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oooooooooott

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  1. Chosen lore: Romero-Style Speed: Shamblers Strength: Superhuman Toughness: Normal Transmission: Everybody's Infected Reanimate Time: 0-12 Hours Cognition: Navigate + Use Doors Memory: Long Decomposition: Slows + Weakens Sight: Poor Hearing: Normal Smell: Normal Cannon Choice: Romero. Why? the setting of PZ is much better suited to Romero (a decent amount of slow zombies) than World War Z (lots of fast zombies). 28 Days Later-style zombies (sparsely populated, agile hunter zombies), in my solemn opinion, could also work really well. Let's do this thing!
  2. After the initial release of build 32, I was really, /really/ excited to try out some of the challenges (most notably "Opening Hours") with friends. Sadly, I have as-of-yet not found a way to get the challenge up-and-running on MP. Given the context of the most recent update, I feel that changes to make challenges MP compatible (if necessary) and a guide to setting them up on a server would be both welcomed by the community (and me), and warranted by the growing number and variety of challenges. (If I missed such a guide explaining this, I would be overjoyed if someone would point it out... both as a solution to my dilemma, and a point-of-reference to all others who may stumble across this post in future.)
  3. I feel that a mod concept I am currently working on would complement this (as in, it would work well with this feature if it was implemented).
  4. Thank you.Then,what is the difference between the recipes with oncreate feature and those without?I saw many recipes don't have oncreate code,in recipes.txt. Maybe it's used to subtract durability from items that were kept in a recipe? not very understand what you are saying. Maybe, when a recipe is completed, and you used twine (but specified to keep it in the recipe).... You could use the OnCreate code to remove from the remaining twine in a spool. ._.
  5. Thank you.Then,what is the difference between the recipes with oncreate feature and those without?I saw many recipes don't have oncreate code,in recipes.txt. Maybe it's used to subtract durability from items that were kept in a recipe?
  6. Yay, I inspired a thread! Just my two cents, I say we should also increase the time for the hammer to rip down barricades. Maybe even implement the crowbar's ability to silently open locked windows from RoboMat's Lockpicking mod? Edit: Heh, I didn't refresh the page! You beat me to it, Geras >.<
  7. IDK if this idea may help or not, but have you considered setting up a function that removes from a variable every ten (ingame) minutes, and afterward checks if the variable is zero before continuing? I'll give you some sample code later (on my phone, and it's past midnight here ._.). I was working on something similar for my own project, but this is decidedly less complicated (and therefore within the grasp of my mediocre lua skills). If you don't want to wait, play around with these: Events.EveryTenMinutes.Add(Every ten minutes (simpler)); Events.OnTick.Add(Anywhere from 15 to 60 times a second (painful));
  8. I am... stupid ._. I was still in C# mode, and forgot a 'then'. Well, that's one down... Edit: Aaand.... I also forgot to make an event for the context menu... Aaand... I declared a variable twice O.O I've got it working now. Sorry to bother anybody who read this >.< Edit Edit: Also I forgot an event. And I think that's about it. I hope I documented exactly what I did wrong well enough >.< Also, I forgot to put the code in a spoilers. So ouch, there's another thing. D:
  9. Yo, friendly peeps! I've been having trouble sorting out some code I wrote earlier today for a mod I've been working on. I've been using This tutorial as reference/help, and same goes with Robomat's astounding lockpicking mod (the way he made sounds in the world? Eek! ). Although... I haven't used that much (make that any) Lua in the past (used to C# ._.), and I'm sure I've made a mistake somewhere (the compiler agrees), but I haven't the slightest idea what I did wrong or how to fix it. If any of you amazing peeps would like to lend a hand, that would be great. SetNoisemaker = {};function SetNoisemaker.createMenu(_player, _context, _items) local player = getSpecificPlayer(_player); local clickedItems = _items; local item; local stack; local time; if #clickedItems > 1 then return; end item = entry; if item then _context:addOption("Set timer for 15 seconds", clickedItems, SetNoisemaker.setTimer(0.25 ,player, item)); _context:addOption("Set timer for 30 seconds", clickedItems, SetNoisemaker.setTimer(0.5 ,player, item)); _context:addOption("Set timer for 45 seconds", clickedItems, SetNoisemaker.setTimer(0.75 ,player, item)); _context:addOption("Set timer for 60 seconds", clickedItems, SetNoisemaker.setTimer(1 ,player, item)); endendfunction SetNoisemaker.setTimer(_time, _player, _item) time = _time; _item:getContainer():Remove(_item); _player:Say("This should do it. Better move!");endlocal noisemaker = self.object;local tile = noisemaker:getSquare();local startTime = GameTime:getInstance():GetMinutes();local refreshTimer = function() noisemaker = self.object; tile = noisemaker:getSquare(); local currentTime = GameTime:getInstance():GetMinutes(); if(currentTime == startTime + time) getSoundManager():PlayWorldSound("sledgehammer", false, tile, 0, 35, 30, true); addSound(door, tile:getX(), tile:getY(), tile:getZ(), 15, 30); end endEvents.OnTick.Add(refreshTimer);
  10. I am liking you all because you are all wonderful. >.<
  11. There was nothing wrong with your posts. <3 But in my opinion, instead of restricting the removal of barricades to the person who put them there, I suggest instead that there be no way for someone who is supposed to be kept out by barricades getting in, short of smashing them down. As in, if they could enter by other means, they should be able to remove barricades.
  12. I like palindromes. :3

  13. I'm pretty sure everything you mentioned is already implemented in the game. What I suggested in this post was that people should only be able to destroy barricades from the side they were created on. At the moment, you can destroy barricades made from inside from the outside almost instantaneously with a hammer. As of build 31.something, The Indie Stone made it so that you are unable to interact with curtains from the outside of a closed window. I feel that the same restrictions should apply to barricades. TLDR: In real life, if you barricade a door from the inside, you can't pull out the planks from the outside. I feel that this should apply to PZ as well.
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