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WeAreBaked

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Everything posted by WeAreBaked

  1. well lets say this first , if you have ever modded for project zomboid you would know that the code behind what i did(adding the items i added) is all very easy coding with no need to copy, accept for the farming, so if it's the farming your upset about i understand if not i apologize for even mentioning your name in my post and giving any credit what so ever to his work. I was/am/ and always have been under the impression that mods were intended to make the game better and if you can fix something do it. If you look at my coding you will not see any of the marijuana mods exact coding in it at all, and if your going to says you have never looking in another persons mod to see how you get started what files are required your simply a liar. It's like sayin i can't invent multiplication because someone invented addition first. The only real reason i even gave Maska_zgz a shout out is because i respected his work but if you'd prefer i just call it "THE WEED MOD" with no mention to what you have started is fine by me.........as you can see by my pictures i have added tons of stuff more the the marijuana mod besides marijuana so i cleared didnt just change his object names/coding. Nothing special was done in the mod like with 'The Walkie Talkie' mod so their is nothing to really give credit for other then the farming, which didnt seem hard just no reason as it would be the same.
  2. iono what with these..am i only allow one image per post?
  3. i guess i should go into a little more details with my plans....the cig butts are for a new water filter im making...im trying to alot of the stuff seen in "the colony" shows because they were inventing from junk like in pz. but all the smoking products works already because of the built in smoke menu but i would like each item to have its own menu, most of the images were actually stuff just shrunken down, which actually makes them look rather gamey and spritey making them look perfect in game....i also added a bunch of professions and traits....in the end this will be a complete over packed mod with way to many items...more screens of items in game in like 2-3 mins...you can grow your marijuana, i took this code from the marijuana mod the already exist because it was very well done...my issue with it was many the wording of it...preparing your bowl rather then pack it...so i redid everything except the farming aspect with my stoner pov if you will....i suggest the creator smoke more weed and code less ;p but there was also a large amount of glass and acrylic bongs which i thought was unneeded, lowered it to 1 acrylic bong and 1 glass but also added wood pipes, glass, pipes, vaporizers.
  4. Icons of a bunch of items i've been adding to the game such as toys, foods, bags, marijuana, drugs(cocaine, pills)..all the items are in the game and all work and have recipes(well the ones that need recipes have them) but im trying to work on some custom context menus before release having issues with limiting the new menu to show for one item.....but here are the pics
  5. i was just browsing in the old unpack bags mod and something like this wouldnt work? -- Our global TableUIDestroyItems = {};----- This will create a new context menu entry.-- @param _player - The player who clicked the inventory.-- @param _context - The context menu to which we add our option.-- @param _items - The items which have been clicked.--function UIDestroyItems.createMenu(_player, _context, _items) local player = getSpecificPlayer(_player); local clickedItems = _items; -- Will store the clicked stuff. local item; local stack; -- stop function if player has selected multiple item stacks if #clickedItems > 1 then return; end -- Iterate through all clicked items for _, entry in ipairs(clickedItems) do -- test if we have a single item if instanceof(entry, "InventoryItem") and instanceof(item, "Base.Lighter") thenthen item = entry; -- store in local variable break; elseif type(entry) == "table" then stack = entry; break; end end -- Adds context menu entry for single items. if item then _context:addOption("Destroy Item", clickedItems, UIDestroyItems.onDestroyItem, player, item); end -- Adds context menu entries for multiple bags. if stack then -- We start to iterate at the second index to jump over the dummy -- item that is contained in the item-table. for i = 2, #stack.items do local item = stack.items[i]; if instanceof(item, "InventoryItem") and instanceof(item, "Base.Lighter") then _context:addOption("Destroy Item", clickedItems, UIDestroyItems.onDestroyItem, player, item); end end endend----- Remove the clicked item from the inventory.-- @param _items-- @param _player-- @param _item--function UIDestroyItems.onDestroyItem(_items, _player, _item) _item:getContainer():Remove(_item); _player:Say("I love pz-mods.net");end-- Call our function when the event is firedEvents.OnPreFillInventoryObjectContextMenu.Add(UIDestroyItems.createMenu); btw i added and instanceof(item, "Base.Lighter")
  6. any idea guys?....my mod has like 76 items but need this lol
  7. i assuming that im going to need to change the entire code to including the "and item:functionThatReturnsItemName() == 'yourAwesomeItem' then" part to the entire code and not just the beginning functions?
  8. im about to give it a shot now, but the code was still working fine, im just trying to limit it thanks thou, ill let you know how it goes
  9. -- Our global TableUIDestroyItems = {};----- This will create a new context menu entry.-- @param _player - The player who clicked the inventory.-- @param _context - The context menu to which we add our option.-- @param _items - The items which have been clicked.--function UIDestroyItems.createMenu(_player, _context, _items) local player = getSpecificPlayer(_player); local clickedItems = _items; -- Will store the clicked stuff. local item; local stack; -- stop function if player has selected multiple item stacks if #clickedItems > 1 then return; end -- Iterate through all clicked items for _, entry in ipairs(clickedItems) do -- test if we have a single item if instanceof(entry, "InventoryItem") then item = entry; -- store in local variable break; elseif type(entry) == "table" then stack = entry; break; end end -- Adds context menu entry for single items. if item then _context:addOption("Destroy Item", clickedItems, UIDestroyItems.onDestroyItem, player, item); end -- Adds context menu entries for multiple bags. if stack then -- We start to iterate at the second index to jump over the dummy -- item that is contained in the item-table. for i = 2, #stack.items do local item = stack.items[i]; if instanceof(item, "InventoryItem") then _context:addOption("Destroy Item", clickedItems, UIDestroyItems.onDestroyItem, player, item); end end endend----- Remove the clicked item from the inventory.-- @param _items-- @param _player-- @param _item--function UIDestroyItems.onDestroyItem(_items, _player, _item) _item:getContainer():Remove(_item); _player:Say("I love pz-mods.net");end-- Call our function when the event is firedEvents.OnPreFillInventoryObjectContextMenu.Add(UIDestroyItems.createMenu);this is from the site tutorial and it works fine but how would i limit this to specific items...i only want my new menu to show for certain stuff
  10. do they just appear in the area or do they spawn outside the city and actually wander in?
  11. "experimental population management" can you expliain how this works further? like all the zombie leave an area?
  12. WeAreBaked

    Custom Pillz?

    i added a bunch of pills to my game but cant take them...they are drainable just like normal pills...help
  13. my steam is still showing build 27
  14. i was thinking more just along the lines of a wall object you can connect to like an oven but provides power...putting them in the 'oven' would recharge something...and it would be just like water you can charge as many batteries as you can before it goes kerplut...would also add ideas like power tools for faster barricading...charing your ipod for music listening(mod im working on involving books) and tons of other stuff
  15. does CustomContextMenu only work for foods?
  16. I can't get this to work for my books
  17. i want to make a item be able to be interacted with that way a window or door does(right click)
  18. yea i was hoping i could just change some code so the spawning behaves the same just up a level...just shows i need to test before i spend hours 'the sims' it up lol what about the zombies that spawn in the upstairs bathrooms? do the zombie only spawn on the very outside of the map? becasue is so i can enclose my map and just have stairs all over the outside so they walk up, jump a fence and act normal maybe
  19. Any way to change this to the second floor? as in the zombies still spawn as normal but on level 2? i created an a giant 300 tile building lots with and entire sewer system on level one and the entire 300 filled with grass on level 2, so when playing it will be like level on is the sewers...problem is that the zombie still spawn down below
  20. ok, i updates and was able to create a pack, but how do i use my new wall color in building editor? Also, it says to put all the files into mymod
  21. the link says to use the create.pack in tools, buts its not there, my zip file says that my tilezed is from june 18? is that the newesT?
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