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Body Builder

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  1. Like
    Body Builder reacted to Cyrrent Eiledoll in Textures on demand   
    woah i a m such a noob ... take a picture of a real Vietnam Heli to make this one.

     
    have forgotten to search for isometric Helicopters for computer games ...
     
    Thank you theese Helis looking wonderfull.
    Yeah the broken Heli was only a quick and easy rework of the normal Heli. I would add more deteils on the broken windows and a little bit other stuff.
    Or i make a military version too. So you can choose between military and civil.
    But first i need a very strong coffee.
     
    Change a little bit the color and make the tail fatter so the Heli looks more massive.
    Add Glasscolor from original PZ so the Windows looks like original PZ windowcolor.
    more fine tuning will come
     

     
    Edit: Here is a picture how the Heli would look ingame ... not good i think

     
    Gnah this Sh.. windows drives me insane.
     
    Doubble Edit:
     
    Have make the windows much darker. Now looks better.



  2. Like
    Body Builder reacted to Cyrrent Eiledoll in Textures on demand   
    Hope the size is ok. Dont know if the Heli is PZ Style enough  ... just make it not test it.
    If you want a broken Heli too or another Style of Heli plz tell me.
     
     


     
    PS: Its a first try ... working on ... see some color mistakes.
     
    Edit: Here to show you how the broken one would look like

  3. Like
    Body Builder reacted to Cyrrent Eiledoll in Textures on demand   
    Hi Modders, Gamers and PZ Fans
     
    If you need a Texture i will made if i can. Tell me what you want and i will do what i can to make your personal texture.
    Please no imposibel stuff like ehm an UFO over a Powerplant with Rainbowlights and Fog with dancing Mutants an the ground in a 40 x 40 pixel Pic.
  4. Like
    Body Builder reacted to RobertJohnson in RELEASED: Build 33   
    33.2!
     
    Steam Server should be updated! Tell me if it works Zombies 3D models fixed Added more voices to FMOD Fixed ambient sound in multiplayer Balanced lot of sounds again Fixed priority on sounds Fixed randomizing big building after you were in them Slowed a tad the stomp animation Fixed some crash issues Fixed some sound issues Fixed "bleach story" spawning floating bleach Can now add poisonous berries/mushroom in recipes Fixed mushroom/berries in evolved recipes appearing only 1 time Chef can no longer identify poisonous berries/mushroom (need to be herbalist) Poisonous berries:mushroom in recipes now actually poison you Added FMOD license to the credits Now spawn Base.milk instead of farming.milk (problem for some recipes) Canned food now appears as food and not "normal" item (can't be eat tho, need to be opened first)
  5. Like
    Body Builder reacted to Svarog in RELEASED: Build 33   
    Thank you!
  6. Like
    Body Builder reacted to RobertJohnson in RELEASED: Build 33   
    New version, 33.1!
     
    Balanced sounds Added missing sounds Fixed ambiance sound being very loud (dog, house alarm) with a lot of reverb Worked to make reverb better Fixed deleting save not working Fixed opening mushroom can leading to "unknown mushroom" Fixed ginseng (made you loss endurance instead of giving you some) Increased a tad windows health Fixed crafting UI crash (should fix error when hitting keyboard in main screen) Fixed starting day bug in scenarios Made "Difficulty:" in new game screen in translation Fixed starting erosion in The First Week scenario Fixed various reloading sound being launch on the square instead of the player (weird left/right sound) Fixed various typo/grammar error Tv lightning Less tv's turned on on gamestart Devices that require power should now shutdown when elec' shutdown Tuned down device zombie attraction ranges Attached headphone on device now syncs on mp Fixed a bunch of clocks to sync across framerates.
  7. Like
    Body Builder reacted to RobertJohnson in RELEASED: Build 33   
    Released!
    [NEW STUFF]
    FMOD: New sound engine!Tons of new sounds and ambient! (fridge buzz, water drip, birds...) New random music algorythm: some weird music will start at night to give a creepy ambient! Proper 3D sound! The helicopter will now circle around a player, you'll need to hide (forest or house) for it to stop! Added an ambient volume slider in the option. New randomized buildings:Some buildings will now be burnt, looted or already barricaded. Some will have specific professions loots Made world more alive, some windows/inside door will be open. New main menu!Allowing to custom your difficulty settings easier. You can choose a difficulty for the world/zombie and then for your starter/character. (need more balancing) Choose from "The First Day" to "6 Months After the Apocalypse" (hard early game), and don't forget our hardcore Survival (hard late game!) Then select if your character will start with some bonuses, such as items or xp multiplier! New trait: herbalistWith this trait you can find medicinal herbs by foraging. They'll help you fixing your broken bones, your stomach disease, etc. Some will require to be transformed in poultice with a mortar and a pilon! Now each new game a random berry/mushroom (yay mushroom!) will be poisonous, same for multiplayer and only the herbalist will know which one you shouldn't eat. Not a herbalist? Take care when eating berries Radios TVs Moveable furnitures! (icon is on the left) Balanced zombies grouping a bit, start game should be way more easier (no zombies thumping at your door when you spawn, less zombies around you, etc...) Added sandbox options to make zombies thump only if they're chasing/heard a sound (still enabled in 6 months/survival) Added /alarm server admin command to force an alarm to play in the current room. Added farming mag to learn the mild flies cure Added electronics mag to learn how to make and add remote trigger Added way to learn remote controller v2 and v3 in electronics mag PZServerSettings edits INI as well as SandboxVars.lua. Save players every minute instead of every 2 seconds. Active translation mods will be loaded when joining a server. Added a context-menu item to show the remaining water in a Rain Collector Barrel. The info is shown by a tooltip. The menu item is displayed only when the player is close to the barrel. Zombies that fall from a height fall over and take some damage. Added buttons to enable/disable mods. Double-clicking still works. Added warning about Workshop items not being displayed when Steam is disabled. The URL button in the Mods screen opens the Steam Overlay to a mod's Workshop page if it has one. PZServerSettings reads/writes servertest_zombies.ini (i.e., the advanced zombie population options) The Maps= line in a server's INI file may contain multiple maps separated by semicolons. Previously, the only way to combine maps was by creating a new map with a map.info file that referred to the other map directories. Added MaxAccountsPerUser to limit the number of accounts tied to each SteamID. If this number is zero (the default) then there is no limit. Admins may create any number of accounts for themselves. [FIXES/BALANCE]Canned food now appears as food and not "normal" item (can't be eat tho, need to be opened first) Crafting UI displays spices and poison already added to a recipe. Crafting UI displays poison icon next to known poisonous ingredients. Fixed watermelon sliced/smashed weight Possibly fixed multiple copies of other players appearing in multiplayer. Fixed speed of falling not considering framerate. Reduced movement rate when going up or down stairs. Fixed OpeningHours sprite bug. Fixed flickering when in the Lua debugger. Fixed health-panel errors when spamming right-click actions. Fixed some outdoor chairs showing "Remove Bush" in context menu. Fixed generators only powering levels 0,1,2 no matter which level the generator was on. ProjectZomboid exe prints any exception after running the main() method. Fixed an exception with footstep sounds when the player was falling. Fixed lighting flashes not working when shaders were turned off. Fixed clicked-on worn clothing not being used by a recipe. Fixed a number of issues with using the bundled Java Runtime Environment on Linux.
  8. Like
    Body Builder reacted to RobertJohnson in RELEASED: IWBUMS 32.19   
    Hellow!
     
    Quick bug fix version
     
    Fixed not being able to splint a fracture Fixed some bug in the health panel When destroying a window with a sledgehammer, the sheet rope will also disappear You can now use rope and not just sheet rope for the window Fixed being kicked on server if your sprinting skill was high
  9. Like
    Body Builder reacted to RobertJohnson in RELEASED: IWBUMS 32.18   
    HOW DO I GET THIS?
    http://theindiestone.com/forums/index.php/topic/4183-iwbms-the-i-will-backup-my-save-branch/
     
    Hello guys!
     
    Sorry for the delay we're all been busy on lot of exciting stuff lately..
     
    Anyway, this update contains a few things:
    Health panel overhaul: damaged bodyparts are in a scrolling list. Added highlighting to the button-labels in MainScreen. Allow the EXIT button to be activated by the controller. Fixed zombies that are attacking getting pushed by other moving zombies. Also fixed the player getting pushed too much by zombies Unequip fishing net when placing it. Fixed calling sendObjectChange() in ISPlant when not on the server.   Fixed InventoryPane tooltips showing when another window is in front. Removed xeno-mods.com from list of valid mod URLs. (Issue #001960) Don't do the latestsave.ini for multiplayer game. [MP] Added KickFastPlayers server option. Don't kick players that were made invisible by an admin [MP] If NoFire is set on server, walls won't burn (from pipe bombs for example) [MP] Prevent copying a character (MP or SP) to another server
  10. Like
    Body Builder reacted to d00de in Italian Translation   
    Ciao a tutti,
    ho appena caricato la versione aggiornata alla build 32.16 della traduzione. Nella prossima settimana vedrò di sostituire tutte le parole con gli accenti con le lettere apostrofate (urgh...) per non vedere quei fastidiosi errori dati dalle lettere accentate stesse.
    Ovviamente, se qualcuno trova incongruenze, errori o quant'altro lo faccia sapere qui sul forum e provvederò al più presto a correggere!
    Pace
  11. Like
    Body Builder reacted to Batsphinx in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Today we come to you with an awesome new mode for Build 33 that should have an explosive impact on the Project Zomboid modding and mapping scene, as well as providing a fun new way to play the game.

     

    Creative Mode is something we first experimented with in the dim and distant past, but came back to mind when we were looking at the speed of our own map production and the tools that we use. The Louisville map we’re building is very ambitious so, alongside EasyPickins’ awesome existing mapping systems, we started to think about ways we could populate our world more quickly.

     

    At the same time in development, meanwhile, TurboTuTone's awesome furniture decoration system arrived on the scene for Build 33 – while General Arcade and EP’s work on Steam Integration meant that Steam Workshop was also suddenly in the offing.

     

    Put them together, and what have you got?

     



     

    When we started Zomboid, and agreed upon a static map for the game, we (perhaps optimistically) anticipated hundreds of maps for players to download to provide almost unlimited amount of exploration. Despite there been some amazing map projects already released, this didn’t quite happen. The learning curve for the toolset, the drudge of copying files, the exporting and all the rest made it an intimidating process.

     

    Creative Mode, we hope, takes all that away. It lets you build maps faster, have fun and work as a team. In essence, it lets you edit the map in any way you can imagine. You can use any buildings or other map pieces available: whether you’re subscribed to them on Steam Workshop, copying and pasting them from the existing PZ map or creating them yourself.

     

    It’s a mode that lets you, as an in-game Zomboid character, create extra buildings, districts, even complete towns and cities. What’s more, absolutely anything can be shared to the Workshop - at the moment via an external app, but soon straight from the game itself. Coming back the other way, anything you’re subscribed to will automatically be available to place within Creative Mode.

     

    Furthermore, Creative Mode works completely in online multiplayer, so players can join forces to build an entire town on their server - before using it as a fun and engaging place to die from zombies. Split screen support isn’t currently coded, but will certainly be something we look into as we refine the system.

     

    In terms of Build 33 – the first version of Creative Mode will cover only the essentials: containing basic house construction, furniture population, landscaping and so on. As we roll it out further, however, we’ll provide additional tools that will let you create neat road systems, sidewalks, gardens, fences, levels of erosion and all that fun stuff.

     

    It's our dearest hope that by empowering everyone and anyone to make map content and share it via the Steam Workshop, and in making the process of building as fun and as co-operative as we possibly can, we’ll foster a new community of building-obsessed doozer players and a flood of new map content. Every player’s game world could potentially be many orders of magnitude bigger than the current Zomboid map, and potentially completely unique to them, or their server and their community.

     

    Then if all servers have their own unique maps, who's to say we couldn't see about giving them an option to have their borders connected one day? With Build 33 the Zomboid infection will be easier to spread than ever before. Exciting times!

     

    OH, AND….

     

    Before we go something else that happened last week and was a bit exciting was that Mike Laidlaw the Creative Director of the ace Dragon Age games at BioWare streamed some PZ – and provided what was an excellent guide and tutorial for the game. It seems Twiggy has some competition! You can view his butterknife and bacon adventures here. Byeee!

  12. Like
    Body Builder reacted to Batsphinx in Mondoid Reposts   
    Today we come to you with an awesome new mode for Build 33 that should have an explosive impact on the Project Zomboid modding and mapping scene, as well as providing a fun new way to play the game.

     

    Creative Mode is something we first experimented with in the dim and distant past, but came back to mind when we were looking at the speed of our own map production and the tools that we use. The Louisville map we’re building is very ambitious so, alongside EasyPickins’ awesome existing mapping systems, we started to think about ways we could populate our world more quickly.

     

    At the same time in development, meanwhile, TurboTuTone's awesome furniture decoration system arrived on the scene for Build 33 – while General Arcade and EP’s work on Steam Integration meant that Steam Workshop was also suddenly in the offing.

     

    Put them together, and what have you got?

     



     

    When we started Zomboid, and agreed upon a static map for the game, we (perhaps optimistically) anticipated hundreds of maps for players to download to provide almost unlimited amount of exploration. Despite there been some amazing map projects already released, this didn’t quite happen. The learning curve for the toolset, the drudge of copying files, the exporting and all the rest made it an intimidating process.

    Creative Mode, we hope, takes all that away. It lets you build maps faster, have fun and work as a team. In essence, it lets you edit the map in any way you can imagine. You can use any buildings or other map pieces available: whether you’re subscribed to them on Steam Workshop, copying and pasting them from the existing PZ map or creating them yourself.

     

    It’s a mode that lets you, as an in-game Zomboid character, create extra buildings, districts, even complete towns and cities. What’s more, absolutely anything can be shared to the Workshop - at the moment via an external app, but soon straight from the game itself. Coming back the other way, anything you’re subscribed to will automatically be available to place within Creative Mode.

     

    Furthermore, Creative Mode works completely in online multiplayer, so players can join forces to build an entire town on their server - before using it as a fun and engaging place to die from zombies. Split screen support isn’t currently coded, but will certainly be something we look into as we refine the system.

     

    In terms of Build 33 – the first version of Creative Mode will cover only the essentials: containing basic house construction, furniture population, landscaping and so on. As we roll it out further, however, we’ll provide additional tools that will let you create neat road systems, sidewalks, gardens, fences, levels of erosion and all that fun stuff.

     

    It's our dearest hope that by empowering everyone and anyone to make map content and share it via the Steam Workshop, and in making the process of building as fun and as co-operative as we possibly can, we’ll foster a new community of building-obsessed doozer players and a flood of new map content. Every player’s game world could potentially be many orders of magnitude bigger than the current Zomboid map, and potentially completely unique to them, or their server and their community.

     

    Then if all servers have their own unique maps, who's to say we couldn't see about giving them an option to have their borders connected one day? With Build 33 the Zomboid infection will be easier to spread than ever before. Exciting times!

     

    OH, AND….

     

    Before we go something else that happened last week and was a bit exciting was that Mike Laidlaw the Creative Director of the ace Dragon Age games at BioWare streamed some PZ – and provided what was an excellent guide and tutorial for the game. It seems Twiggy has some competition! You can view his butterknife and bacon adventures here. Byeee!

  13. Like
    Body Builder reacted to Spracky in Updated UI   
    Am I the only one who strongly dislikes the current UI? I mean it works, but to me it feels really clunky and looks bad... I just made a little concept of a new UI that would keep the current theme:

    Just a little idea. The thing I dislike the most is the whole container part of the UI. At least the new crafting menu was recently added, so that was a huge step forward.
  14. Like
    Body Builder reacted to Svarog 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. 
  15. Like
    Body Builder reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)   
    Apparently, the modified objects.lua file is breaking the game, so I highly advice people not to replace within the game files, and to verify cache for those who have already installed this prison map.
     
    I'm currently consulting with Tim regarding how to make this work better (and possibly appear as an actual mod instead of forcing you to replace original files), and will report back when this happens.
     
    If you don't install objects.lua along other files, the only thing you'll have trouble with is being able to forage inside the prison yard. It's also possible that there won't be as much "world events" happening close, like gunshots or other stuff, but the prison will still be there, and zombies should be able to migrate around that area properly. Sorry for the inconvenience.
  16. Like
    Body Builder got a reaction from RoboMat in Convenient Bags (1.8.2)   
    Amazing.....
    You are a genius, Robomat,  
  17. Like
    Body Builder reacted to RoboMat in Convenient Bags (1.8.2)   
    Pushed version 1.7.0

    - Renamed mod to Convenient Bags- Added option to add labels to bags in order to limit them to certain item types (Closes #7) - Tags can be item types (food, weapon, etc.) or a part of the item's name (Water, Bottle, Baseball Bat, Nails, etc.) - When using the "packing" option only items which match the bag's tags will be transferred into the bag- Traits "Dextrous" and "Allthumbs" affect the time it takes to unpack a bag (Closes #6)A gif of the system in action:

  18. Like
    Body Builder reacted to RoboMat in Convenient Bags (1.8.2)   
    Question: I implemented a custom text box for adding tags. I think that's better than using the container's name. What do you guys think?
    I think it'll also be a bit more efficient since I can store each tag in a separate variable and don't have to split up the name string each time the bag is clicked. Tags are stored in the modData instead.
    Removing tags could have its own context option or require a '!' before the name.
    So 'clothing' would add a tag for clothes and '!clothing' would remove that tag again.
  19. Like
    Body Builder reacted to RoboMat in Convenient Bags (1.8.2)   
    Okay, the basic functionality is done: Adding tags, Removing tags and using the tags when packing bags:

    In the image above I added tags for clothing and weapons. In the last view you can see how the one vest (which wasn't equipped on the player) and both weapons have been moved to the pack.
  20. Like
    Body Builder reacted to Silvestredude in Kung Fu Mod   
    Are you tired to fight with guns? 
    Do you have Chest Hair? 
    Do you want chop some zombies by your bare hand´s? 
     
    Well,  this mod should be for you
     
    It will add new itens
     
    - Kung Fu Book (shelves) to learn how to craft the dummy and train
    - Towels ( necessary to train, totaly craftable and can be use to bandage)
    - Craft Train Dummy (Carpentry)
    - Learn 3 kick ass moves (Hammerhand strike, Knifehand strike and Wrist strike)
     

     
    Water necessary to repair your body....tons of it
     
    Sorry about my English
    My 1 mod guys, be kind ok
     
    Download Version V.02
     
    http://www.megafileupload.com/daLX/KungFu_0.2.rar
     
    Test Version (spawm a lot on zombies but less condition..anoying)
     
    http://www.megafileupload.com/4Muo/Kung_Fu_Test.rar
     
    Installation
     
    Just drop the file on: C:\Users\USER NAME\Zomboid\mods
     
    Planned versions
     
    Soon i ll add iron knuckles, box gloves and everyone start with a standart punch weapon =)
  21. Like
    Body Builder reacted to RoboMat in Convenient Bags (1.8.2)   
    Thank you! Glad you like it
    I am thinking about renaming the mod to "convenient bags" now and adding a few more features.
  22. Like
    Body Builder got a reaction from RoboMat in Convenient Bags (1.8.2)   
    Hi Robomat, thanks a lot for this great mod, it's really good and useful.
    You are very good!
  23. Like
    Body Builder reacted to RoboMat in Convenient Bags (1.8.2)   
    Released Version 1.6.0:

    ### Version 1.6.0- Added support for quickly packing a bag - Can be selected in the inventory screen and will grab all items in the same container as the bag - Ignores bags and equipped items- Changed folder structure and added a mod id
  24. Like
    Body Builder got a reaction from Festa_PWR in Basic Profession & Trait Mod Template   
    My dear friend, i am very grateful to you for your precious help, you are very kind and patient.
    Thank you for the time dedicated to my request. Pz community is really lucky to have good and courteous people that offer their efficient contribute, like you Svarog!
    Thanks again
     

  25. Like
    Body Builder reacted to Japer in Resident Evil / Biohazard Map Project   
    Resident Evil's Raccoon City
     
    This map is created along side it's corresponding mod

    I will be re-creating Racoon City based on the game series, it will feature many different 'landmark' buildings such as the mansion, police station, clock tower etc. Some locations from the movies e.g The Hive may be implemented, so if there's anything you would like to see, feel free to suggest putting them in.

    Here is my progress so far;
     
     
    Full Scale Map - The map is currently 1200 x 900 pixels, that is 4 x 3 game cells
     
    Spencer Mansion

     
    Raccoon Police Department (RPD)

     
    Kendo's Gun Shop
     
    RE3 Start Warehouse
     
    RE3 Bar Jack (Bar Where You Meet Brad)
     
    Stagla Gas Station (Waiting on custom signs + detail to be added in tiled)
     
    Will update this when I do each new area, so please give some feedback on what you think so far as I will continue to work on this regularly.

    Up Next;
    - Spencer Mansion exterior buildings (Guardhouse, lab etc)
    - Racoon City Police Department (RPD)
    - Kendo's Gun Shop
    - Hospitals, schools etc
     
    Ideally this will slowly piece together to create one large recreation or Racoon City, and if anyone is a fan of the series and would like to help out with ideas, mapping, sprites etc feel free to pm me.
     
    Some misc. houses;



    There will be a Spiffo hunt, where you must find hidden Spiffos throughout the map, and we can see who can find the most. Some will be a bit of a challange to find, and if you remember any hidden areas from the original games then you should find them with no problems.
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