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The Good Noob

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Posts posted by The Good Noob

  1. About the Clips, I need a little help with a gun i was trying to made. These are the data for the clip issue:

     

    WhateverGun

    { ... lot of stuff

    AmmoType = BerettaClip,
    ClipSize = 15,
    ...lot of stuff }
     
    And this is what is in the LUA file name ModReload

     

    local WhateverGun = { type = "WhateverGun", 

    moduleName = 'MyMod'
    reloadClass = 'ISSemiAutoWeapon',
    ammoType = '9mm Magazine',
    clipName = 'BerettaClip',
    clipIcon = 'BerettaClip',
    clickSound = 'stormy9mmClick',
    ejectSound = 'stormy9mmClipEject',
    insertSound = 'stormy9mmClipLoad',
    rackSound = 'stormy9mmRack',
    containsClip = 1,
    rackTime = 10,
    clipData = pistolClip };
     
    ReloadUtil:addWeaponType(WhateverGun)
     

     

    For easing things I am trying to do it with the same clip as the default pistol. But it has infinite ammo and does not run the reloading util. I was wondering if the problem could be in the bold letters parameter. I would thank a lot a little help. 

     

    Can I use the default clip for a weapon and what do I have to do to get it work properly?

  2. Here it is

     

    UI_ES = 

    {
        UI_trait_nimblefingers = "Dédos ágiles",
        UI_Item_BobbyPin = "Horquilla", 
        UI_Text_locklevel_veryeasy = "Muy Fácil",
        UI_Text_locklevel_easy = "Fácil",
        UI_Text_locklevel_medium = "Medio",
        UI_Text_locklevel_hard = "Difícil",
        UI_Text_locklevel_veryhard = "Muy difícil",
        UI_Text_locklevel_willbreak = "Se romperá",
        UI_Text_brokenLockModal = "No puedes abrir una cerradura rota",
        UI_Text_contextBreakDoorLock = "Romper la cerradura",
        UI_Text_contextPickDoorLock = "Ganzuar la cerradura",
        UI_Text_contextBreakWindowLock = "Romper la cerradura",
        UI_Text_traitNimbleFingers = "Dedos agiles",
        UI_Text_traitNimbleFingersDescription = "Los años de experiencia en abrir toda suerte de cerraduras. <LINE>Apertura más rápida y más probable.",
        UI_Text_professionBurglar = "Ladrón",
        UI_Text_BobbyStuck = "¡Maldita sea!¡La horquilla está atascada!"
    }

    I hope it can help in next versions.

  3. Ok, I found a way to circumvent some issues of the bleach. We will make a bleach solution and we will need a dosifier.

     

     

    item Cologneempty

    {
            Weight     = 0.1,
            Type     = Normal,
            DisplayName = Dosificator,
    Icon         = Cologneempty,
        }
     
     
    item Purifyingsolution
    {
            Weight     = 0.1,
            Type     = Drainable,
            UseDelta        = 0.001,
    DisplayName = Bleach Solution,
    Icon         = Bleachdosificator,
        }
    recipe Get Dosificator
     
    {
        keep Fork,
    destroy Cologne,
        Result:Cologneempty,
        Time:100,
    Category:Health,
       
     
    recipe Prepare Bleach Purifying Solution
    {
        Bleach,
    Water,
    destroy Cologneempty,
        Result:Purifyingsolution,
        Time:300,
    Category:Health,

    When we have this items we can use them to purify the water containers in this way

     

    recipe Purify WaterBottleFull

        {
        Purifyingtablets/Purifyingsolution,
    destroy WaterBottleFull,
        Result:WaterBottleFull,
        Time:15,
    Category:Health,
        }   

    It is not the most elegant way to do it, but it works.

    Here are the icons, the empty cologne bottle I think comes from the littering mod by Svarog or something like that. The PT has been modified, it comes from HC, I did not like the way the white cross seemed and I put a water drop instead.

    Item_Cologneempty.png

    Item_Bleachdosificator.png

    Item_Purifyingtablets.png

  4. The first time I took one of the red hot pots I figured I could get burnt. I some way was disappointing, but I prefer that way. 

     

    But we could get other uses for the hot or cold states. Would be nice if you could get warmed with hot soup, or if you could fill up a bottle with hot water and carry it with you as warmer. In the other hand, drinking cold beberages should cool you in the summer and ice-pack could be used as thermal pain killer. 

     

    Can somebody mod it?

  5. Hi, I am very noob with all this coding thing and Lua files. I tried to do some things for adding to the game, some of them asked before in Suggestion forum. 

     

    The thing is I managed to do some of them, but find a BIG BUG when I made a Ranged Weapon. At first couldnt shoot with it. Then I thought I fixed some things but instead the weapon became endless ammo. It shoots, it does what was supossed to do in the rest of things, but the ammo don't decrease. Then I messed all up in the ReloadUtil file and ... well, I am a bit lost.

     

    At first I tried to make the weapon use the same pistol clip as the default gun, but couldnt do it to reload, so I made a new item, SBerettaclip (it is almost the same as default but with a change in name and I get it from Necroforge spawning by this moment).

     

    Here are the Items as part of WeaponsGuns txt file in the folder scripts: 

     

    module Compilation

    {
        imports
        {
            Base, 
        }
    /************************ITEMS************************/
    item SBerettaClip
    {
    CanStack = FALSE,
    DisplayName = S9mm Magazine,
    Icon = SBerettaClip,
    Type = Normal,
    Weight = 0.2,
    }
     
    /************************WEAPONS************************/
     
    item Silencedpistol
     
    { AimingPerkCritModifier = 10,
    AimingPerkHitChanceModifier = 15,
    AImingPerkMinAngleModifier = 0.05,
    AimingTime = 45,
    AmmoType = SBerettaClip,
    ClipSize = 15,
    ConditionLowerChanceOneIn = 50,
    ConditionMax = 10,
    CriticalChance = 20,
    DisplayName = Silenced Pistol,
    DoorDamage = 5,
    HitChance = 45,
    Icon = Silencedpistol,
    ImpactSound = null,
    IsAimedFirearm = TRUE,
    KnockBackOnNoDeath = TRUE,
    KnockdownMod = 2,
    MaxDamage = 2.5,
    MinDamage = 1,
    MinAngle = 0.5,
    MaxRange = 15,
    MinRange = 0.61,
    MinimumSwingTime = 0.6,
    MaxHitCount = 1,
    MultipleHitConditionAffected = FALSE,
    NPCSoundBoost = 1.5,
    ProjectileCount = 1,
    PushBackMod = 0.3,
    RecoilDelay = 20,
    ReloadTime = 10,
    RequiresEquippedBothHands = FALSE,
    RunAnim = Run_weapon2,
    Ranged = TRUE,
    ShareDamage = FALSE,
    SoundGain = 1.5,
    SoundRadius = 40,
    SoundVolume = 40,
    SplatBloodOnNoDeath = TRUE,
    SplatNumber = 2,
    SplatSize = 3,
    SubCategory = Firearm,
    SwingAnim = Handgun,
    SwingTime = 0.6,
    SwingSound = pistoldistant2,
    SwingAmountBeforeImpact = 0,
    Type = Weapon,
    ToHitModifier = 1.5,
    UseEndurance = FALSE,
    WeaponSprite = Handgun,
    WeaponWeight = 2.2,
    Weight = 2.2,
    }
     
    And here is the CompilationReloadUtil lua file put in the folder lua/shared/Reloading:
    require "Reloading/ISReloadManager"
    require "Reloading/ISReloadUtil"
     
     
    local Silencedpistol = { name = getItemText("Silenced Pistol"), 
    moduleName = 'Compilation',
    reloadClass = 'ISSemiAutoWeapon',
    ammoType = 'SBerettaClip',
    clipName = 'S9mm Magazine',
    clipIcon = 'SBerettaClip',
    clickSound = 'stormy9mmClick',
    ejectSound = 'stormy9mmClipEject',
    insertSound = 'stormy9mmClipLoad',
    rackSound = 'stormy9mmRack',
    containsClip = 1,
    rackTime = 10,
    reloadTime = 30
    clipData = pistolClip };
     
    local SBerettaClip = { name = getItemText("SBerettaClip"), 
    moduleName = 'Compilation',
    reloadClass = 'ISReloadableMagazine',
    clipType = 'SBerettaClip',
    ammoType = 'Bullets9mm', 
    shootSound = 'none',
    clickSound = nil,
    ejectSound = 'none',
    insertSound = 'stormyRevolverInsertRound',
    rackSound = 'stormyRevolverInsertRound',
    containsClip = 0,
    maxCapacity = 15, 
    reloadTime = 40, 
    rackTime = 10}; 
     
     
    ReloadUtil:addWeaponType(Silencedpistol)
    ReloadUtil:addMagazineType(SBerettaClip)
     
    Can somebody pleazeeeeed help me with this mess?

     

  6. I believe you can ignore the necroforge error. If it bothers you, just remove the file lockpicking_necroforgesupport.lua

     

    Adding a spanish translation needs to use the ES shorthand, I believe.

    Thanks, I solved the necroforge problem.

    I will try the Spanish translation, I put it in a folder named SP  :oops:

  7. Ok, I see a good amount of my Wish List is already done in some Mods.

     

    As a reminder for me and a guide for others I will put here what I have found:

     

    - Crowbar, RoboMat made a good job with it and lockpicking here:

    http://theindiestone.com/forums/index.php/topic/33-lockpicking-mod-180/

    The lockpicking is not as complet as in Guy's Mod

    http://pz-mods.net/gameplay/GuysMod/

    but this last one is not compatible with it and they cannot operate together. 

     

    - Bleach, I saw a previous version in Dry Towels that say it can clean water with bleach, but seems the modder took it away in latest versions. Would be nice if some coding-skilled member could give us the clue to make it.

    http://pz-mods.net/gameplay/dryTowels/

    I see in Hydrocraft that are purifying tablets, I will have a look on it because I havent find it yet.

     

    - Berries and other herbs are now in the Build 33, so I wont say anymore till I see them. In Hydrocraft also are teas and something like that.

     

    Clothing, again Hydrocraft's Mod give us some more items and some more features. I still miss some more features in some clothes, like hardened clothes against attacks, but I will wait before complaining. The climbing harness is the unique thing I have'nt seen. 

     

    - No rotten food at the moment, but there is a compost bin in, again, Hydrocraft. I have not tried it yet.

     

    Toys, the same, Hydrocraft.

     

    Traps, there are some ideas of alarm traps in the forum, but nobody who make it. Since I saw other mods inside, I realize it could be more difficult for modders. No punji, no log stakes wall, no real use for the barbed wire for the momment. 

     

    - For the rest of items I asked I have seen a nice bunch of them in the Hydrocraft mod: katana and machete, alambic, compass and map (but with no use), bow and arrows, nail gun, etc. The supressor has a nice mod named PillowSilencer, but gives a bunch of errors when I use other hand held weapons, so I don't recomend it.

  8. sure i can make a new pistol that has low SoundRange. But I want to make a weapon attachment that lowers it. So the weapon code wont help. The weapon parts use these "Modifier" Values to adjust specs on the weapons they get attached too.  So we are looking for a Modifier Variable for the SoundRange attribute of a weapon. 

    I don't think it exists in the game engine right now, so I'm hoping they can just add it for next build.

    Yes, it exists and you can see it in the pillow Mod

    http://theindiestone.com/forums/index.php/topic/498-the-pillowsilencer/?hl=%2Bpillow+%2Bsilencer

  9. Cool idea as in real life is suppresor made from oil filter. Or plastic bottle.

    Some guy made this awesome Mod

    http://theindiestone.com/forums/index.php/topic/498-the-pillowsilencer/?hl=%2Bpillow+%2Bsilencer

     

    But here it is another solution, the "Silenced Pistol Recipe"

    http://theindiestone.com/forums/index.php/topic/5008-silencer-and-homemade-silencer/?hl=%2Bpillow+%2Bsilencer

     

    That idea is more easy to make. You get a supressor (maybe the recipe could be in the gunsmith book that is already in the Mod) and with the second recipe (maybe the GSB again) you can craft a permanent silenced handgun. It wont be detachable, or will, I dont have it very sure. When the pistol brokes you loose the supressor. It would work in this way:

    imports

    {
    Base
    }
     
    recipe Craft Pistol Supressor
    {
    Pipe
    HCSteelspring
    HCRazorblade=5
    Glue=2
     
    keep Saw 
     
    Result: PistolSupressor,
    Time:150.0,
    Sound:PZ_Saw,
    NeedToBeLearn:true,
    SkillRequired:Aiming=3,
    Category: GunSmithing
     
    recipe Craft Silenced Pistol
    {
     
    Pistol
    PistolSupressor
     
    keep Screwdriver 
     
    Result: SilencedPistol,
    Time:100.0,
    Sound:PZ_Saw,
    NeedToBeLearn:true,
    SkillRequired:Aiming=3,
    Category: GunSmithing
    }
     
    item SilencedPistol
     
    {
    AmmoType = BerettaClip,
    ImpactSound = null,
    MaxRange = 15,
    WeaponSprite = Handgun,
    SoundVolume = 40,
    MinAngle = 0.5,
    Type = Weapon,
    MinimumSwingTime = 0.6,
    ToHitModifier = 1.5,
    NPCSoundBoost = 1.5,
    KnockBackOnNoDeath = TRUE,
    Ranged = TRUE,
    SwingAmountBeforeImpact = 0,
    ProjectileCount = 1,
    ConditionLowerChanceOneIn = 50,
    Weight = 2.2,
    SplatNumber = 3,
    PushBackMod = 0.3,
    MaxDamage = 2.5,
    SubCategory = Firearm,
    ConditionMax = 10,
    ShareDamage = FALSE,
    MaxHitCount = 1,
    IsAimedFirearm = TRUE,
    DoorDamage = 5,
    UseEndurance = FALSE,
    SwingAnim = Handgun,
    WeaponWeight = 2.2,
    DisplayName = Silenced Pistol,
    MinRange = 0.8,
    SwingTime = 0.6,
    MultipleHitConditionAffected = FALSE,
    SwingSound = pistoldistant2
    SoundRadius = 40,
    MinDamage = 1.5,
    SplatSize = 3,
    KnockdownMod = 2,
    SplatBloodOnNoDeath = TRUE,
    Icon = HandGun,
     
    }
     
     
    item PistolSupressor
    {
    DisplayName = Pistol Supressor,
    Icon = PistolSupressor,
    Type = WeaponPart,
    Weight = 0.2,
    }

    I think it should work, now I only need I way to learn to make it a Mod by its own xD

  10. Also, I have made a Pistol Supressor

    PistolSupressor.png

    And also a suggested code

     

    item Pistol Supressor

        {
            DamageModifier = -0.3,
    DisplayName = Pistol Supressor,
    Icon = PistolSupressor,
            MountOn = Pistol,
            PartType = Canon,
    SoundRadiusModifier = -35,
            Tooltip = Tooltip_Supressor,
    Type = WeaponPart,
    Weight = 0.1,
            WeightModifier = 0.1,
        }
     
    -----
     
    Recipe
     
    Spring
    Pipe

    Again, my lack of coding knowledge made me to make some assumptions:

    I assume the sound radius could be modified.

    I assume the Tooltip its right in this way.

     

    I hope somebody with more knowledge and coding skill could help.

     

    Also I found a sound file in the game itself that could replace the pistol sound, but I dont know how to do that:

    common/ProjectZomboid/media/sound/pistoldistant2.ogg

  11. It could be a different type of Katana lol

    My idea here

    http://theindiestone.com/forums/index.php/topic/16930-items-need-more-features-crowbar-bleach-berries-clothing-rotten-food/

    was to make two diferent types of katana:

     

     

    Who does want to see the zombi apocalypse if you can not do it with a katana? There would be to types. Wall-hangers (decorative reproductions), are easy to find in teen-agers rooms, decent damage, quick attack, bad durability as a kitchen knife. In the other hand, a hard to find item would be a real sword, aka "battle ready", difficult to find from collectors, pawn shops or sports asociations, with good damage, quick attack and very good durability.

     

    I made this one a little more elegant to be the Battle Ready one. I made some monkey-tiping work too:

     

    item Katana Battle Ready

    {
    AimingMod    = 1,
    BreakSound   =   PZ_MetalSnap,
    Categories     = Blade,
    CloseKillMove = Jaw_Stab,
    ConditionLowerChanceOneIn = 40,
    ConditionMax   = 15,
    CriticalChance = 30,
    DisplayName   = Katana Battle Ready,
    DoorDamage    = 10,
    HitAngleMod     = -30,
    Icon                = Katana,
    ImpactSound   = Boilguy1,
    IdleAnim        = Idle_Weapon2,
    IsAimedHandWeapon = TRUE,
    KnockBackOnNoDeath = TRUE,
    KnockdownMod        = 2.2,
    MaxDamage       = 2.5,
    MaxHitCount      = 3,
    MaxRange          = 1.9,
    MinAngle            = 0.2,
    MinDamage        = 1,
    MinimumSwingTime = 2,
    MinRange          = 0.5,
    PushBackMod   = 0.7,
    RunAnim          = Run_Weapon2,
    SplatBloodOnNoDeath = TRUE,
    SplatNumber        = 6,
    SplatSize              = 2,
    SubCategory        = Swinging,
    SwingAmountBeforeImpact = 0.02,
    SwingAnim          = Bat,
    SwingTime          = 2,
    TreeDamage   =   12,
    TwoHandWeapon = TRUE,
    Type                    = Weapon,
    WeaponSprite      = Poolcue,
    WeaponWeight        = 0.7,
    Weight                = 1.2,
    }
     
     
    item Katana Wall Hanger
    {
    AimingMod = 0.7,
    BreakSound   =   PZ_MetalSnap,
    Categories        = Blade,
    CloseKillMove = Jaw_Stab,
    ConditionLowerChanceOneIn = 15,
    ConditionMax        = 10,
    CriticalChance = 10,
    DisplayName        = Katana Wall Hanger,
    DoorDamage        = 5,
    HitAngleMod = -30,
    Icon                = Katana,
    ImpactSound = Boilguy1,
    IdleAnim        = Idle_Weapon2,
    IsAimedHandWeapon = TRUE,
    KnockBackOnNoDeath = TRUE,
    KnockdownMod        = 0.7,
    MaxDamage        = 1.8,
    MaxHitCount        = 2,
    MaxRange        = 1.9,
    MinAngle        = 0.2,
    MinDamage        = 0.3,
    MinimumSwingTime = 2.2
    MinRange        = 0.5,
    PushBackMod        = 0.5,
    RunAnim         = Run_Weapon2,
    SplatBloodOnNoDeath = TRUE,
    SplatNumber        = 2,
    SplatSize = 1,
    SubCategory        = Swinging,
    SwingAmountBeforeImpact = 0.02,
    SwingAnim        = Bat,
    SwingTime        = 1.8,
    TreeDamage   =   9,
    TwoHandWeapon = TRUE,
    Type                = Weapon,
    WeaponSprite        = Poolcue,
                    WeaponWeight        = 0.5,
    Weight                = 1,
    }
     
     
     
    -----------
     
    fixing Fix Katana
    {   
    Require : Katana,
       
        Fixer : Woodglue=2; Twine=1; BladeMaintenance=3,
            Fixer : DuctTape=2; BladeMaintenance=3,
            Fixer : Glue=2; Twine=1;   BladeMaintenance=3, 
            }

    Somebody with better Lua knowledge should add the spawning code.

  12. Did you take a look at the wiki?

    http://pzwiki.net/wiki/Category:Weapons

     

    If you click in a specific gun you can see the code

    http://pzwiki.net/wiki/Pistol:

     

    item Pistol
    {
    AmmoType = BerettaClip,
    ImpactSound = null,
    MaxRange = 18,
    WeaponSprite = Handgun,
    SoundVolume = 75,
    MinAngle = 0.5,
    Type = Weapon,
    MinimumSwingTime = 0.5,
    ToHitModifier = 1.5,
    NPCSoundBoost = 1.5,
    KnockBackOnNoDeath = TRUE,
    Ranged = TRUE,
    SwingAmountBeforeImpact = 0,
    ProjectileCount = 1,
    ConditionLowerChanceOneIn = 60,
    Weight = 2,
    SplatNumber = 3,
    PushBackMod = 0.3,
    MaxDamage = 2.8,
    SubCategory = Firearm,
    ConditionMax = 10,
    ShareDamage = FALSE,
    MaxHitCount = 1,
    IsAimedFirearm = TRUE,
    DoorDamage = 5,
    UseEndurance = FALSE,
    SwingAnim = Handgun,
    WeaponWeight = 2,
    DisplayName = Pistol,
    MinRange = 0.61,
    SwingTime = 0.5,
    MultipleHitConditionAffected = FALSE,
    SwingSound = pistol,
    SoundRadius = 75,
    MinDamage = 1.5,
    SplatSize = 3,
    KnockdownMod = 2,
    SplatBloodOnNoDeath = TRUE,
    Icon = HandGun,

    }

    For the silencer you are looking to do, it is only a parameter I don't know how to handle, the "tooltip_whatever". Can somebody help us?

  13. if you enjoy doing art I am sure Hydrocraft could use your contributions.

    Well, I really dont enjoy, but when I need it I can try. 

     

    I have been lurking the Mods subforums and it seems that a lot of features are already done. My problem is that are in diferents Mods, with some other features I dont like yet or some of them that collide in conflict. I will have to do some compendium work, it seems. Compendium It Yoursel, the say xD

  14.  

    Ok, my Wish-list is almost already done in this mod. But it seems to be EXCESIVE. 

    So, I would love a detailed directory to know what is in and what is not. 

    Also, Hydromancer, do you accept direct suggestions aka wishinglist?

    Not sure if these are what you are looking for, but here is every item and recipe that is part of Hydrocraft.

    I think it is taken directly from some files, so, it is automatically updated when HC is updated.

    Unless that's wrong? Hydro?

     

    Awesome, thanks!!

  15. Ok, my Wish-list is almost already done in this mod. But it seems to be EXCESIVE. 

    So, I would love a detailed directory to know what is in and what is not. 

    Also, Hydromancer, do you accept direct suggestions aka wishinglist?

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