Jump to content

Nebula

Member
  • Posts

    277
  • Joined

  • Last visited

Everything posted by Nebula

  1. Nebula

    CurveZ

    Will Noiseworks' work affect the sounds of car engines? Sound that is currently too poor.
  2. Thank you to Star user - who created the mod for this.
  3. Install More Mod Tags - and you will be happy. When uploading or updating a mod in the Workshop - select the tags you need. Profit.
  4. Reverb can only be controlled from the script described in ... * txt I cannot do this trick in lua. As they explained to me, this is not implemented in FOMOD.
  5. Also with warming up objects it would be relevant.
  6. It's hard to say - I don't have complete information. I just say I know. And also, as I was told, the sails will work in the future.
  7. Spoiler alert! As far as I know, boat development and sailing is progressing very, very well, and soon we will see that miracle. Rowing boat - it only rests on the lack of animations of a seated character. Swimming character has the same problem. The third video clearly shows how the character's swimming is now implemented. I can also say that there is already a mask for swimming ... perhaps there will be scuba gear.
  8. Please reduce sugar consumption, at least by half. When preparing a mug of tea, a lot of sugar is consumed. One can / pack of sugar should be enough for many cups of sugar. I hope that I will be heard.
  9. Good time! Is it possible to clarify the item distribution code? Here is the code ... ProceduralDistributions = {}; ProceduralDistributions.list = { KitchenRandom = { rolls = 5, items = { "ItemName", 0.5, }, junk = { rolls = 5, items = { "ItemName", 4, }, }, }, } What are rolls and junk responsible for? What does the number do after rolls? What does the number after the item name do? Can someone please clarify? Preferably in detail. Thank you.
  10. In Items.txt file In the subject of your pistol ... item Your pistol { ... SoundVolume = 70, SwingSound = 9mmShot , SoundRadius = 140, SoundGain = 1.5, ... etc. } **************************************** In sounds_item.txt file sound 9mmShot { category = Item, clip { event = Weapons/Firearm/9mmShot, distanceMax = 150, /* SoundRadius in items.txt */ } } Place the sound file in the / sound folder. The sound will float as you move from tile to tile. This is a feature of the engine. I couldn't deal with this problem either.
  11. I also pondered the strange destructibility of fairly durable metal objects. And I support the proposal for sharpening axes / knives, etc. By the way, this can be done with an ordinary stone. I would undertake to make such a mod, and thought, but unfortunately I do not have enough time for the existing mods that I am doing Try referring to - soulfilcher
  12. The fire info window was turned on LOG : General , 1608558549553> VehicleCommands: received vehicle setDoorOpen zombie.characters.IsoPlayer@2fdfa094 vehicle=235 part=TrunkDoor open=true DEBUG: Sound , 1608558552854> CharacterSoundEmitter.playSound > Playing sound: PutItemInBag for player LOG : General , 1608558555492> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=188.176 isLit=true radius=5.22711111111111 LOG : General , 1608558555493> campfire: transmit campfire modData LOG : General , 1608558555493> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558563006> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=187.176 isLit=true radius=5.199333333333333 LOG : General , 1608558563006> campfire: transmit campfire modData LOG : General , 1608558563007> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558570524> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=186.176 isLit=true radius=5.171555555555555 LOG : General , 1608558570524> campfire: transmit campfire modData LOG : General , 1608558570524> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558578039> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=185.176 isLit=true radius=5.143777777777777 LOG : General , 1608558578039> campfire: transmit campfire modData LOG : General , 1608558578039> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558583187> VehicleCommands: received vehicle setDoorOpen zombie.characters.IsoPlayer@2fdfa094 vehicle=245 part=DoorFrontLeft open=true LOG : General , 1608558583920> VehicleCommands: received vehicle setDoorOpen zombie.characters.IsoPlayer@2fdfa094 vehicle=245 part=DoorFrontLeft open=false LOG : General , 1608558585555> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=184.176 isLit=true radius=5.116 LOG : General , 1608558585556> campfire: transmit campfire modData LOG : General , 1608558585556> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558593076> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=183.176 isLit=true radius=5.088222222222222 LOG : General , 1608558593076> campfire: transmit campfire modData LOG : General , 1608558593077> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558594753> VehicleCommands: received vehicle toggleHeater zombie.characters.IsoPlayer@2fdfa094 on=true temp=15 LOG : General , 1608558600589> campfire: changeFireLvl x,y,z=10601,11226,0 fuelAmt=182.176 isLit=true radius=5.060444444444443 LOG : General , 1608558600589> campfire: transmit campfire modData LOG : General , 1608558600590> campfire: update object modData for campfire 10601,11226,0 LOG : General , 1608558602289> ------------------------------------------------------------- attempted index: fuelAmt of non-table: null LOG : General , 1608558602290> ----------------------------------------- STACK TRACE ----------------------------------------- function: update -- file: ISCampingInfoWindow.lua line # 28 ERROR: General , 1608558602331> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: fuelAmt of non-table: null at KahluaThread.tableget line:1689. ERROR: General , 1608558602331> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: attempted index: fuelAmt of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:492) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1827) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:38) at zombie.ui.UIElement.update(UIElement.java:1605) at zombie.ui.UIManager.update(UIManager.java:1006) at zombie.GameWindow.logic(GameWindow.java:246) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:721) at zombie.GameWindow.run_ez(GameWindow.java:637) at zombie.GameWindow.mainThread(GameWindow.java:464) at java.lang.Thread.run(Thread.java:745) LOG : General , 1608558602333> ----------------------------------------- STACK TRACE ----------------------------------------- function: update -- file: ISCampingInfoWindow.lua line # 28 LOG : General , 1608558602334> LOG : General , 1608558602394> creating new sourcewindow: C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/lua/client/Camping/ISUI/ISCampingInfoWindow.lua
  13. I figured it out myself. Many thanks to everyone for their invaluable help.
  14. I agree that spears break very, very quickly.
  15. Add twine and rope to the spear recipe. Insulation tape is a very valuable and rare item.
  16. Custom Cigarettes (Mod) - can still be interrupted by running, what should I do to prevent this from happening? Please update the documentation on recipes and items on the forum in a timely manner when adding new modding options, otherwise you have to search the news for information. It takes a very long time. and in response - silence ...
  17. So many times has been in the proposed, but nevertheless it's good that you once again remind the developers of this. I doubt they even look here, as in many other forum threads.
  18. was it irony? I need to find out in the code. true or false
  19. Help me please. How can you tell if a character is holding a lighted lighter?
  20. How to determine which object was used when smoking, a Lighter, or a Match during the execution of One_Eat_Cigarette? It would help me to make two different sounds for matches and lighter when smoking. I tried to make two copies of cigarettes, indicating only matches and only lighters. but it didn't work. The cigarette item refuses to work with only one item to be lit.
  21. This is the story of your death, in any case - you will still die.
  22. Anyway, it's at least strange. Before the global power outage, it is believed that energy is everywhere. However, it is not in the cells. There is no energy in the buildings, but the lights are on, the refrigerators are on, etc.
  23. I figured it out ... need to use - getSquare():haveElectricity() But now I have the next question. Why, before the global power outage, is there a lack of electricity in the cells, although the lights are on and the refrigerators are working?
×
×
  • Create New...