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Rainoa

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  1. Pie
    Rainoa got a reaction from tommysticks in Crafting Using Equipped Backpacks   
    This is amazing!!!
     I have been looking for a fix for my bag dye mod i have been working on to auto remove items & keep original bag name if was re-named
     
    I have tested with bag equipped primary + secondary + back, With & without items in them!
     
    all seems to work perfect ty so much @tommysticks
     
    just need to see if i can get help/figure out how to also make bag keep its original rename!
  2. Spiffo
    Rainoa reacted to tommysticks in Crafting Using Equipped Backpacks   
    function itemCheck(item, resultItem, player) local pInv = player:getInventory(); local iTab2 = {}; --need an empty table later local dItem; for i = 0, (item:size()-1) do --item = number of items required for recipe dItem = item:get(i); if dItem:getCategory() == "Container" then --if any items in recipe are bags... print("Container detected") if player:getClothingItem_Back() == dItem then --...and are equiped on the back... player:setClothingItem_Back(nil); end if player:getPrimaryHandItem() == dItem then --...or are equiped primary... player:setPrimaryHandItem(nil); end if player:getSecondaryHandItem() == dItem then --...or are equiped secondary... player:setSecondaryHandItem(nil); --remove them from being equipped end dInv = dItem:getInventory(); --get the inventory of recipe item dInvItems = dInv:getItems(); --get the size of the inventory if dInvItems:size() >= 1 then --if container is empty we are finished i.e. less than 1 item for i2 = 0, (dInvItems:size()-1) do --if not, iterate over each item invItem = dInvItems:get(i2); table.insert(iTab2, invItem) --add each item to empty table print(invItem:getType()); end end end end for i3, k3 in ipairs(iTab2) do print (k3:getType()..": removing from container.") dInv:Remove(k3); --remove items from container in recipe pInv:AddItem(k3); --add items to player inventory end end Try pasting that over Nolan's original code and everything should work. I did some limited testing.
  3. Like
    Rainoa reacted to RobertJohnson in Server Access Level   
    From build 35.17, you'll be able to set different access level for your admin staff using /setaccesslevel "username" "accesslevel" option or directly inside the server database.
     
    List of access level possible: admin, moderator, overseer, gm, observer.
     
    This is what they all can do:
    (please note this list is subject to changes, this post is also to discuss about them)
     
    Observer:
      Toggle god mod (on himself only)   Toggle invisible (on himself only)   See players connected (/players)   Teleport to a player (can't teleport a player elsewhere)   Can toggle noclip (on himself only)   Teleport to coordinates   See server options   Can open locked doors   Can go inside safehouses   Can't be kicked if too laggy   Can always join server (even if full)   Can talk even being invisible   Sees invisible players   Can't be hit by players   Log directly invisible/invincible   Can see players stats (name, skill, traits...) with click on player -> Check Stats (but can't modify them)  
    GM:
      Everything an Observer can use, plus:   Toggle god mod (on himself and others)   Toggle invisible (on himself and others)   Can toggle noclip (on himself and others)   Teleport to a player to another player     Use /alarm, /gunshot, /thunder and /chopper   Start/Stop rain   Add item   Add xp  
    Overseer:
      Everything a GM can use, plus:   Create horde   Kick user   Display server message   See connection info of a player   Disconnect a player by connection number (/disconnect)   Use /nightlengthmodifier   Can modify player stats in the player stats UI   Can ban a player from /all chat  
    Moderator:
      Everything an Overseer can use, plus:   Ban/Unban user (including steam ID)   Manipulate whitelist (/adduser, /addusertowhitelist, /addalltowhitelist, /removeuserfromwhitelist   Change access level (can't set admin)   Can setup safehouses  
    Admin:
      Everything a Moderator can use, plus:   Save world   Quit world   Change access level (including admin)   Reload server options   Change server options   Send pulse   Reload Lua files   Bypass Lua checksum
  4. Like
    Rainoa reacted to EasyPickins in RELEASED: Build 31   
    Build 31.9 released to the public:
    Fixed camping/farming/trapping breakage right after loading in singleplayer. (Issue #001502) Fixed loot-rarity sandbox option not working the first time a map was loaded in singleplayer. (Issue #001500) Fixed translations breaking evolved recipes. (Issue #001499). "Make Can of" - > "Make Jar of", "Open Can of" -> "Open Jar of" renaming. Fixed snow appearance not being synced in multiplayer. Added food spoilage to some new types of food. (Issue #001504) Also, the whole "charge your swings" thing was removed.  EDIT: Actually, charging still increases the chance to knock down zombies.
  5. Like
    Rainoa got a reaction from CaptKaspar in RELEASED: Build 31   
    if u have the trait reading skill books faster, should also lower your boredom while u read them :3
     
    also maybe other traits that give +%EXP u should get happy doing them actions for that type of thing like farming checking info on farm stuff or checking traps or w/e
     
    but reading skill books while u wait for daytime getting super bored is the number 1 thing that i think is kinda annoying most of all if u have the faster book reading trait
  6. Like
    Rainoa got a reaction from Dv2236 in RELEASED: Build 31   
    if u cant sleep in MP sleeping pills should be removed from spawning as well =^.^=
     
    also finding a use for rotten food's maybe, fertilizer cough cough...
  7. Like
    Rainoa reacted to Kirrus in RELEASED: Build 31   
    Currently, they're being implemented more for RP, than for securing loot. Currently, the best way of keeping stuff safe in MP, is hiding it behind something.
  8. Like
    Rainoa reacted to RobertJohnson in RELEASED: Build 31   
    And a way to remove sledgehammer from spawing in MP
     
    Should help with that, a good carpenter with a good walls and barricade and it'll take several axe swing to get in there, it'll lower the condition of your axe and make tons of noise.
    And also the locked container, need again to destroy the crate
  9. Like
    Rainoa got a reaction from CaptKaspar in RELEASED: Build 31   
    Should have a Deaf trait along with Hard of hearing one!
     
    Difference being Deaf u have 0% sound.
    Not being able to hear zombies braking your windows/door as they get into your base can be a nice little handy cap, also ppl like me IRL that are deaf can get alittle extra points to make up for being Deaf lol
  10. Like
    Rainoa reacted to nasKo in RELEASED: Build 31   
    Deaf exists as a trait and currently gives you 12 points to spend elsewhere. Sir Twiggy played the test build on stream and tried out the deaf trait.
    You can check out his previous casts here: http://www.twitch.tv/sirtwiggy/profile/past_broadcasts
  11. Like
    Rainoa got a reaction from Dv2236 in RELEASED: Build 31   
    Should have a Deaf trait along with Hard of hearing one!
     
    Difference being Deaf u have 0% sound.
    Not being able to hear zombies braking your windows/door as they get into your base can be a nice little handy cap, also ppl like me IRL that are deaf can get alittle extra points to make up for being Deaf lol
  12. Like
    Rainoa got a reaction from sspeck in RELEASED: Build 31   
    Should have a Deaf trait along with Hard of hearing one!
     
    Difference being Deaf u have 0% sound.
    Not being able to hear zombies braking your windows/door as they get into your base can be a nice little handy cap, also ppl like me IRL that are deaf can get alittle extra points to make up for being Deaf lol
  13. Like
    Rainoa reacted to SarahHearts in RELEASED: Build 31   
    Oooh build 31 looks awesome, will cars be in this update aswell or will that be later on, if yes then i hope to see sneak peeks, if not then oh well build 31 looks great still ^^
  14. Like
    Rainoa reacted to RobertJohnson in RELEASED: Build 31   
    Yup, and having the key of the crates made it open automatically for you (no need to right click "unlock") tho combinaison padlock will need the code to be entered to remove the padlock.
     
    Same for door, they'll unlock automatically if you have the key (but not lock back )
  15. Like
    Rainoa reacted to RobertJohnson in RELEASED: Build 31   
    [NEW STUFF]
    Keys:You'll now spawn with a key ring and key of your house. You can find additional keys inside containers and zombies who spawned in this house. If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! You can mouse over a key to highlight surrounding doors that correspond to this key Padlocks, 2 types:"Mechanical", need a key, can be put on hand made wooden crates Combinaison, you setup a 3 numbers code for your padlock. [MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything [MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) [MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) [MP] Admin now able to add xp and teleport to a player. [MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. [MP] Added ConstructionPreventsLootRespawn server option. Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" ) Splatter blood in a radial pattern when stomping a zombie.  Might change it back to directional, blood tended to fly for 100 feet though. Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) Added Melee command (Spacebar or left trigger) to shove/stomp. [MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) Added translation support for challenges.  Made it easier to add challenges via mods. (Issue #001483) Added "Rack Firearm" keybind, X by default.  Only for Hardcore reloading.  It used to be spacebar, but Melee uses spacebar now. (Issue #001494) [MP] Added MinutesPerPage server option.  This is the number of gameworld minutes it takes to read one page.  The default is 1.0. The user can choose starting clothing and colors when creating a new character. You now have an option to craft all the stacks of something (having 7 logs? Righht click, "Saw Logs" -> "All" ) Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake.. Make sense? I'm not even sure what I'm saying, duh.) Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used.  MyLuaFunction should take 4 arguments.  See the top of media/lua/server/recipecode.lua for an example. Mods can add their own media/lua/shared/Translate/ files. Fixed shoving zombies through closed windows. (Issue #001403) Add some translations.  The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files.  It also reports different numbers of % substitutions. Added new 16 foods item Added Frog in foraging Added tainted water:You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: You have now 10 levels instead of 5, the level 10 correspond to the level 5. Professions
    Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate.

    Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits.

    So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill.

    The scaling goes as follows, based on the starting skill level:

    0) 0.25x speed (eek)
    1) 1x speed
    2) 1.25x speed
    3) 1.5x speed
    4) 1.5x speed
    5) -

    This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it.

    The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: Trait Revamp
    A few big changes to traits

    1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits.
    2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing.
    3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all.

    I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: New professions list
    Unemployed
    Fire Officer (3 blade, axeman)
    Police Officer (3 aim, 2 reload, 1 nimble)
    Park Ranger (2 trap, 2 forage, 1 carpentry)
    Construction Worker (3 blunt, 1 carpentry)
    Security Guard (night owl, 2 sprinting, 1 lightfoot)
    Carpenter (3 carpentry)
    Burglar (2 nimble, 2 sneak, 2 lightfoot)
    Chef (3 cooking, 1 blade maint, 1 blade)
    Repairman (1 carpentry, 2 blade maint, 2 blunt maint)
    Farmer (3 farming)
    Fisherman (3 fish, 1 forage)
    Doctor (3 doctor)
    Veteran (desensitized, 2 aiming, 2 reload) Traits
    Not going to list them all, just the ones that may not be completely obvious.

    Adrenaline Junkie - Can run faster when in top level of panic
    Inconspicuous - Just naturally better at not standing out.
    Packmule - Raises amount that can be fit into bags.
    Disorganized - Lowers amount that can be fit into bags.
    Self Defense Class - 1 blade guard, 1 blunt guard
    First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others)
    Fishing (hobbie - 1 fishing, should be excluded for fisherman)
    Gardener (1 farming, should be excluded for farmer)
    Jogger (1 sprinting, better endurance)
    Illiterate (can't read skill books at all)
    Dexterous (Faster loot speed. should impact other things too in future)
    All Thumbs (opposite of Dexterous)
    Pacifist (slower at learning combat skills)
    Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly)
    Plays Baseball (faster swing with baseball bat)
    Hiker (1 forage, 1 trapping)
    Hunter (1 aiming, 1 trapping, 1 sneak)
    Gymnast (1 lightfooted, 1 nimble)
    Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) Challenges
    Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there.

    Also there may be another challenge in there called 'A Really CD DA' which may be fun! More stuff will be added as we confirm/finish test [bALANCE]
    Reduced a lot the dmg of fire on zombies Zombies should less group when they follow you. Reduce the damage done by panic in melee Reduce the knockdown chance with panic [bUG FIX]
    Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. Skillbook now train 2 levels of skills (so still 5 books). Can't play with curtains from the outside. Display name of food items that have no hunger reduction (canned food, cigarettes, etc). Draw progress bar in Health window when bandaging a deep wound. Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) Wrap long server descriptions in the server browser. Fixed long text being drawn outside text entry controls. Fixed player-death related NullPointerException when joining a server. (Issue #001463) Fixed a multiplayer multithreading bug. (Issue #001465) Fixed some wounds bleeding when the health panel reported they weren't. Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) Fixed table lamps turning back on after loading. (Issue #001473) Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) Drink Milk, don't Eat it. (Issue #001476) Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. Fixed zombie gibs causing tree-rustling sounds. Fixed typo with has-a-cold moodle. (Issue #001482) Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) Move items to main inventory before drinking or transferring water from them. (Issue #001427) Fixed endurance loss from shooting guns. (Issue #001415) Fixed toggle-safety action being interrupted by attacking. (Issue #001433) Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) Fixed /addxp server command. (Issue #001416) Fixed "panic" sound playing for reanimated players. Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). Fixed map objects.lua files being loaded in reverse order. Fixed graphical glitch in "Major skills" list (bars overlapped the text). Fixed Strength/Fitness not decreasing due to laziness. Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. Fixed Disorganized trait breaking inventory management. (Issue #001374) Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) [Translation]
    Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land)
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