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Svarog

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  1. Like
    Svarog got a reaction from 3lackrose in do you guys think survival is too hard?   
    Survival is meant to be hard, every time someone survives for too long in survival the devs make it harder.

    By the time PZ is 1.0 when you start survival you'll just spawn dead.
  2. Like
    Svarog got a reaction from frootloopers in Item and Recipe Script Variables + Brief Description   
    Type = Normal,There are various types of items in Project Zomobid, below you will se each of them with a short description. Normal – A basic item. Drainable – An item that has a certain amount of uses before it's destroyed Food – An item that can be consumed by the character Weapon – An item that can serve as an equpable weapon. Container – An item that can store other items inside it. Clothing – Item worn by the player character. Literature – A readable item like a book or a newspaper. Weight = 1,The weight of an item as seen in-game, it should be a sum of weight + size of the item.Typically used in Item Type: All DisplayName = Example item,Defines the name of the item as displayed in gameTypically used in Item Type: All Icon = ItemIcon,Defines the icon the item will have in-game, the .png file of the icon should be in media/textures folder of the mod and the name must look like this Item_ItemIcon.pngTypically used in Item Type: All UseDelta = 0.1,Defines how many uses a Drainable item has, if it's 0.1 the item will have 10 uses before it's depleted.Typically used in Item Type: Drainable Capacity = 20,Defines the maximum carrying capacity of the container.Typically used with item Type: Container CanBeEquipped = Back,Defines the clothing slot the item is equipped in, typically only used for containers in the form above. BodyLocation = Bottoms,Defines what part of the body a Clothing item is worn on. Can be Bottoms, Shoes or Top Temperature = 8,Defines the temperature resistance a Clothing item gives to the player when worn. CanStoreWater = TRUE/FALSE,Defines if the item can be used to store water. Defaults to FALSE if not used.Typically used in Item Type: Drainable IsWaterSource = TRUE/FALSE,Defines whether or not the item is a source of water. Defaults to FALSE if not used.Typically used in Item Type: Drainable UseWhileEquipped = TRUE/FALSE,Defines if the items has to be equipped in Primary or Secondary slot in order to be used. Defaults to FALSE if not used. ReplaceOnDeplete = Module.ItemID,When the item is depleted (Has no uses left or if you've eaten\drank all of it) it will be replaced by Module.ItemID ReplaceOnUseOn = WaterSource-WaterBottleFull,If the item is used on something it will turn into something else, in the case above, if used on a Water Source (Item\Water Barrel\River) it will become WaterBottleFull IsCookable = TRUE,Defnises whether or not the item can be Cooked using Fire Pits, Stoves or BBQ. If the item is cookable and stores water, it can be used to boil it to remove the tainted water effect. Defaults to FALSE if not used. DangerousUncooked = TRUE,If TRUE, eating the food item without cooking will result in it having a semi-poisonous effect. HungerChange = -20,Defines how much hunger will be removed upon consumption, if the value is Positive, consuming the item will make the character more hungry. ThirstChange = -20,Defines how much thirst will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more thirsty. StressChange = -20,Defines how much stress will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more stressed. UnhappyChange = -20,Defines how much happiness will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more unhappy. BoredomChange = -20,Defines how much boredom will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more bored. FatigueChange = -20,Defines how much fatigue will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more tired. EnduranceChange = 20,Defines how much endurance will be removed upon sonsumption, if the value is NEGATIVE, consuming the item will make the character more fatigued. Alcoholic = TRUE,If TRUE consuming the item will make the character drunk. If used for Bandage items, it will act as disinfectant. DaysFresh = 6,Defines the amount of days before a food item starts to rot. DaysTotallyRotten = 10,Defines the amount of days before the food item rots completely, becoming poisonous. MinutesToCook = 40,In-Game Minutes before the item is cooked, use with Cookable = TURE, MinutesToBurn = 110,In-Game Minutes of Cooking the item before it becomes Burned. Poison = TRUE,Defnines if the item is poisonous upon consumption. PoisonDetectionLevel = 1,Unknown, probably defines the difficulty of detecting poison if used in Evolved Recipe. PoisonPower = 5,Defines the power of poison, the higher the value, the more lethal it is upon consumpion. 5 Is PoisonIvy (White Berry) 45 is Bleach level. UseForPoison = 1,Unknown, possibly amount of PoisonPower goes into Evolved Recipes. FoodType    =   Fruits,Unknown, no known use as of Build 32 AlwaysWelcomeGift = true,Unknown, no known use as of Build 32 CustomContextMenu   =   Take,Will replace "Eat" text in the context menu for food items. EvolvedRecipe = Stew:3;Pie:3;Soup:3;Sandwich:3;Salad:3;Roasted Vegetables:3,Item can be used in Evolved Recipes, in the above case, it could be used in Stew, Pie, Soup, Sandwitch and so on... DisplayCategory = Ammo,Will be displayed as the item's category, can be anything but custom Categories need a Translation file. CanBandage = true,If TRUE the item can be used as a Bandage for wounds. BandagePower    =   4,Defines how good a bandage is, higher values make the bandage last longer before it goes Dirty. ReduceInfectionPower     =   50,If used, it will reduce infection (NOT Zombie Infection, it reduces regular wound infection, it might slow down zombie infection though, uncofirmed) Tooltip = Tooltip_UseOnHealthPanel,Will display tooltip if item is moused over in inventory, requires Translation file that defines the text to display. Known Preset Tooltips:
    Tooltip_Painkillers,Tooltip_PillsAntidepressant,Tooltip_PillsBetablocker,Tooltip_PillsSleeping,Tooltip_tissue_tooltip,Tooltip_IronSight,Tooltip_Scope,Tooltip_AmmoStrap,Tooltip_Sling,Tooltip_FiberglassStock,Tooltip_RecoilPad,Tooltip_Laser,Tooltip_RedDot,Tooltip_ChokeTubeFull,Tooltip_ChokeTubeImproved,Tooltip_Trap,Tooltip_Generator,Tooltip_UseOnHealthPanel,Tooltip_Vitamins, RequiresEquippedBothHands = TRUE,If TRUE the item HAS TO be equipped in Both Hands in order to even be carried. TeachedRecipes =   Make Bread Dough,If Read the item will teach the character how to make Bread Dough, any Recipe name can be used.Typically used with Literature NumberOfPages = 260,Defines the number of pages a Skill Book has.Typically used with Literature Skill Books SkillTrained = Trapping,Defines what skill the Skill Book gives a multiplier to. LvlSkillTrained = 3,Minimum skill level required to read the skill book. NumLevelsTrained = 2,Amount of skill levels the multiplier will apply to beginning with LvlSkillTrainer. CanBeWrite  =   true,If TRUE the item can be used to write on if the character has a Pencil or Pen Weapon Type Only Below: MELEE/RANGED WEAPONS
     
    MinRange = 0.61,
    Defines the minimum range at which the weapon is effective, if the target is closer, he will be pushed away. Possibly 1 = 1 tile.
     
    MaxRange = 1.5,Defines the maximum range at which the weapon is effective. Possibly 1 = 1 tile. WeaponSprite = Fireaxe,Defines the weapon model used. MinAngle = 0.2,Unsure, defines the angle at which the weapon is effective. HitAngleMod = -30,Unsure, as above. SwingTime = 3.0,Defines the default time it will take for the swing animation to play out. MinimumSwingTime = 3.0,Defines the minimum time it will take to swing the melee weapon, affects the speed of animation and DPS. KnockBackOnNoDeath = TRUE,If TRUE the weapon will knock back the target if the strike was not lethal. SwingAmountBeforeImpact = 0.002,Defines the time from start of the swing before it makes an impact. Categories = Axe,Defines the weapon Category. Can be Blunt, Blade, Axe, Improvised, Unarmed SubCategory = Swinging,Defines the weapon Sub Category. Can be Swinging, Stab, Firearm ConditionMax = 15,Defines the maximum durability of the weapon. ConditionLowerChanceOneIn = 30,Defines the chance for weapon condition to lower when used. SplatNumber = 1,Unsure, Possible affects how many blood splats comes out after impact. SplatSize = 5,Unsure, possible affects how much blood comes out with each splat. SplatBloodOnNoDeath = TRUE,Defines whether or not blood comes out if the strike was not lethal. PushBackMod = 0.3,Modifies the strength with which the target is pushed back upon impact. MinDamage = 1,Defines the minimum damage. MaxDamage = 2.5,Defines the maximum damage. MaxHitCount = 2,Defines how many targets can be hit with a single attack. DoorDamage = 35,Defines the amount of damage done to doors. Doors have 100 HP by default. TreeDamage  =   35,Defines the amount of damage done to trees. Trees have 100HP by default. IdleAnim = Idle_Weapon2,Defines the idle animation that plays when the character is holding the weapon. SwingAnim = Bat,Defines the swinging animation that plays when the weapon is used RunAnim = Run_Weapon2,Defines the animation that plays when the character runs with the weapon. CriticalChance = 20,Chance to inflict critical, lethal damage upon the target. WeaponWeight = 3,Higher values cause exertion faster. KnockdownMod = 2,Defines the knockdown modifier, higher values mean it will be easier to knock the target down. TwoHandWeapon = TRUE,If true the weapon will be most effective if equipped in both hands. CloseKillMove = Jaw_Stab,Defines the type of close kill move, used for knives and some other stabbing weapons only. CantAttackWithLowestEndurance = TRUE,If TRUE the weapon can't be used if the character is under Extreme Exertion moodle. EnduranceMod = 0.5,Modifies the amount of endurance used up when swinging the weapon. Higher values mean exertion comes on faster. Weapon Type Only Below: RANGED SPECIFICRanged weapons will use a lot of variables, if not all, used by melee weapons, below you will find variables specific for Ranged Weapons, they would probably all work with a melee weapon, you can experiment. AmmoType = BerettaClip,Defines the type of Ammo being used. To the best of my knowledge, reloading requires .lua code. ImpactSound = null,Defines the sound created after impact. SwingSound = 9mmShot,Defines the attack sound. SoundVolume = 75,Defines the volume of attack sound. ToHitModifier = 1.5,Unsure, possibly a modifier for a chance to hit the target. NPCSoundBoost = 1.5,Unknown. No use as of Build 32. Speculated boost to sound if used by NPC so more zombies hear it and come. Ranged = TRUE,Defines if the weapon is a ranged weapon. ProjectileCount = 1,Defines the amount of projectiles created by shooting the weapon. ShareDamage = FALSE,Unknown effect. IsAimedFirearm = TRUE,Defines if the weapon needs to be aimed. UseEndurance = FALSE,Defines if using the weapon uses up endurance. MultipleHitConditionAffected = FALSE,Unknown. SoundRadius = 150,Defines the sound radius, higher values cause more zombies to hear it from more far away. AimingPerkCritModifier = 10,Defines Aiming Skill Bonus to Critical Chance AimingPerkRangeModifier = 1.5,Defines Aiming Skill Bonus to Range. HitChance = 45,Default chance to hit the target. AimingPerkHitChanceModifier = 15,Defines Aiming Skill Bonus to Hit Chance. AimingPerkMinAngleModifier = 0.05,Defines Aiming Skill Bonus to Min Angle. RecoilDelay = 20,Unsure. Defines time that must pass between shots. SoundGain = 1.5,Unknown effect. ClipSize = 15,Maximum amount of ammo that can go into the weapon. Again, .lua code is required for the weapon to be re loadable. ReloadTime = 10,Defines the time needed for the weapon to be reloaded. AimingTime = 40,Defines Aiming Difficulty, lower values increase chance to hit with low aiming time. PiercingBullets = TRUE,If true, multiple objects can be hit by a single projectile if they are in the right angle. Weapon Type Only Below: THROWN SPECIFIC UseSelf = TRUE,If TRUE the item itself will be used up when attacking. PhysicsObject = Aerosolbomb,Defines the thrown item sprite. ExplosionPower  =   70,Defines the power of the explosion created upon impact. ExplosionRange  =   6,Defines the AoE of the explosion. FirePower  =   97,Defines the amount of fire that will be created upon impact. FireRange  =   6,Defines the AoE of fire. triggerExplosionTimer   =   50,Defines the time before exlosion if placed. ExplosionSound  =   smallExplosion,Defines the sound of explosion. PlacedSprite = constructedobjects_01_32,Defines sprite used if the weapon is placed as a trap.
    I hope this helps anyone who wants to create their own items for PZ. Remember, this is just a list of variables, don't use all of them, it's not required. Take a look at items.txt and newitems.txt to see what variables are used by what items and base your items off that. 
  3. Like
    Svarog got a reaction from JAK in Older versions...   
    That's actually easy to fix.
    Open up one of the .bat files with a text editor and edit the path to the Java install directory. For example
     
    set path=%path%;%ProgramFiles%\Java\jre7\bin;%ProgramFiles(x86)%\Java\jre7\bin;"%ProgramFiles(x86)%\Java\jre7\bin\java"The one above doesn't work because it points to a non-existent directory. The one below is after I fixed it to point to my actual Java install dir.

    set path=%path%;%ProgramFiles%\Java\jre1.8.0_45\bin;%ProgramFiles(x86)%\Java\jre1.8.0_45\bin;"%ProgramFiles(x86)%\Java\jre1.8.0_45\bin\java"
  4. Like
    Svarog got a reaction from Saskidan in Looking for help editing vehicle storage amounts   
    steamapps\common\ProjectZomboid\media\scripts\vehiclesvehicleitems.txt 

    Those are the ones you need to mod. The Trunk item Property themselves. Changed MaxCapacity value to 250 on SmallTrunk1 just to check and got a SmallCar that randomly spawned on a new game to have 200 capacity (Not 250 because it spawned with damaged trunk I guess).
  5. Like
    Svarog got a reaction from mar1147 in NecroForge [Item Spawner & Utility]   
    - - - NecroForge - - -
    Coded by ExcentriCreation
    Data entry by ZedHead & ExcentriCreation
    Concept by ExcentriCreation, ZedHead, dylan1313, & spyder638
    Continued by Svarog
    ------------------------------------------------------------------------------------------
    - - - NecroForge Downloads - - -
    MediaFire
    Steam Workshop
    PZ-Mods [Currently Unavailable]
    ------------------------------------------------------------------------------------------
    - - - Feature Showcase Video - - -
    ------------------------------------------------------------------------------------------
    - - - Additional Links - - -

    ------------------------------------------------------------------------------------------
    - - - Changelog - - -

    Note: I will be posting updates and taking feedback in this thread from now on.
  6. Like
    Svarog got a reaction from Aiteron in How to kill a thousand zombies with one item.   
    I don't like fire too, it's extremely unrealistic in the way it works. It spreads too randomly without any rules, everything is flammable, except not. Sometimes I try to burn a 4x4 pile of corpses only to see that one tile of corpses got burned, fire is everywhere but it didn't touch what was next to it's point of origin, it just jumped around at complete random, on asphalt I might add. 

    And did I mention that rain can put out indoor fires?
  7. Spiffo
    Svarog got a reaction from Damano in More Spiffos   
    Random Spiffos should be added to the game and there should one day be achievement for collecting all of them.
  8. Like
    Svarog got a reaction from HestrimChaosbrewer in Item and Recipe Script Variables + Brief Description   
    Type = Normal,There are various types of items in Project Zomobid, below you will se each of them with a short description. Normal – A basic item. Drainable – An item that has a certain amount of uses before it's destroyed Food – An item that can be consumed by the character Weapon – An item that can serve as an equpable weapon. Container – An item that can store other items inside it. Clothing – Item worn by the player character. Literature – A readable item like a book or a newspaper. Weight = 1,The weight of an item as seen in-game, it should be a sum of weight + size of the item.Typically used in Item Type: All DisplayName = Example item,Defines the name of the item as displayed in gameTypically used in Item Type: All Icon = ItemIcon,Defines the icon the item will have in-game, the .png file of the icon should be in media/textures folder of the mod and the name must look like this Item_ItemIcon.pngTypically used in Item Type: All UseDelta = 0.1,Defines how many uses a Drainable item has, if it's 0.1 the item will have 10 uses before it's depleted.Typically used in Item Type: Drainable Capacity = 20,Defines the maximum carrying capacity of the container.Typically used with item Type: Container CanBeEquipped = Back,Defines the clothing slot the item is equipped in, typically only used for containers in the form above. BodyLocation = Bottoms,Defines what part of the body a Clothing item is worn on. Can be Bottoms, Shoes or Top Temperature = 8,Defines the temperature resistance a Clothing item gives to the player when worn. CanStoreWater = TRUE/FALSE,Defines if the item can be used to store water. Defaults to FALSE if not used.Typically used in Item Type: Drainable IsWaterSource = TRUE/FALSE,Defines whether or not the item is a source of water. Defaults to FALSE if not used.Typically used in Item Type: Drainable UseWhileEquipped = TRUE/FALSE,Defines if the items has to be equipped in Primary or Secondary slot in order to be used. Defaults to FALSE if not used. ReplaceOnDeplete = Module.ItemID,When the item is depleted (Has no uses left or if you've eaten\drank all of it) it will be replaced by Module.ItemID ReplaceOnUseOn = WaterSource-WaterBottleFull,If the item is used on something it will turn into something else, in the case above, if used on a Water Source (Item\Water Barrel\River) it will become WaterBottleFull IsCookable = TRUE,Defnises whether or not the item can be Cooked using Fire Pits, Stoves or BBQ. If the item is cookable and stores water, it can be used to boil it to remove the tainted water effect. Defaults to FALSE if not used. DangerousUncooked = TRUE,If TRUE, eating the food item without cooking will result in it having a semi-poisonous effect. HungerChange = -20,Defines how much hunger will be removed upon consumption, if the value is Positive, consuming the item will make the character more hungry. ThirstChange = -20,Defines how much thirst will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more thirsty. StressChange = -20,Defines how much stress will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more stressed. UnhappyChange = -20,Defines how much happiness will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more unhappy. BoredomChange = -20,Defines how much boredom will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more bored. FatigueChange = -20,Defines how much fatigue will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more tired. EnduranceChange = 20,Defines how much endurance will be removed upon sonsumption, if the value is NEGATIVE, consuming the item will make the character more fatigued. Alcoholic = TRUE,If TRUE consuming the item will make the character drunk. If used for Bandage items, it will act as disinfectant. DaysFresh = 6,Defines the amount of days before a food item starts to rot. DaysTotallyRotten = 10,Defines the amount of days before the food item rots completely, becoming poisonous. MinutesToCook = 40,In-Game Minutes before the item is cooked, use with Cookable = TURE, MinutesToBurn = 110,In-Game Minutes of Cooking the item before it becomes Burned. Poison = TRUE,Defnines if the item is poisonous upon consumption. PoisonDetectionLevel = 1,Unknown, probably defines the difficulty of detecting poison if used in Evolved Recipe. PoisonPower = 5,Defines the power of poison, the higher the value, the more lethal it is upon consumpion. 5 Is PoisonIvy (White Berry) 45 is Bleach level. UseForPoison = 1,Unknown, possibly amount of PoisonPower goes into Evolved Recipes. FoodType    =   Fruits,Unknown, no known use as of Build 32 AlwaysWelcomeGift = true,Unknown, no known use as of Build 32 CustomContextMenu   =   Take,Will replace "Eat" text in the context menu for food items. EvolvedRecipe = Stew:3;Pie:3;Soup:3;Sandwich:3;Salad:3;Roasted Vegetables:3,Item can be used in Evolved Recipes, in the above case, it could be used in Stew, Pie, Soup, Sandwitch and so on... DisplayCategory = Ammo,Will be displayed as the item's category, can be anything but custom Categories need a Translation file. CanBandage = true,If TRUE the item can be used as a Bandage for wounds. BandagePower    =   4,Defines how good a bandage is, higher values make the bandage last longer before it goes Dirty. ReduceInfectionPower     =   50,If used, it will reduce infection (NOT Zombie Infection, it reduces regular wound infection, it might slow down zombie infection though, uncofirmed) Tooltip = Tooltip_UseOnHealthPanel,Will display tooltip if item is moused over in inventory, requires Translation file that defines the text to display. Known Preset Tooltips:
    Tooltip_Painkillers,Tooltip_PillsAntidepressant,Tooltip_PillsBetablocker,Tooltip_PillsSleeping,Tooltip_tissue_tooltip,Tooltip_IronSight,Tooltip_Scope,Tooltip_AmmoStrap,Tooltip_Sling,Tooltip_FiberglassStock,Tooltip_RecoilPad,Tooltip_Laser,Tooltip_RedDot,Tooltip_ChokeTubeFull,Tooltip_ChokeTubeImproved,Tooltip_Trap,Tooltip_Generator,Tooltip_UseOnHealthPanel,Tooltip_Vitamins, RequiresEquippedBothHands = TRUE,If TRUE the item HAS TO be equipped in Both Hands in order to even be carried. TeachedRecipes =   Make Bread Dough,If Read the item will teach the character how to make Bread Dough, any Recipe name can be used.Typically used with Literature NumberOfPages = 260,Defines the number of pages a Skill Book has.Typically used with Literature Skill Books SkillTrained = Trapping,Defines what skill the Skill Book gives a multiplier to. LvlSkillTrained = 3,Minimum skill level required to read the skill book. NumLevelsTrained = 2,Amount of skill levels the multiplier will apply to beginning with LvlSkillTrainer. CanBeWrite  =   true,If TRUE the item can be used to write on if the character has a Pencil or Pen Weapon Type Only Below: MELEE/RANGED WEAPONS
     
    MinRange = 0.61,
    Defines the minimum range at which the weapon is effective, if the target is closer, he will be pushed away. Possibly 1 = 1 tile.
     
    MaxRange = 1.5,Defines the maximum range at which the weapon is effective. Possibly 1 = 1 tile. WeaponSprite = Fireaxe,Defines the weapon model used. MinAngle = 0.2,Unsure, defines the angle at which the weapon is effective. HitAngleMod = -30,Unsure, as above. SwingTime = 3.0,Defines the default time it will take for the swing animation to play out. MinimumSwingTime = 3.0,Defines the minimum time it will take to swing the melee weapon, affects the speed of animation and DPS. KnockBackOnNoDeath = TRUE,If TRUE the weapon will knock back the target if the strike was not lethal. SwingAmountBeforeImpact = 0.002,Defines the time from start of the swing before it makes an impact. Categories = Axe,Defines the weapon Category. Can be Blunt, Blade, Axe, Improvised, Unarmed SubCategory = Swinging,Defines the weapon Sub Category. Can be Swinging, Stab, Firearm ConditionMax = 15,Defines the maximum durability of the weapon. ConditionLowerChanceOneIn = 30,Defines the chance for weapon condition to lower when used. SplatNumber = 1,Unsure, Possible affects how many blood splats comes out after impact. SplatSize = 5,Unsure, possible affects how much blood comes out with each splat. SplatBloodOnNoDeath = TRUE,Defines whether or not blood comes out if the strike was not lethal. PushBackMod = 0.3,Modifies the strength with which the target is pushed back upon impact. MinDamage = 1,Defines the minimum damage. MaxDamage = 2.5,Defines the maximum damage. MaxHitCount = 2,Defines how many targets can be hit with a single attack. DoorDamage = 35,Defines the amount of damage done to doors. Doors have 100 HP by default. TreeDamage  =   35,Defines the amount of damage done to trees. Trees have 100HP by default. IdleAnim = Idle_Weapon2,Defines the idle animation that plays when the character is holding the weapon. SwingAnim = Bat,Defines the swinging animation that plays when the weapon is used RunAnim = Run_Weapon2,Defines the animation that plays when the character runs with the weapon. CriticalChance = 20,Chance to inflict critical, lethal damage upon the target. WeaponWeight = 3,Higher values cause exertion faster. KnockdownMod = 2,Defines the knockdown modifier, higher values mean it will be easier to knock the target down. TwoHandWeapon = TRUE,If true the weapon will be most effective if equipped in both hands. CloseKillMove = Jaw_Stab,Defines the type of close kill move, used for knives and some other stabbing weapons only. CantAttackWithLowestEndurance = TRUE,If TRUE the weapon can't be used if the character is under Extreme Exertion moodle. EnduranceMod = 0.5,Modifies the amount of endurance used up when swinging the weapon. Higher values mean exertion comes on faster. Weapon Type Only Below: RANGED SPECIFICRanged weapons will use a lot of variables, if not all, used by melee weapons, below you will find variables specific for Ranged Weapons, they would probably all work with a melee weapon, you can experiment. AmmoType = BerettaClip,Defines the type of Ammo being used. To the best of my knowledge, reloading requires .lua code. ImpactSound = null,Defines the sound created after impact. SwingSound = 9mmShot,Defines the attack sound. SoundVolume = 75,Defines the volume of attack sound. ToHitModifier = 1.5,Unsure, possibly a modifier for a chance to hit the target. NPCSoundBoost = 1.5,Unknown. No use as of Build 32. Speculated boost to sound if used by NPC so more zombies hear it and come. Ranged = TRUE,Defines if the weapon is a ranged weapon. ProjectileCount = 1,Defines the amount of projectiles created by shooting the weapon. ShareDamage = FALSE,Unknown effect. IsAimedFirearm = TRUE,Defines if the weapon needs to be aimed. UseEndurance = FALSE,Defines if using the weapon uses up endurance. MultipleHitConditionAffected = FALSE,Unknown. SoundRadius = 150,Defines the sound radius, higher values cause more zombies to hear it from more far away. AimingPerkCritModifier = 10,Defines Aiming Skill Bonus to Critical Chance AimingPerkRangeModifier = 1.5,Defines Aiming Skill Bonus to Range. HitChance = 45,Default chance to hit the target. AimingPerkHitChanceModifier = 15,Defines Aiming Skill Bonus to Hit Chance. AimingPerkMinAngleModifier = 0.05,Defines Aiming Skill Bonus to Min Angle. RecoilDelay = 20,Unsure. Defines time that must pass between shots. SoundGain = 1.5,Unknown effect. ClipSize = 15,Maximum amount of ammo that can go into the weapon. Again, .lua code is required for the weapon to be re loadable. ReloadTime = 10,Defines the time needed for the weapon to be reloaded. AimingTime = 40,Defines Aiming Difficulty, lower values increase chance to hit with low aiming time. PiercingBullets = TRUE,If true, multiple objects can be hit by a single projectile if they are in the right angle. Weapon Type Only Below: THROWN SPECIFIC UseSelf = TRUE,If TRUE the item itself will be used up when attacking. PhysicsObject = Aerosolbomb,Defines the thrown item sprite. ExplosionPower  =   70,Defines the power of the explosion created upon impact. ExplosionRange  =   6,Defines the AoE of the explosion. FirePower  =   97,Defines the amount of fire that will be created upon impact. FireRange  =   6,Defines the AoE of fire. triggerExplosionTimer   =   50,Defines the time before exlosion if placed. ExplosionSound  =   smallExplosion,Defines the sound of explosion. PlacedSprite = constructedobjects_01_32,Defines sprite used if the weapon is placed as a trap.
    I hope this helps anyone who wants to create their own items for PZ. Remember, this is just a list of variables, don't use all of them, it's not required. Take a look at items.txt and newitems.txt to see what variables are used by what items and base your items off that. 
  9. Like
    Svarog got a reaction from trombonaught in NecroForge [Item Spawner & Utility]   
    I can't take credit for the UI. The UI was coded by ExtcentriCreation i just expanded NecroForge beyond an item spawner that Excentri created. Thank him/her and ZedHead for NecroForge being a thing with UI. I can only take credit for everything it does beyond spawning items.
  10. Spiffo
    Svarog got a reaction from trombonaught in NecroForge [Item Spawner & Utility]   
    Welp, finally had some time and did an update. There's more to do but it works. Should be compatible with Build 39, 40 and IWBUMS 41 without issues. If there are any, do let me know.
     
    Necroforge 2.7b Changelog
     
    Added Missing Clothing Items Added Missing Skills to EXP Debug Menu [Backwards Compatible] Added Support for Clothing Dryers and Washer objects to Tile/Object Cloner New Vehicle Function - Spawn Vehicle New Vehicle Function - Debug Repair Full (Adds Missing Parts Too) New Vehicle Function - Debug Remove Vehicle Fixed Generated Vehicle Key had Default Key Icon Fixed Some Weapons Being Miscategorized into Ammo Fixed Spawning Zombies in Undies  
    Mediafire Download: NecroForge 2.7b
    Also available on Steam Workshop
  11. Spiffo
    Svarog got a reaction from GoodOldLeon in NecroForge [Item Spawner & Utility]   
    Welp, finally had some time and did an update. There's more to do but it works. Should be compatible with Build 39, 40 and IWBUMS 41 without issues. If there are any, do let me know.
     
    Necroforge 2.7b Changelog
     
    Added Missing Clothing Items Added Missing Skills to EXP Debug Menu [Backwards Compatible] Added Support for Clothing Dryers and Washer objects to Tile/Object Cloner New Vehicle Function - Spawn Vehicle New Vehicle Function - Debug Repair Full (Adds Missing Parts Too) New Vehicle Function - Debug Remove Vehicle Fixed Generated Vehicle Key had Default Key Icon Fixed Some Weapons Being Miscategorized into Ammo Fixed Spawning Zombies in Undies  
    Mediafire Download: NecroForge 2.7b
    Also available on Steam Workshop
  12. Like
    Svarog got a reaction from RickL in NecroForge [Item Spawner & Utility]   
    Welp, finally had some time and did an update. There's more to do but it works. Should be compatible with Build 39, 40 and IWBUMS 41 without issues. If there are any, do let me know.
     
    Necroforge 2.7b Changelog
     
    Added Missing Clothing Items Added Missing Skills to EXP Debug Menu [Backwards Compatible] Added Support for Clothing Dryers and Washer objects to Tile/Object Cloner New Vehicle Function - Spawn Vehicle New Vehicle Function - Debug Repair Full (Adds Missing Parts Too) New Vehicle Function - Debug Remove Vehicle Fixed Generated Vehicle Key had Default Key Icon Fixed Some Weapons Being Miscategorized into Ammo Fixed Spawning Zombies in Undies  
    Mediafire Download: NecroForge 2.7b
    Also available on Steam Workshop
  13. Like
    Svarog got a reaction from Livio Persemprio in NecroForge [Item Spawner & Utility]   
    Welp, finally had some time and did an update. There's more to do but it works. Should be compatible with Build 39, 40 and IWBUMS 41 without issues. If there are any, do let me know.
     
    Necroforge 2.7b Changelog
     
    Added Missing Clothing Items Added Missing Skills to EXP Debug Menu [Backwards Compatible] Added Support for Clothing Dryers and Washer objects to Tile/Object Cloner New Vehicle Function - Spawn Vehicle New Vehicle Function - Debug Repair Full (Adds Missing Parts Too) New Vehicle Function - Debug Remove Vehicle Fixed Generated Vehicle Key had Default Key Icon Fixed Some Weapons Being Miscategorized into Ammo Fixed Spawning Zombies in Undies  
    Mediafire Download: NecroForge 2.7b
    Also available on Steam Workshop
  14. Like
    Svarog reacted to cocoayoc in new replace bandages method?   
    when bandages get dirty, how about an option "replace dirty bandages with..." instead of having to remove them and then add fresh ones as 2 separate steps?
  15. Like
    Svarog reacted to MrTrololo in reading in darkness   
    character shouldn't be able to read anything if light level is too low,currently reading even in completely dark areas is possible and that's ridicolous
  16. Like
    Svarog got a reaction from Maris in How do I edit the weapons stats and building recipes?   
    Files in C:\Steam\steamapps\common\ProjectZomboid\media\scripts\ called items.txt or newitems.txt Contain item code that controls item weight, you'll just need to find the item you want to alter and lower the Weight value.
    For clip size you can edit ClipSize value in the same file.
    Lastly, to change the "recipe" for buildable things you need to edit this file C:\Steam\steamapps\common\ProjectZomboid\media\lua\client\BuildingObjects\ISUI\ISBuildMenu.lua
     
    In it find this line
     
    if ISBuildMenu.countMaterial(player, "Base.Garbagebag") < 4
     
    Change it to
     
    if ISBuildMenu.countMaterial(player, "Base.Garbagebag") < 2
     
    I recommend using Notepad ++ for editing those files. Also, of course, I can't really recommend altering the game files, make a mod instead, otherwise every single update will restore the files to defaults.
    Changing that stuff shouldn't have a bad effect on your saves.
    If you need help making a mod let me know.
  17. Like
    Svarog got a reaction from Hades in Hold E to Jump over fences   
    I wouldn't mind if it was Space. It would also help with windows, having the same key to open\vault is annoying as hell, especially when it works like Press E to Open\Close Hold to Vault while pressing it is just for Vault in every other case.
  18. Spiffo
    Svarog got a reaction from GoodOldLeon in NecroForge [Item Spawner & Utility]   
    - - - NecroForge - - -
    Coded by ExcentriCreation
    Data entry by ZedHead & ExcentriCreation
    Concept by ExcentriCreation, ZedHead, dylan1313, & spyder638
    Continued by Svarog
    ------------------------------------------------------------------------------------------
    - - - NecroForge Downloads - - -
    MediaFire
    Steam Workshop
    PZ-Mods [Currently Unavailable]
    ------------------------------------------------------------------------------------------
    - - - Feature Showcase Video - - -
    ------------------------------------------------------------------------------------------
    - - - Additional Links - - -

    ------------------------------------------------------------------------------------------
    - - - Changelog - - -

    Note: I will be posting updates and taking feedback in this thread from now on.
  19. Like
    Svarog got a reaction from Nachalas in More Starting Scenarios   
    Hospitalized

    You wake up in a hospital with nothing but bloody bandages for clothing a bunch of stitches and a broken limb, very thirsty and very hungry, and the door is locked from the other side with a bunch of zombies banging on it so the only way out might be out the window. And your room just happened to be on the second floor so getting a sheet rope together may be the first thing you have to do.
     
    There should be nothing but some clothing/sheets and nails in the room. Unlike Walking Dead or 28 Days Later the hospital should be absolutely swarming with zombies to force the player to run in a random direction away from it instead of even thinking about trying to find anything there.
  20. Like
    Svarog got a reaction from Geras in Svarog's Small Mods   
    To be honest I don't even know what to say to that  I too hope I'll be able to find some free time (As in, get a job that doesn't require me doing over 240h a month to be able to pay the rent, survive and have savings) because I really do miss PZ and it's community a lot.

    No other game and no other forum kept me interested in it for more than 3 months, I always had a short attention span and got easily bored so, at least from my perspective, I think you can imagine how awesome the game and the community around it must be for me to have stuck around for over 3 years

    Thank You Guys
  21. Like
    Svarog got a reaction from ElectricLimbo83 in Is PZ Ever going to get finished?   
    Heh I learned basic programming thanks to PZ. I If it wasn't for modding PZ I would have failed at Technical IT school xD

    Lua is awesome, it's awesome because it's simple and it's great as an introduction to coding. To give TIS credit most of the stuff that isn't modable is really old, take moodles or basic health stuff, that stuff was java side since before lua was used in PZ. Just wish someone opened as much as possible to lua.

    Edit: Hell, I think we both see the insane amount of mods we could make (I wish I had the time to make em still :/) PZ is begging for a Fallout TC mod, me and my friend would love to get one going.
  22. Like
    Svarog got a reaction from MrCouper in Looking for help editing vehicle storage amounts   
    Well... I was aware of that file because of NecroForge so yeah, I was using performance enhancing knowledge.
     

    Let me know if you ever get to Eastern Poland. The beer I drink is unavailable outside of the region, I'll buy you one.
  23. Spiffo
    Svarog reacted to RickL in Looking for help editing vehicle storage amounts   
    Thank you very, very much Svarog. Once again, you come to my rescue.  
     
    I edited all the template files but totally missed that specific file.
     
    Don't beer and mod kids.
     
    Again... thanks much.
  24. Like
    Svarog got a reaction from RickL in Looking for help editing vehicle storage amounts   
    steamapps\common\ProjectZomboid\media\scripts\vehiclesvehicleitems.txt 

    Those are the ones you need to mod. The Trunk item Property themselves. Changed MaxCapacity value to 250 on SmallTrunk1 just to check and got a SmallCar that randomly spawned on a new game to have 200 capacity (Not 250 because it spawned with damaged trunk I guess).
  25. Like
    Svarog got a reaction from Kuren in Is PZ Ever going to get finished?   
    Imagine where Bethesda games would be right now without modding.

    At the exact same place most big games are. Irrelevant, Dead and long forgotten by everyone who played it for long enough.

    How long does it take to beat Thief: Dark Project? I can do it in about 6-7h on Expert. And yet I remember playing that game for hundreds of hours back in the day, why? Fan Missions, dozens of them. Same for Thief 2.

    Why is the original DooM still alive? Modding. Hell the only reason some games exist is Modding, Counter Strike, Killing Floor... Hell, the new Doom game is based on Brutal Doom mod for the original Doom.

    Warcraft 3 Modding spawned one of the most popular genres available, mobas through a single MP map called DotA (I know it really started in Starcraft but whatever) Edit: To this day I wish that instead of DotA, RP maps got all the attention and help spawn some awesome RP oriented projects :/

    All the games that are hard to mod I ever played, I played, for however long it took to get through the story, and then never again unless the gameplay was really that good AND/OR had multiple endings that were worth a second playthrough which is rare.

    I would legitimately argue that modding is one of the most important things when it comes to any game's longevity. Not MP, not DLC, not lootboxes, fuck all that (Unless you're EA and into $$$ whales will buy that shit no matter how far you shove that harpoon up their ass), all games that have JUST that DIE. Games that are moddable live forever.

    Fking Freedom Force modding exists to this day and people buy old Windows 98 PCs just to run the Map Editor.

    Edit: I will admit, I am burned out by PZ but somehow (gee i wonder how considering what I said above) I keep coming back to it. Despite work, despite fcked up IRL drama I got involved in (Why I don't update my mods anymore, for which I am infinitely sorry) It's because, Official updates or mods, there is always something fresh for me to experience in it, be it a new map, random content or some basic but fun to fck around with for a few hours NPCs.

    Edit #5: And that's my complete rant on gaming v0.9.
     
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