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nolanri got a reaction from MrDeliberto in Zombie guards
Here is what I got so far:
But then I admit I got distracted and ended up doing this:
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nolanri got a reaction from BloodStrider in Zombie guards
Here is what I got so far:
But then I admit I got distracted and ended up doing this:
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nolanri got a reaction from BloodStrider in Zombie guards
I wanted to make a mod for this for a very long time. However last time I tried to it appeared that the onZombieUpdate event to add code to the zombie update loop appeared to be broken. Otherwise a "My Little Zombie" mod is easy.
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nolanri got a reaction from grammarsalad in Zombie guards
Oh, OnZombieUpdate event works. and im feeling motivated so i'll work on a zombie capturing mod.
I'm imagining for starters, craft lasso stick with a rope and stick, then wack a zombie with it, after you hit a zombie with it, the zombie will be basically be immobile and you can drag it around, but attacking will also be disabled while doing this.
then find a nice spot, take out your hammer and drive the stick lasso into the ground basically mounting your captured zombie to that spot and freeing up your hands once again.
or alternatively, a key or option to just drop your wrangled zombie freeing the zombie .
idk about the camouflage part of it, but we'll see
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nolanri got a reaction from BloodStrider in Zombie guards
Oh, OnZombieUpdate event works. and im feeling motivated so i'll work on a zombie capturing mod.
I'm imagining for starters, craft lasso stick with a rope and stick, then wack a zombie with it, after you hit a zombie with it, the zombie will be basically be immobile and you can drag it around, but attacking will also be disabled while doing this.
then find a nice spot, take out your hammer and drive the stick lasso into the ground basically mounting your captured zombie to that spot and freeing up your hands once again.
or alternatively, a key or option to just drop your wrangled zombie freeing the zombie .
idk about the camouflage part of it, but we'll see
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nolanri got a reaction from Mr_Sunshine in Zombie guards
Oh, OnZombieUpdate event works. and im feeling motivated so i'll work on a zombie capturing mod.
I'm imagining for starters, craft lasso stick with a rope and stick, then wack a zombie with it, after you hit a zombie with it, the zombie will be basically be immobile and you can drag it around, but attacking will also be disabled while doing this.
then find a nice spot, take out your hammer and drive the stick lasso into the ground basically mounting your captured zombie to that spot and freeing up your hands once again.
or alternatively, a key or option to just drop your wrangled zombie freeing the zombie .
idk about the camouflage part of it, but we'll see
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nolanri got a reaction from ddraigcymraeg in UPDATE: ORMtnMan Real Guns Mod.
could you work on the switching for semi-auto to auto. now it deletes any attachments or ammo in the gun when you do it.
you could use
weapon:getModData().currentCapacity
weapon:getModData().roundChambered
weapon:getCanon();
weapon:getScope();
to save that stuff and then reset it to the new weapon after switching semiauto.
or just using nonsemiweapon:setType("ORGM.semiweapon");
just use setType to switch back and forth might work
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nolanri got a reaction from ddraigcymraeg in Hydrocraft Mod
Hydrocraft.zip
With armor fixes and added improvements. Equip recipes removed from scripts/txt files now in lua UI.
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nolanri got a reaction from trombonaught in Wiki :-)
A Suggestion to reduce the registration of spammers: After registering on pzwiki.net, and verifying email. Retract and Do not yet give any edit or post privileges. As a final step in confirming the mediawiki account. They must come to the indiestone.com forum login (or register) then go to a page on TIS forum that only logged in users can access and confirm their wiki account by entering their username in a form which activates their wiki account.
A custom extra activation step like this will mind boggle any mainstream mediawiki spam bots. And should not inconvenience normal users as most would have TIS accounts anyway. It also has the added bonus of you knowing what forum user has what wiki account. So if need be, you could also restrict activation of wiki accounts to only allow activation if the forum account has x number of posts, to make it even harder for spamming. And assuming both sites (TIS and pzwiki) are both on the same web server it would be fairly simple to implement.
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nolanri got a reaction from trombonaught in In My Garage
Well this problem already kind of exists. There are some fenced off areas you can climb into with stairs that zombies cannot destroy. It would likely be a lot harder to build a car wall around your base than going to one of these fenced off areas. Also it would be very hard for you to get in and out without messing up your car wall. way more troublesome than the simple sheet rope option you can do at these fenced off areas.
But still for realism sake, blocking things with cars should be an option that has usefulness. But also need to balance realism with Gameplay as always. Perhaps when zombies bang on vehicles, the vehicles could move ever so slightly so that if they are banging on them for long enough they would eventually move enough to create space in-between.
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nolanri got a reaction from Kuren in Here In My Car
They do have separate containers for trunks, inside the cab and even small container for glove compartment. Also trunk is only accessible from outside. while cab and glove compartment are only accessible from inside the car.
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nolanri got a reaction from Mr_Sunshine in Driving Cars Mod
uh there is no direct dl for that if i recall. because i sort of abandoned it for the time being because people don't like the fred flinstone effect, and there is nothing i can do about it. Also more than one persons reported it causing a lot of slowdown on MP servers
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nolanri got a reaction from Hydromancerx in Hydrocraft Mod
@Hydromancerx
Please update armor.lua file to fix bugs!
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nolanri got a reaction from Virindi_Screenwriter in Driving Cars Mod
There's always been the direct download links here, though often they are out of date. I just updated each.
http://undeniable.info/pz/DrivingCarsMod.php
http://undeniable.info/pz/Survivors.php
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nolanri got a reaction from Zombadger in RELEASED: Build 37.14
I would go pretty "apeshit " at being able to choose a hat
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nolanri got a reaction from Nebula in Getting the GridSquare that your mouse is over
For future reference, since this was frustrating to calculate. Here is the method for all to use. it calculates the grid square that your mouse is over based on screen size and properly accounts for the Zoom level as well. using the center of the screen as a starting point.
local sw = (128 / getCore():getZoom(0)); local sh = (64 / getCore():getZoom(0)); local mapx = getPlayer():getX(); local mapy = getPlayer():getY(); local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ; local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ; local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2; local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2; local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,getPlayer():getZ());
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nolanri got a reaction from Arsenal26 in Getting the GridSquare that your mouse is over
For future reference, since this was frustrating to calculate. Here is the method for all to use. it calculates the grid square that your mouse is over based on screen size and properly accounts for the Zoom level as well. using the center of the screen as a starting point.
local sw = (128 / getCore():getZoom(0)); local sh = (64 / getCore():getZoom(0)); local mapx = getPlayer():getX(); local mapy = getPlayer():getY(); local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ; local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ; local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2; local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2; local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,getPlayer():getZ());
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nolanri got a reaction from tommysticks in Getting the GridSquare that your mouse is over
For future reference, since this was frustrating to calculate. Here is the method for all to use. it calculates the grid square that your mouse is over based on screen size and properly accounts for the Zoom level as well. using the center of the screen as a starting point.
local sw = (128 / getCore():getZoom(0)); local sh = (64 / getCore():getZoom(0)); local mapx = getPlayer():getX(); local mapy = getPlayer():getY(); local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ; local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ; local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2; local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2; local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,getPlayer():getZ());
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nolanri got a reaction from shadebanana in Survivors Mod
Other survivors will spawn as you explore the map, many will fall to the hordes and die, but some may join you, and others may try to kill you!
Direct Download
Steam Workshop
Development Thread
All of the major problems/bugs are more or less sorted out now, and the mod is very playable.
Some known problems include:
-Occasional crashing from java side error in player update function. Sometimes it almost never happens for hours, but other times it seems to happen frequently.
-If you are using mouse and keyboard, the survivor will be forced into "facing" the direction of your mouse whenever you attack. For a brief moment they will turn from whatever direction they are facing and face the direction of your mouse.
-spawning items with necroforge will not work with this mod enabled