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Sparrow

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  1. Like
    Sparrow reacted to Connall in Reference List of Lua Events   
    As it turns out, a lot of the places that have Lua event listings, are either woefully out of date or have since disappeared from the internet. With that in mind, I have added a section to the pzwiki that lists all the Lua Events currently found in game, though fair warning some are now obsolete.
     
    https://pzwiki.net/wiki/Modding:Lua_Event
     
    I have created some pages for some of the events but more still needs to be done. Some pages haven't been created as of writing and the template used for the pages leaves much to be desired, but will hopefully still be helpful to those looking for a quick reference. It also has the added benefit of other people being able to update the listings or change descriptions based on what they find.
     
    Any questions you can post here, or say something in the workshop_modding channel of Discord. I'm usually around there willing to answer questions.
  2. Like
    Sparrow got a reaction from Nebula in New item sprites?   
    I want to make a mod where you can alter existing furniture items to make them aesthetically different. For example you have the plain beds now with no sheets, just a mattress. I'd like to be able to add sheets and pillows to them by upgrading them through a crafting menu, like you have to pick the item up or disassemble it, add some resources to it then finish it and set it back in the world.
     
    The trouble is I feel like I can create a tileset, but I'm not sure how to make an item that would be placeable in the world. Likewise I'd like to make more pictures to hang on walls, decorative items, etc, to add more variety to the game, but IN ADDITION to the items that already appear in game, not as replacements.
     
    Any ideas on how I might do this?
  3. Like
    Sparrow reacted to tommysticks in Timed Item Scripting Help   
    Yo man, I would need to see exactly how the stuff from your first question works in order to be able to try to answer that. HC is too big for me to go digging around in there to find out what function changes the animal to hungry, but you would need to alter that function. If you have Notepad++ you could do a search for "TurnInto" in all of the file contents and see what that's about, and that would help out.
     
    As for the second question, the way PZ is coded limits what is made by recipes to one item, or multiple of one item. TIS included a function that works around this:
     
    OnCreate:randomPiggies,
     
    So you'd need to write a function that fires whenever that recipe is ran, and give it a random value for the piggies.
    Something like this:
     
    function randomPiggies(item, resultItem, player) local player = getPlayer(); local pInv = player:getInventory(); local numPiggies = ZombRand(4); --random number between 0 and 3 local malePiggies = ZombRand(numPiggies); --random number between 0 and numPiggies if numPiggies > 0 then if malePiggies > 0 then pInv:AddItems("HydroCraft.MalePig", malePiggies); pInv:AddItems("HydroCraft.FemalePig", malePiggies - numPiggies); else pInv:AddItems("HydroCraft.FemalePig", numPiggies); end end end Now, before this code will work, you need to change the "HydroCraft.MalePig" and "...FemalePig" to whatever it actually is in his script. Those are just place holders. Another thing that might fuck this up is trying to AddItems("HC.Pig", 0). I don't know if AddItems will return an error if there are zero items to be added. If you do encounter this I could do a quick rewrite to fix it. 
     
    Also, the issue with vanilla recipes is that SOMETHING has to be created. So I suggest making a dummy item like "HydroCraft.AfterBirth" that has no value, aside from weight and ickiness, that will be added so you can get around the problem of having to have a pig born every time.
     
    So the new recipe would look like this:
    recipe Breed Pigs { HCPigmale, HCPigfemale, Apple/Carrots/Cabbage/Corn/Lettuce/HCGrass/HCStraw/HCChinesecabbage/HCCornred/HCCornblue/HCCornwhite/HCCabbagered/HCCabbagewhite, Water, CanBeDoneFromFloor:true, Result:HCAfterBirth, OnCreate:recipe_hcpigbreeding, OnCreate:RandomPiggies, Time:2000.0, NeedToBeLearn:true, Sound:oink, Category:Ranching, } I just noticed that there is already an OnCreate in that recipe. I don't know if there's going to be an issue using that function twice, however there is a workaround for that, too, if there is a problem.
     
    Please let me know if there are any issues with this, or if you don't understand something.
  4. Like
    Sparrow got a reaction from Fenris_Wolf in Looking for Artists for Hydrocraft Mod!   
    Are these ok?
















  5. Like
    Sparrow got a reaction from Nisora in Looking for Artists for Hydrocraft Mod!   
    Are these ok?
















  6. Like
    Sparrow got a reaction from Nisora in Looking for Artists for Hydrocraft Mod!   
    Of course! Here's what I've done so far. I hope you don't mind, the male and female dogs are all different except for the beagle. I thought there was no harm in throwing in a little diversity. If you don't like a color you don't have to use it. ;P
     
     










    @ Man in Purple Hat - Thank you! =D Heck yes cats are next! Cats are awesome!
  7. Like
    Sparrow reacted to Hydromancerx in Looking for Artists for Hydrocraft Mod!   
    These are great!!
  8. Like
    Sparrow got a reaction from Fenris_Wolf in Looking for Artists for Hydrocraft Mod!   
  9. Like
    Sparrow got a reaction from RealHumanBeing in Looking for Artists for Hydrocraft Mod!   
    Are these ok?
















  10. Like
    Sparrow got a reaction from myhappines in Lua Method "loadSkinnedZomboidModel"   
    Di-Crash, when the code addition comes out could you please post a tutorial on how to load your custom skinned models?
  11. Like
    Sparrow reacted to Connall in Lua Method "loadSkinnedZomboidModel"   
    EnigmaGrey pointed me to this thread, I'm not familiar with the model loader and it's systems so I can't say the change will work. However, for the sake of argument lets say it does for the time being. I'm mainly going off the belief of EG and this thread as to what the function does.
     
    That being said, I see no harm in tweaking the functions. So I have added a loadZomboidModel and loadSkinnedZomboid model function, they don't do anything terribly different I just didn't want repeat code. loadZomboidModel has a boolean parameter added on so you can dictate the boolean value of bStatic, while loadSkinnedZomboid function defaults the boolean to false. loadStaticZomboidModel continues to do what it always did (it calls loadZomboidModel but sets the bStatic boolean to true).
     
    If all is fine, I imagine it will be in the next vehicle build. Whenever that is.
  12. Like
    Sparrow got a reaction from Roger in Lua Method "loadSkinnedZomboidModel"   
    Those clothes do look really good. I agree with Di-Crash, I was looking for ays to re-skin some existing models to create more clothing variety. If there was a simple work around that could be implemented in the meantime before the animation system goes live (which could very well be a few years) I'm all for it.
  13. Like
    Sparrow got a reaction from Di-Crash in Lua Method "loadSkinnedZomboidModel"   
    Those clothes do look really good. I agree with Di-Crash, I was looking for ays to re-skin some existing models to create more clothing variety. If there was a simple work around that could be implemented in the meantime before the animation system goes live (which could very well be a few years) I'm all for it.
  14. Like
    Sparrow reacted to martingee in Lua Method "loadSkinnedZomboidModel"   
    As part of the animation update there will be support for loading skinned and static objects, that's one of the things Mark from Bitaboon has been working on.
     
    How exactly that will present itself and the full list of file types (.x files and fbx will be) I'm not sure, as I've not tested it yet but it is in the works.
  15. Like
    Sparrow reacted to Di-Crash in Lua Method "loadSkinnedZomboidModel"   
    How soon will it be? There's a conversation about adding just one method, which according to the logic of things and so should be in the program.
  16. Like
    Sparrow reacted to Di-Crash in Lua Method "loadSkinnedZomboidModel"   
    I suggest adding a method that will allow us to load skinned mesh in game!
     
    I replaced the original models of clothes, and it looks good.
    But unfortunately adding them without replacing the original is impossible, since there is no skinned model load method. :((
     
    Class LuaManager.GlobalObject has a method that allows loading a static model, but it does not allow upload skinned model, because it sends boolean true to ModelLoader.instance.Load
     
  17. Like
    Sparrow got a reaction from Legoland99 in (SHOWCASE) Pleasant Valley Barn   
    I freekin love it! I wanna live there for real! <3 Does it not have a bathroom though? Outhouse?
  18. Like
    Sparrow got a reaction from Crowborn in Looking for Artists for Hydrocraft Mod!   
    Of course! Here's what I've done so far. I hope you don't mind, the male and female dogs are all different except for the beagle. I thought there was no harm in throwing in a little diversity. If you don't like a color you don't have to use it. ;P
     
     










    @ Man in Purple Hat - Thank you! =D Heck yes cats are next! Cats are awesome!
  19. Pie
    Sparrow got a reaction from Man_In_The_Purple_Hat in Looking for Artists for Hydrocraft Mod!   
    Of course! Here's what I've done so far. I hope you don't mind, the male and female dogs are all different except for the beagle. I thought there was no harm in throwing in a little diversity. If you don't like a color you don't have to use it. ;P
     
     










    @ Man in Purple Hat - Thank you! =D Heck yes cats are next! Cats are awesome!
  20. Like
    Sparrow reacted to xXxFANCYCAPYBARA36xXx in (SHOWCASE) Pleasant Valley Barn   
    dont wanna make a seperate thread for these heres some cabins that are closely around the pleasant valley farmstead
    sadly its messed up cause i dont know how to move around images and it uploaded them all jittery 
     
     
     
     

  21. Like
    Sparrow reacted to xXxFANCYCAPYBARA36xXx in (SHOWCASE) Pleasant Valley Barn   
    Interior
    not an accurate recreation as a lot of tiles that would be needed arent there but I did the best I  could along with adding my own lil spin to it
  22. Like
    Sparrow got a reaction from Hydromancerx in Looking for Artists for Hydrocraft Mod!   
    So... If I'd edited some of the sprites for the dogs to make them isometric and a little more detailed, would that be something you could use? It occurred to me that I don't know who did the original sprites so I should ask before posting edits of another artists work. =P Here's one I did for reference.

  23. Like
    Sparrow reacted to Man_In_The_Purple_Hat in Looking for Artists for Hydrocraft Mod!   
    @Hydromancerx Damn that's true! I totally forgot that the refrigeration code is weird. hmm cant we just copy the code for a refrigerator and have it not require power? I know with the coolers they needed the ice pack or what ever which i could see that being weird, but I thought maybe just making it a freezer with no power needed, sigh easier said than done haha. btw if were on steam at the same time i need to message you about something I'm working on. its a big project but there's time, I think you may like the idea (I hope, fingers crossed lol)
     
    @Sparrow OMG!!!!! I love it!!!! that art looks great!!!! make them all! ALL I SAY! please! lol and cats too. if its no trouble.
     
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    So I have a bit of free time this week (because of the holiday) and you know what that means?...neither do I actually... lol no, im going through HC's 32x32 items and figured id clean up some old ones, you know i like the art to be all pretty and as close to the "PZ Style" as possible hah, so ill edit this post as I finish them along. got one done now, ill have to check if ive done any others and not posted them but anyway here it is
     
    Caffeine Pills Re-done :
     
    Caffeine Pill Box:(wanted to use the same box as the sleep aid pills, but use the box colors from the IRL caff pills vivarin and instead of a moon, a sun)
    ----------------------------------------
    Clay Molds Redone (I made two types for the small molds, the big one is for like anvils and the magnet so i thought the pour hole would be on the edge instead of the top)
     
    Small #1: Side pour hole
     
    Small#2:top pour holes
     
    Large: for anvils and magnet
    --------------------------------------
     
    In Store Cooking Oil: 
    NOTE: This is NOT my art, no edits done, its form the unpacked PZ files, thought it would be good to use as a replacement for HC cooking oil until the art is even used.
    -------------------------------------
     
    Sewing pin: (art is from the vanilla sewing needle, just rotated and added the blue plastic ball at the end)
     
    Sewing Pin Box:
    ---------------------------------
    After all this time.... its a re done...
     
    Straw Basket!:
     
     
     
     
     
     
     
  24. Like
    Sparrow got a reaction from Man_In_The_Purple_Hat in Looking for Artists for Hydrocraft Mod!   
    So... If I'd edited some of the sprites for the dogs to make them isometric and a little more detailed, would that be something you could use? It occurred to me that I don't know who did the original sprites so I should ask before posting edits of another artists work. =P Here's one I did for reference.

  25. Like
    Sparrow reacted to Amenophis in Life : Another survivor mod   
    Hi!
     
    First, sorry for my bad english. Then, i know that NPCs are planned for future builds and that a mod already exists but I want to bring my vision to the game.
     
    I love the Nolanri mod that I have been using for a while. But I find it incomplete. So I decided to create my own mod.
    What will he do more than the Nolanri mod?
    Better AI. Explore, loot, eat, drink, sleep. Better survivors spawn handling. Better management of groups (yes with S) Talk with NPC. Become friends or.... ennemies Quest! Not a priority but i work on it. And more...  
    Currently the mod is only at its beginning but I already have a screenshot to show you!

     
    At left bottom of the screen you can see the interaction window. The available dialogs are below (yeah i have a deubg dialog lol) and the conversation history above. Still above is the status of the relationship. With "Let me see your equipment" (that changes in future) i can see the inventory of NPC in the window at right. I can drag and drop item like a normal container.
    The dialogs are like tree and each branch can contains other branches.
     
    I'll give you soon more news about development
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