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RAINBOW

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  1. Like
    RAINBOW got a reaction from Narnobie111 in Commonly Suggested Suggestions   
    "Tin can traps"
     
    When you eat a Canned food item, you get an empty tin can.  When you have a few tin cans, why not use the wire item to make a noise trap, similiar to barbed wire.  It would make noise when a player or deadhead was within distance, and is subject to damage.  
  2. Like
    RAINBOW got a reaction from Kitt Frostpaws in Fletchery Mod Updated V1.2: by Wafflefish   
    Simple answer. No.  (Or rather, not yet!) the game is still early alpha remember.  I checked out a few threads on 3D models, we can't add our own in yet.
  3. Like
    RAINBOW got a reaction from Viceroy in Lua requests   
    Viceroy:  The one you are looking to hook into is the perform() function in a TimedAction.  
     
    Overwrite the "perform" function to do your check, for example, for my "Vegetarian" custom trait, I wanted to be able to check the 
     
    ISEAT.lua
     
    which would then fire a timed action in the perform in it's 'require' at the top, I always think a wee bit of code speaks volumes anyway, here's my code:
    require 'TimedActions/ISEatFoodAction' --Hooked into here for "Vegetarian Trait" when they eat ham.   function ISEatFoodAction:perform() -- CUSTOMISED FOR SANCTUARY local player = self.character;local item = self.item;local string whatIam = item:getName();  print("1: is working"); player:Say("AAAAAA"); --If the player eats some ham has the veg trait:if whatIam == "Ham" and player:HasTrait("vegetarian") then print("I ate some " .. whatIam .. " but I'm a bloody vegetarian! eek");else--call the original "Perform" code here: self.item:getContainer():setDrawDirty(true);self.item:setJobDelta(0.0);self.character:Eat(self.item);self.character:getBodyDamage():JustAteFood(self.item);self.item:UseItem(); -- needed to remove from queue / start next.ISBaseTimedAction.perform(self);end-- END CUSTOM HOOK  end  Events.OnFillInventoryObjectContextMenu.Add(ISEatFoodAction:perform());The code fires every time an item is eaten.  And checks if it is ham.  It fires a print statement.  Pretty self explanatory eh?  Oh!  You might need to alter the require statement at the top if you are using build 26+ because the directory structure is changing now that PZ has gone multiplayer.  
     
    The event "Onfillinventory" blah blah blah, is what fires when a player right clicks inventory.  The function name ISEatFoodAction:perform is pinched from the Timed Action which links into that.  
     
    Anyway, private message me if you need more help.
  4. Like
    RAINBOW got a reaction from Viceroy in Commonly Suggested Suggestions   
    "Tin can traps"
     
    When you eat a Canned food item, you get an empty tin can.  When you have a few tin cans, why not use the wire item to make a noise trap, similiar to barbed wire.  It would make noise when a player or deadhead was within distance, and is subject to damage.  
  5. Like
    RAINBOW got a reaction from Philip Omnis in RELEASED Build 26   
    The HOTFIX 3 file "recipes.txt" has a mistake in it.  You've typed a recipe twice in it.  Screenie:
     

     
     
    They are identical recipes!
     
    EDIT: One uses twine the other uses Fishing line.  Ignore this post
  6. Like
    RAINBOW reacted to EasyPickins in Is a soft reset suposed to wipe characters!?!   
    When the client sees the ResetID has changed, it erases the entire savegame (Including player).
     
    If you reset the server, but then change ResetID back, the client doesn't know the server has changed, that's why you still see the old areas in the map.
  7. Like
    RAINBOW got a reaction from mvhnexus in "Sanctuary" - A Persistent World, Hardcore Roleplay, Scripted Questing System.   
    Edit: This was a forum for a new roleplay, persistent world for PZ called "Sanctuary".  Due to lack of interest from other coders, I've decided to abandon the project.  It was very ambitious, and the mapping side would have required at least five guys, and I was the only one writing code, and thus-
     
    We've joined the "Aggressive Gaming" server, located in the US, and will be working over there instead.
  8. Like
    RAINBOW got a reaction from AliceCooper in [EUROPE] [PUBLIC] [PVE,PVP] [Online 24x7x365] [Bedford Falls V2] [Muldraugh+West Point+Bedford Falls] [ [Active Admins]   
    I tried to join it a moment ago, it was reporting missing packets, then it shut down.
  9. Like
    RAINBOW got a reaction from PZFanatic in Putting Together a team for a Hardcore Roleplay, Persistent World.   
    Are you interested in creating a roleplaying persistent world server using "Project Zomboid"?
     
     
    About me:  
    I studied videogames software development at a university in Glasgow, Scotland.  I can create 3D models in Autodesk Maya, SoftImage XSI and 3DStudio max.  I can also write code in Java (The language Project Zomboid is written in).  
     
    I have a "Zombie Plan" that involves me heading to the local naval base, banging on the chain link fence for them to let me in, and either being shot to pieces or devoured as the infection spreads among the huge gathered crowd of which I am a part of.  (At least I'm realistic!)
     
    About The Server:  
     
    PVP Allowed, Hardcore Roleplay, Quest Based Adventuring Can you help?Perhaps you have some experience with the 2D map/world/building editor for Project Zomboid. Perhaps you've none!  Maybe you have some experience with 3D modelling, or are just handy with photoshop.  Maybe you've made some custom content for Project Zomboid already, and are looking for a server where people will be enforced to chat "In Character" and "Out of Character" where a players decisions will be able to affect the world directly...  The most important thing is to be eager and have some free time to spare.   Contact me here: nightsbaneadam@gmail.com 
  10. Like
    RAINBOW got a reaction from DaPieGuy in "Sanctuary" - A Persistent World, Hardcore Roleplay, Scripted Questing System.   
    Edit: This was a forum for a new roleplay, persistent world for PZ called "Sanctuary".  Due to lack of interest from other coders, I've decided to abandon the project.  It was very ambitious, and the mapping side would have required at least five guys, and I was the only one writing code, and thus-
     
    We've joined the "Aggressive Gaming" server, located in the US, and will be working over there instead.
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