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MonkeydoGames

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Everything posted by MonkeydoGames

  1. Yeah, my problem is I am ill, and do not have the energy (for want of a better word) to learn code languages from the ground up... and then learn to apply it to a game specific environment. I can only learn in small amounts by looking at the patterns of code and watching how they connect to each other and seeing how the different bits fit together by looking at collections of similar examples from other people. Then simply copying and modifying the bits that allow me to expand the created feature, with some extra examples, or bits from other places. Anything that looks different or odd or out of place compared to other similar examples, I ask if it should be like that, and I learn another little rule one way or the other. If I don't get an answer, I bash it and see if anything changes! I started with CivilizationIV (Which birthed the Fallout: Tame The Waste Mod), recently started on Colonization, then even more recently wanted to see if I could get all the mods I liked for PZ working together on the latest build. and once again in the spirit of learning, should a conf file have more than this: trappingTraps = {'RatTrap', 'BoxTrap'}; to work? The other two conf files I have have a lot more content, as well as the farming_vegetableconf file. At first I hoped relocating the conf files to the server folder, to match farmings location would work, but the error persisted. So I wondered if perhaps a more recent build required something more for this reference to become 'visible' to the game...
  2. also with the 3d build if you leave items with a null sprite input, it will tend to freeze the game when equipped, so it is better to have one of the original sprites in there. Just out of curiousity, what system did you use for the reload? I have this merged with the reload system from tommyguns.
  3. So I was looking at this bit of code which is giving a null error Old.ISModalDialog = {}; Old.ISModalDialog.new = ISModalDialog.new; function ISModalDialog:new I am wondering if one of these punctuations is wrong. the function has a ':' Old has 2 '.' should the function have a full stop instead? the other functions in this document use full stop, but the construction of this bit of code is slightly different anyway, so it is not a straight like for like comparison for me to be sure... EDIT: Nope twas a herring of Red
  4. yeah, I got this far with it too, I tested the pipe against a tap and it did not seem to work, I need to mod the recipe for water collectors, so I can build one and test it against that to see if I get any thing. I had a patch of dirt that said it was 9hours since watered with a pipe that I think was attached to a tap, so I assume that means it did not work. Also the drip irrigation mod supports necroforge, so if you add that mod you won't have to search for garden hose.
  5. function Club_OnCreate (result, item, recipe) getSpecificPlayer(0):Say("Hasta la vista zombie!"); player = getSpecificPlayerPlayer(0); carpentrylevel = player:getPerkLevel(Perks.Carpentry); if carpentrylevel == 0 then getSpecificPlayer(0):getInventory():AddItem(item); end if carpentrylevel == 1 then getSpecificPlayer(0):getInventory():AddItem(item); end if carpentrylevel == 2 then getSpecificPlayer(0):getInventory():AddItem(item); end if carpentrylevel == 3 then getSpecificPlayer(0):getInventory():AddItem(item); end if carpentrylevel == 4 then getSpecificPlayer(0):getInventory():AddItem(item); end if carpentrylevel == 5 then getSpecificPlayer(0):getInventory():AddItem(item); endendJust for context that is the whole function. My feeling is that it is supposed to just be item, because of the AddItem(item)... Looking at that would you disagree? To me it just seems like he accidentally wrote result twice... well 99% of what I have done so far seems to have resulted in the mod component working. So seems to at least be worth the try... If I come to the point where something seems to be fixed but is still broken, then I can just remove that mod. But just saying 'might not work' is reason enough not to try is no fun at all. You would be amazed at the things I have achieved without knowing a damn thing!
  6. so result, result, item, recipe should there really be 2 results? Does that make some kind of sense to you as a coder? Currently I have deleted the second result.
  7. So another problem, which is just confusing me... se.krka.kahlua.vm.KahluaException: CraftableWeapons.lua:10: ')' expected near `item` Code function Club_OnCreate (result, result item, recipe) That is the line it is referring too, I can post more of the code if that would help. I can guess it is a syntax error I am just not sure what is wrong where... Unless it is that that result item should just be item? EDIT: Amazingly that does seem to have been the issue... Although it generated our old friend error. function: CraftableWeapons.lua -- file: CraftableWeapons.lua line # 35 attempted index: Add of non-table: null----------------------------------------- Code Event.OnPlayerUpdate.Add(Club_Setup);
  8. Thanks robo, I have managed to solve all but 3 by moving files around. I cannot seem to find the right place for the boxtrap and rat trap files.... Also haven't solved the override sleeping one yet.
  9. I MIGHT have fixed the drip mod, I THINK I have gotten rid of all the STACK TRACE errors it was throwing up, but I haven't tested it to see if it is actually working, and I have never used it before so I am not sure how it works exactly (so what to look for for a functioning mod) I can't upload it for others to test yet, cause all my mods are combined into a single folder... so I need to pullout all the individual components for 1 particular mod. It mostly just involves putting the lua files in the right folders. client, server and shared.
  10. ok, that might just be helpful, it may be that one or more files needs to be moved to server or shared to get it working again. I shall see if I can find some comparitive files in the vanilla code, and see where they have been placed.
  11. Yeah, it seems to be working in the 25b build, my poor survivor keeps asking bill what happened to him, or rachel or michelle.... But they don't talk no more..... (real names changed to protect the innocent.) I haven't looked at professions and trait codes yet, I plan to download the professions equipment code, and 1 see if it work with 25b (should do) and then figure out how adding new bits works!
  12. Ah ok, I shall have a look at that then and see if I get anywhere, cheers!
  13. if you are using version 25 you have 2 options, fix the file path to: \media\lua\server\BK_DriedFruits_Distribution To fix the distrubution of it on the map. and/or to craft it add this: recipe Craft Drying Rack { nails=5, plank, keep hammer, Result:dryingrack, Time:80.0, }to: \media\scripts\bk_driedfruits\recipes
  14. Hey DrHorrible, Just wanted to thank you for your work here, looking at your changes really helped me figure out how to fix a lot of the available mods for 25b, Great Job! A note on the 3d breaking some mods, one problem I found with equippable items, is if you have an item with: WeaponSprite = null, it will freeze the game when it is about to equip. If you add an existing weapon sprtie to this entry, the problem is solved. I also found with the Weapon Swapper Mod (which works for 25b) you can press tab to switch out the weapon and the game continues to work!
  15. This one is really fun, I am looking forward to a time where I can get some free time to hack away and this and try adding new messages, especially wanting to mess with the 'trait/profession specific' code you added. First though I need to learn all about traits and professions and adding and messing with them, but that is an exxploration for down the road But pretty much all the mods I have found of yours seem to be great! (at least the ones that are still working, or I can hit with a hammer till they do!)
  16. Generally speaking, place the mods folder like 'Necroforge' in the (Your User Name)/Zomboid/mods and activate in game in the mods screen. (Also at the bottom of this screen it will tell you the path to the mods folder) I don't know what mods work with what versions. I am currently on a mega mod binge, I am combining virtually everything from the mods sections I can get my hands on, then trying to work out what is wrong with them (for build 25b). I have got one of the corpse remover mods working, called corpsemod, it required quite a bit of fiddling, moving and changing distribution file, removing some code that I think is out dated, adding a recipe so that you bridge from regular bleach to the corpsemod bleach. I want to get apocalypse+ merged in eventually too, but I already use tommy guns and there is some overlap that I would want to smooth out, but I am currently bogged down with many other jobs, fixing errors, updating distribution files, and adding SO MANY of the new items to necro forge. I haven't looked at the pickling mod yet, just canning, drying, food and spices, and abandoned food. But crafthelper and necroforge are pretty cool! The other trick I use for making mods work, is find a mod folder that is working, and then stick everything from your 'new mods'/media folder inside the 'media' folder of the working mod, generally speaking they will merge without issue, it is rare to find two mods with a file with the same name. So just drag and drop your 'media' folder from your new mod, to the window with your 'working mod' media folder, and click yes when it asks if you want to merge the two media folders. I currently have everything in one mod folder, the great thing is if one mod is broken, it doesn't break the rest. you can also get a file from the drip irrigation mod (the mod itself does not work currently which I will soon attempt to explore) BUT it comes with a file called 'necroforgesupport' this basically gives you a 'template' for adding in new items to necroforge, so you would no longer have to hunt for your boardgames. You just have to change four or five words, for each new item! Another thing I found out about the new 3d version, is if a mod has an item with: WeaponSprite = null, it will usually make the game freeze up when you try to equip it (if you have the swap weapons mod, you can press tab to make it switch the weapon to secondary and the game continues to work), if you add an existing weapon sprite to this like shotgun (for guns) or axe(i think) or Knife for melee weapons it works fine.
  17. Hello there, I have been trying to get this mod working with the latest build 25b. The problem seems to be with the multiple items system for lock picking. the break locks with crowbar works fine, and I momentarily got lock picking to work when I just made it need the screw driver. (then I broke it again and could not get it back to the working state...) Do you know if something has changed in the code for 'second hand' uses?
  18. Hello PZ Mod Community! So as the title suggests, I am trying to get a whole bunch of mods working with the latest build as some things have changed which stop other things working! I have already done quite a bit of work on this, looking at the code, breaking the code, pressing ctrl+Z, breaking it again, pressing ctrl+Z, making something actually work (Hooray!), etc, etc. Now I don't know how to code lua, my basic technique is just copy, paste, and fiddle.... You would be amazed! at the results that can be achieved with Copy, Paste and Fiddle. Anyway.... Below are a number of stack trace errors, that all seem to be pointing to the same basic issue. STARTfunction: boxTrap.lua -- file: boxTrap.lua line # 9attempted index: derive of non-table: null-----------------------------------------STACK TRACECodeBoxTrap = Trap:derive("BoxTrap");function: RainCollectorBarrelOver.lua -- file: RainCollectorBarrelOver.lua line # 8attempted index: derive of non-table: null-----------------------------------------CodeRainCollectorBarrel = ISBuildingObject:derive("RainCollectorBarrel");function: ratTrap.lua -- file: ratTrap.lua line # 9attempted index: derive of non-table: null-----------------------------------------CodeRatTrap = Trap:derive("RatTrap");function: tag.lua -- file: tag.lua line # 6attempted index: derive of non-table: null-----------------------------------------CodeTag = ISBuildingObject:derive("Tag");function: trap.lua -- file: trap.lua line # 7attempted index: derive of non-table: null-----------------------------------------CodeTrap = ISBuildingObject:derive("Trap");function: Override.lua -- file: Override.lua line # 332attempted index: tent of non-table: null-----------------------------------------CodecampingText.sleepInTent = Sleeping_Text.tent;ENDBecause the line of code in question is so similar between each of these (at least to my poor untrained eye) My theory is that something has changed in the lastest version/s that has changed the way these functions should be written... So my question is what has changed in the lastest version/s that has changed the way these functions should be written? Thanks for any enlightenment that can be shed! P.S. I tried to use spoiler and code tags, but didn't work, and since it is only 1 line of code per time I couldn't be bother to go back and use the code tag button....Also Paragraph spacing seems to be going funny, at least in Preview..
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