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Posts posted by The Good Noob
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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.
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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.
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Soooo... when will Build 33 become the official and stable release?
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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?
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Some guy asked by MP for the clip. Well, is suposed to be the original pistol with a silencer, so, the same clip should be enough. Anyway, for my personal use I modificated the original (rotation and adding stripes).
I tryed to make a silenced pistol but could'nt make it work propperly:
http://theindiestone.com/forums/index.php/topic/17164-pleazeeed-help-with-this-infinite-ammo-bug/
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Hello Hydromaniacs. I remade some stuff for the things I am crafting, so, here you are:
- Pistol supressor
- Silenced pistol
- First Aid Book
Use as you wish.
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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 = 30clipData = 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? -
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
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Ok, it is totally new and I don't know where to find in a Mod or the way it could be done.
Cold pack used as... cold pack. It could calm pain for a while. A lot of calm, but for a short period of time.
I don't know how refrigeration and the blue cooling indicator works, but could be nice to know for modding it.
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Also, when my game is loading with this mod installed gives me an error telling me that couln't found necroforge. Do I need to install NF to use lockpicking?
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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.
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Can I translate to Spanish?
In the case, only add a SP folder in the shared/Translate folder with the translated words?
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The herbalist trait could come with a +1foraging, couldnt it?
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Against NPC or PvP could be fine, but remember, Zeds can smell you, so, what's the point? boxed zombimeal?
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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
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We need to get more traps, not only for food, as Zed-Cleaning and Alarms. So, I open this Request given the lack of answer to the previous attempt in this thread:
I think we can try to make a simple Mod with some simple recipes for traps that could do that thing.
Aid wanted.
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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"
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{PipeHCSteelspringHCRazorblade=5Glue=2keep SawResult: PistolSupressor,Time:150.0,Sound:PZ_Saw,NeedToBeLearn:true,SkillRequired:Aiming=3,Category: GunSmithingrecipe Craft Silenced Pistol{PistolPistolSupressorkeep ScrewdriverResult: 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 = pistoldistant2SoundRadius = 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
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Also, I have made a Pistol Supressor
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,}-----RecipeSpringPipeAgain, 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
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It could be a different type of Katana lol
My idea here
was to make two diferent types of katana:
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 = 2.2MinRange = 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.
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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?
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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
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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!!
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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?
How do I edit the weapons stats and building recipes?
in Help
Posted
About the Clips, I need a little help with a gun i was trying to made. These are the data for the clip issue:
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?