, I remember them talking about it.... if by a long time ago, you mean earlier this year I hadn't heard anything about the dev's trying to implement them & (going back to the source of this conversation) modders having any access to them....
  2. wierd.... not only did i miss it, but I can't seem to find it on the forums at all.... Its messed up how often I'll get an idea but then "oh wait.... no point doing that until 3d models" (sigh) got me all excited n stuff
  3. If anyone REALLY wants NecroForge for Build 25, you can re-arrange the lua files so it looks like this: ....\Users\....\Zomboid\mods\NecroForge\media\lua\server\ - NecroForge.lua - NecroList.lua Just move those 2 files into the new folder called "server" I wont upload a Build 25+ version until I have made a way to control Multiplayer usage, so it can just wait until I have finished the new updates for NF
  4. Well, that & its only a IWBUMS build
  5. The player character/characters are part of IsoPlayer, you can find the class in the JavaDocs All methods directly relating to the player can be found there or in its superclasses. In order to call an IsoPlayer method, it has to be executed from an IsoPlayer..... for example: `getPlayer() will return Player 1Player = getPlayer();`we want to move the player to an adjacent grid squarePlayer:setX(Player:getX() + 1);However if you wanted to interact with a container you have find the specific container object & call methods from its class & superclasses.... Unfortunately, finding the required classes & methods makes up 75% of modding PZ & asking RoboMat to document the "main objects & methods" is asking a little much. My only advise would be to look through the existing lua files to try & find something relating to what you are trying to do then, once you've found the object class you want to interact with, try & familiarise yourself with the methods associated with that class. If your having trouble finding anything specific, feel free to post in the modding help section & myself or the other modders here will try to help you out as best we can EDIT: LuaManager.class is a good place to start because its methods can be called outside of an object, but you will need a java decompiler to find the majority of the methods.... LuaManager in the JavaDocs is REALLY limited for some reason
  6. Is there likely to be an option for disabling lua files in MP? As far as I'm concerned NecroForge is a testing utillity & I'd rather not have to deal with any BS involved with people using it to cheat in Multiplayer.... If users are changing the mod in order to cheat it's on them, If I set it up so that people can cheat its on me EDIT: Wait.... Scratch that. I can initialise the events based on a gamemode condition
  7. Yeah, build 25 has a new filesystem or something.... I'm busy with updates & tbh haven't event subscribed to IWBUMS builds yet.... If anyone wants to figure out the new filesystem & post it here, feel free, but the PZ mods download wont be compatable with build 25+ until my next update
  8. checkout RoboMats Co-ordinate Viewer should give you the info you need
  9. As long as the co-ordinates are in the currently loaded cell, it will work fine.... Otherwise you will need to create a virtual zombie
  10. Shot answer.... Yes getVirtualZombieManager():createRealZombieNow(GridX, GridY, GridZ)While I haven't actually implemented spawning zombies from NecroForge YET, I use it to spawn 360 Zombies in a circle around the player if "the button" is pressed If you want to experiment with it try: X = getPlayer():getX();Y = getPlayer():getY();Z = getPlayer():getZ();ZeD = getVirtualZombieManager():createRealZombieNow(X + 2, Y, Z)Though that will have an error if that square is occupied EDIT: Sorry about my late reply but I've had some filesystem corruption on my operating drive & had to clear ALL of IntelliJ's data & re-install it before I could double check the syntax I used
  11. Sounds like this should go into mod suggestions..... but I too have tasted the bitter defeat of falling off a 3 story building while trying to build I might try a harness for just that purpose, but will wait till we get 3D models & the ability to add custom animations that will come with it.... Inventory items aside, I don't understand why people are continuing to mod with a nugget like that on the horison
  12. Don' worry, happens to everyone.... Just wait till you start doing some "coding" & you have to spend half an hour trying to figure out why its not working, only to figure out that there was a typo in one of your variables
  13. Ummm.... Do you have an item called bronze ore anywhere?.... Your recipe calls for for an item called bronze ore but you've only made copper ore.... On a side note.... Your aware that bronze doesn't occur naturally & therefor bronze ore doesn't exist.... Why would you melt "bronze ore" to make copper ingots?
  14. Oh another one from the same year.... Mind you its about the only decent song by Paradise Lost
  15. Its just a matter of extracting the NecroForge folder into the mods folder.... So the file layout should look like this: ....\Users\....\Zomboid\mods\NecroForge\media\ - lua - sound - ui If that doesn't help please check out this thread on How To Install / Uninstall Mods
  16. My Dog!.... 12 years old already.... Still Awesome though
  17. Just wait for the new updates
  18. Creative Mode.... This mod doesn't have a creative mode.... Dida's multihack is gone when I implement something similar I will be spawning world objects directly instead of using the build context menu
  19. If you played surgeon simulator, you would think they would fall off from walking out your front door I have NO IDEA what this is for.... But I'm damn sure taking advantage of it #48
  20. OK, so I had an Idea for an auto-update feature for NF (its actually SO simple that I cant believe it took me this long to think of it) & that is to go through suburbsdistributions to compile the itemlist on gamestart.... I wanted to put it out there so that I can get some feedback on what people think before I start work on it, especially from the modders that use NF for testing (I see it as more of a testing utility than a cheat mod ) This will mean that there will be less item categories, items that havent been implemented (Dough & Baking Tray for example) wont be in the list & (Most Importantly) items will have to be added to suburbsdistributions to get them into NF However this will mean that new items from PZ updates will automatically be added to NF as well as items from all installed item mods
  21. I don't remember saying anything about GM at all Though it was probably true for the version of GM that was out when I was using darkBasic
  22. #46 Arrrrgggh.... Overly wounded zombie arms.... With wrist watches
  23. Hmmm.... I got burned by darkBasic a while back ( a couple of months of work down the toilet ) & whenever I see programs like this I think of darkBasic's crappy younger brother FPS Creator.... Sure they both LOOK amazing but seriously lack in the performance department. 500 pollys in multiple models with shadow & bump mapping & my program grinds to a halt, mind you there may have been some recent updates....
  24. Yeah, your right.... I seem to remember there being an issue with the salads around the time we uploaded the mod. Some of the Items were being changed, removed, swapped around, etc. Half-full water bottles were also misbehaving so we just removed them from NecroList.... Zeds gonna LOVE you, this means he's gotta go back over the list
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