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Okamikurainya

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Everything posted by Okamikurainya

  1. Okamikurainya

    StreamZed II

    In love with the overlay stuff. The isometric cursor is good too! You've probably thought of it already, but what about moving the highlighting of the Zeds to rather highlighting the cursor for the aiming of a weapon? Perhaps even have the circle grow to encompass multiple targets that are closest to you? The idea is clear in my head but I'm not sure how it would be in practice though. Looking forward to the next stream! Good work!
  2. Or to be able to use empty tins to craft an alarm wire. Zombie trips it, the tins rattle and can wake you up if you're near enough. Maybe even be able to hook it up with a trigger if your Electronics is high enough, setting off a noise maker.
  3. 1051: Disable All button at the mod select screen.
  4. Petrol pumps have, on average, around 20000litres in their underground tanks IRL. The average car gas tank can hold around 45litres, if I'm not mistaken. That's a lot for one person, 444 full car gas tanks, give or take. It's impossible the tanks would run dry in singleplayer, but that's singleplayer, without any sort of simulation of other survivors having used the tanks... Multiplayer is a whole other beast, and depending on the longevity and player count of the server, I think it might be possible for the tanks to run dry. But that's only one station, and one pump... I think there are 7 petrol stations? That's 140000litres if they all have one underground tank... That's 3111 full car gas tanks with a low-ball estimate. If we want to be realistic, not all the pump stations would be at full capacity, but even so... I know the amount is currently infinite, but even if it was a finite source based on what is average, there would realistically be so much fuel on the map that even a large server would have trouble using it all. Don't get me wrong, I want BioDiesel and "Gasohol" as options, they could deteriorate your engine/generator faster and I'm always up for options. I'm just running some numbers.
  5. Nothing near Muldraugh it seems, sadly. There is the Muldraugh Dome though, an area stretching from Brandenburg to Muldraugh where geodes appear on the surface. Would be awesome to be able to explore a mine, even if you couldn't actually do any mining, just to descend into its' dark dank depths, fighting undead miners... Biofuel is the best bet for a realistic addition. BioGas has even been in use since the 1980s, so there's that as well.
  6. Heya all! I was wondering if there was a way to get the skin, hair, inventory and all that of a zombie and modify it as they spawn in? I'm attempting to create custom zombies for certain areas. Would OnCreateLivingCharacter apply? The naming convention there makes me think not, but I may be wrong. Does OnMapLoadCreateIsoObject only apply to static tiles? Thanks in advance for any help!
  7. This would actually be an epic effect for the game, IMO. Seeing them tripping over each other as they congeal towards you could add an aspect of desperation to them which could be terrifying.
  8. I like the concept, but it's a bit immersion breaking for me... Rather than at the players feet, perhaps it could be a relatively slim transparent circular border around the screen, becoming more opaque with the increase in sound in the direction of the sound? Also, shouldn't this be reversed? The more waves, the nearer it is? To show that it isn't as loud?
  9. I've seen a lot of people making the same oversight. If you read what the devs have said, the combat in the current developer build is insanely difficult. They aren't making it easy compared to what we have so far, they're making it easier than what THEY have so far.
  10. Yip! That's what I said. Exactly! The entire point of it was balance... Door locking and picking isn't exactly the coolest thing in the world. Each of the points in the original main post were carefully weighed up, there's far more depth I could have waded into but the basics here are what constitutes, in my eyes, fun gameplay which I imagine the developers would add on their own if their focus was on it. Each lock is balanced in some way, everything is scaled. You could say I didn't do it right, but saying I didn't think about balancing is flat out wrong. But it really isn't complex and, again, the whole point of it is fairness to the player. But again, that's a fair strategy, but you may not want to do that because of the cleanup and damage. You may not want the risk, especially with herds being far more dangerous in upcoming releases, as stated by the devs. Which is... Basically exactly what I suggested. Again, I can't see it. I think we'll just have to agree to disagree.
  11. It does what it says on the box, gives you a starting set of items based on what your profession is, as well as a few determined by your traits. Based on the now unavailable mod called "The Professionals" by @Vinyl. I was surprised that there wasn't a modern incarnation of the mod, so I made one. Was good practice for learning to walk through the LUA environment. Profession Items: Trait Items: Let me know what y'all think, if you have any suggestions and what not. Direct Download: OccupationalItemsOnSpawn.rar B40 Workshop Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1861868892 B41 Workshop Download: https://steamcommunity.com/sharedfiles/filedetails/?id=1908499360
  12. As an experiment on my way to something more in depth, I tried: local function addItems() local player = getSpecificPlayer(0); -- Java: get player one local inv = player:getInventory(); -- Java: access player inv -- Java: add the actual items to the inventory inv:AddItem("Base.Axe"); inv:AddItem("Base.RippedSheets"); inv:AddItem("camping.TentPeg"); end Events.OnCreatePlayer.Add(addItems); It worked exactly as I expected... But after I reloaded the game (without changing anything) it is now throwing up: SEVERE: Error found in LUA file: C:/Users/(snip)/Zomboid/mods/OccupationalItemsOnSpawn/media/lua/client/AddItems.lua java.lang.ArrayIndexOutOfBoundsException: 65022 It worked fine the first time, it's literally just a copy paste of Robomat's tutorial. What could have caused it to stop working if I didn't change anything? (All other mods are disabled, so totally vanilla minus this) Any help is appreciated on my way to figuring this stuff out!
  13. The premise is set up in the foundation of the paragraph: Super Survivors is a mod, that exists, that has incredibly rudimentary NPCs. If these NPCs are even a fraction as advanced as the official NPCs, then having the ability to secure your base in more ways and to have the tools at hand necessary to circumvent other survivor bases and/or lootable building's locks in a manner which does the least damage and attracts the least attention is a worthwhile addition. Speaking from personal experience, I had a nice cushy base with a group of NPCs from the mod and we were just getting ready to set out on an expedition to the Rural Town for supplies... All seemed good, we'd gotten fairly placid... And then BAM! Raiders throw open our unlocked doors and start to pour in, I was the only one who survived, and barely at that. Not only was my entire group killed, but my base was overtaken as well. If as rudimentary of an AI NPC, such as those from Super Survivors, can do such, even a slightly more advanced one would be able to. Premise - case study - repeatable with easily downloaded resources. Those two are perfectly valid techniques, each with their own pitfalls. Sledgeing a wall will destroy the wall. Depending on the circumstances, that may not be desirable. Luring zombies to take down a base leads to a zombie infestation, that again may not be desirable. Skyrim has a base lockpick and the Skeleton Key. Skyrim also has varying lock complexity. I don't see the issue or complexity with what I suggested as it fits very in line with what has been previously established in the game. Paper clips (I've used these to pick locks myself) are common but break easily, not good if you're trying to pick a complex lock. (it should be noted that these are already in the game) Bobby Pins are more desirable as they're sturdier. Many hair products are already in the game, these wouldn't fall out of line with what is already established. Crafted Lockpicks are items of necessity, sometimes you won't have certain items like paper clips or bobby pins and you'll still want to have validation for your burglar run. Actual Lockpicks are holy grail items, the best of the line and a reward for the Burglar type character. As for complexity, it's no more complex than selecting which bottle of water to fill at a sink. You right click the door, you select the pick from the lockpick menu, you attempt to pick the lock.
  14. I cracked it! the correct way to do it is: function WhichWorld() local player = getSpecificPlayer(0); local where = getWorld():getMap(); if where == "Madhbih Oasis" then --Name of the map's Lots player:Say("I am in the desert."); else player:Say("I have no idea where I am."); end end Events.EveryHours.Add(WhichWorld); This opens up so many possibilities... Map based loot tables, individual map climates... Woo!
  15. Does this only relate to melee weapons, or can you shoot while strafing as well? All is looking great so far! Getting more and more excited each week.
  16. //////////////////////////////////////////////////////////// Occam's razor. Survivors will be out trying to survive, eventually, and they'll very possibly attempt to raid your base. More options to defend yourself from other survivors, whether player or NPC, is important. Not nonsensical, but deductive reasoning based on issues at hand with other players as well as case studies such as Super Survivors where an unlocked door can spell your doom. It would lengthen the time taken to break into a well fortified base and so give more opportunities for the base owner to return and catch the other player/survivor in the act. It would also give you more time to prepare and plan if you're inside the base. Sounds like incentive to lock your doors... (shrugs) I get where you're coming from though, but I still disagree. Making sure you're secure is part of the thrill of the zombie apocalypse for me, it's the small mistakes that will be the end of you. It incentivizes base building and post-self-sufficiency gameplay. You might not have the keys to your base and it will give you the option of going out, dismantling doors, finding the parts and keys you need, building or modifying the doors in your base to be as secure as possible. Not at all, latches enhance Lock Strength whilst door bars enhance Structural Strength, leading to different methods for different players for securing and breaking into buildings/bases. I disagree entirely with this... There are locks, they require keys, keys aren't always available, the locks can be picked, it enhances gameplay and there is a Burglar occupation prebuilt into the game... For a survival game with locked doors, it makes more sense to be here than nearly any other game. Again, it would be entirely optional and far from overly-complicated. Burglar occupation? Well you got the ability to pick locks from the get go. How to do it, right click on door, pick lock. Otherwise you'd need to find a magazine to teach you. Different types of lockpicks makes as much sense as two different kinds of axe or hammer. You have the easily breakable ones used by necessity and you have the higher quality and more focused ones for longer term use. I legit can't see what you mean here. Personally disagree, as it takes away a fair bit of the idea, such as seeking out individual locks and using the best ones for the construction or renovation of your doors, which was what set me on the path to this suggestion in the first place. It also isn't intuitive as the material of the door has no effect on a locks pickability. Or simply the higher the Lock Complexity, the harder it is to lockpick. The higher quality the door, the harder it is to break. I think we'll have to agree to disagree on this. But, speaking of food, thanks for giving me food for thought. No idea is free from the need for refinement at first and there are probably ways in which this one can be refined.
  17. Will give it a shot when I get the chance. Been wanting an excuse to make a thatch roof.
  18. Still no luck, but thanks! That throws up "java.lang.RuntimeException: getWorld: Expected a method call but got a function call." What about a way to set a global variable? I could set it to false on game start, but set it to true in the spawnpoints.lua.
  19. Hey all! Hopefully someone can help me out here, I'm trying to figure out exactly how the world's name is stored. Specifically so I can use it for world based scripting. Here's a simple example: function WhichWorld() local where = getWorld(); local player = getSpecificPlayer(0); if where == "Madhbih Oasis" then --Name of the map's Lots player:Say("I am in the desert."); else player:Say("I have no idea where I am."); end end Events.EveryHours.Add(WhichWorld); The name of the Lots isn't working and trying to print the variable throws up errors. Where am I going wrong and what direction can I take to get on the right path?
  20. You wouldn't have to (right click - select: Latch - wait), it would be no different than it is now, you just lock the door and the latches add to the lock strength, it may cause the locking progress bar to move a little slower if you have a latch, but hardly noticeable. Perhaps you could maybe even have four latch "slots" on the door info screen? But regardless, nothing unnecessarily annoying, plenty of optional gameplay enhancements. Not everyone can pick a lock, it's actually a very tricky practice and simply having everyone capable of doing so at the start would be OP and also negate the point of locking for things like multiplayer and NPCs. Disassembling the door rather than attempting to pick it is a perfectly valid option with its' own, and very different, advantages and drawbacks. What if there is no window? The various sheds dotted around sometimes lack them and you may not wish to destroy the door. Again, it's additive, not detrimental. Those who wouldn't kick down a door wouldn't and those who would can. And yes, kicking it open destroys the lock, that is the caveat and something the player should weigh up. Again, it would all be optional and add to the flavour of the world. You don't have to pick a lock, but you could. Latching should be part of the normal lock action in anycase, though barring should be a separate option. It's incredibly possible. Zombies are graspers, if they hook their hands on the handle, they'll most likely pull it down. Still, I think it shouldn't be possible with knob locks, only deadbolt locks which have the traditional handle rather than a doorknob. But yeah, wouldn't be very common. Exactly! It will be a very important mechanic and will become moreso as the game develops. Added! Already in.
  21. Added them in either way! It fits, especially if "Lockpicking" becomes its' own skill, which I think it should.
  22. My suggestion is for doors to have some new variables added to them. Lock Type: The lock type is exactly what it sounds like, the type of lock the door has. These could be: Dead Bolt - The most common type of lock, requires a key to lock and unlock from both sides. Knob Lock - For some interior doors, a simple switch on the door handle. Can be unlocked without a key provided you are on the right side of the door. (this is how all, aside from the black magnet lock doors, doors currently function in game) Magnet Lock - A rare type of lock that will lose functionality when the power goes out. Can be unlocked with a Security Key Card found in the building or on a local zombie. This type of lock cannot be broken, but comes with the caveat of needing power. Lock Complexity: A determining factor in the player's ability to pick a lock. Lock Strength: The structural strength of the lock. Door Strength: The structural strength of the door itself. These would all be viewable through a "Door Structure" screen, ala the "Vehicle Mechanics" for vehicles. With that out of the way, we can work off of that to suggest some new mechanics... Lockpicking: The ability to pick locks. You could use a variety of items to pick locks, including... Paperclip - Breaks easily but fairly common. Bobby Pin - Not as common, but abundant in hair salons. A little more durable than paperclips. Crafted Lockpick - Crafted using tweezers and a nail. A little more durable than a bobby pin. Lockpick - A very rare item, can be found in police stations most commonly. The most durable of all. Bump Key - (Octopus) Maybe crafted with a hammer and a key, these are pretty noisy though. Snap Gun - (Octopus) High chance of picking a lock, but requires a sort of "ammo", and may damage the lock. Wire Hook - (Octopus) A lockpick specifically for car doors. You'd find Coat Hangers in bedroom closets which you'd then "Craft" into the Wire Hook. Alternatively you could craft them from rolls of wire. Easy to make, easy to break. Slim Jim - (Octopus) A lockpick specifically for car doors. Very rare but very durable, you might find one in a repair shop or hardware store. Door Latching: Crafting an add-on for a door that enhances Lock Strength. If a player tries to open from the opposite side from the latch, they'll say "The Door is Barricaded". This would come in a few flavours... Simple Wooden Latch - Not very strong, but gets the job done early on. Chain Hook - A bit stronger than a Wooden Latch. Metal Latch - The strongest of the latches. Door Barring: Crafting an add-on for a door that enhances the Structural Strength of a door and prevents the lock from taking damage from kicks. As with Door Latching, a player will not be able to open the door from the opposite side of a barred door. You'd first craft a Door Bar Frame which you could then put a variety of objects into that will increase the amount of Structural Strength by varying degrees. A metal bar would work better than a plank, etc. When you unbar the door, the item that was being used to bar it will be added to your inventory. Lock Breaking: Door Kicking - Door kicking will have a chance to break the lock of the door without affecting the door's structural strength. Doing this would work relative to your strength and the Lock Strength of the door. This becomes harder if the door is latched or barred. While you may be able to get into houses more easily, this makes a lot of noise and a door may take a few kicks to break the lock. It will also render the door lockless, something you may not want if you're thinking of making that building a base. Door Breaching - (Tails) Similar to kicking down the door, but with a higher success rate. Requires a crowbar to do so. Zombie Opening: An unlocked, unlatched or unbarred door will be at risk of being accidentally opened if a zombie starts pounding at it. Door Materials: Seems all doors are made out of wood at the moment... But in reality, they have a wide variety of materials. Plywood - The weakest kind of door. Wooden - Okay strength, easy to make and disassemble. PVC - Okay strength, difficult to make and disassemble. Metal - Good strength, makes a lot of noise when hit at. Door Windows: Some doors have windows in them, you'll be able to see through them and smash them to attempt unlocking the door in that way as well. Ninja Rocks - (Octopus) Crafted from spark plugs, can be used to quietly break car windows. If I missed anything or y'all have any other suggestions, let me know.
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