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ZeppelinII

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  1. Implemented -Better overall polish + more lines -Added Axe/Shotgun specific kill speech -Added speech for milestone kills -Added speech on rain start/stop -created additional modifiers to alter frequency of moodle speech, entering/exiting building speech, plus variable thresholds for action speech -Added in a button to toggle the amount of speech ("default", "not too chatty", "simple", "stoic", "chatty") -Player will say one of the speech values to inform user of current mode Notes Since this was my first mod, I just decided to throw everything into the client lua folder which is why this mod is currently only available for single player. I will be working to remedy that just as soon as I figure out how it all fits together. Additionally I was going to add in speech providing specific injury reports, for instance - "Bastard scratched my leg", but the getWounds() method always seems to return the empty set. For now, I will have to put that feature on hold. As far as checking when a player is performing an action, I think most of that stuff is in the PZ lua code so I will be digging through that for a while. Also might redo how the reloading feature works if I find a better solution available in the pz lua. If you would like to test my mod, please PM me. Thanks again.
  2. Thank you, but I know that is an option. I was hoping that i could just remove the call to that function all together as to not have useless/unnecessary calls to a method I no longer want to invoke. If there is no other way, I will just do it this way. Thought it would be nice to save the user some cpu time (however minimal).
  3. Does anyone know if it is possible to stop a method from from firing? Events.OnPlayerUpdate.Add(checkPlayer) i tried this, but i got an error - Events.OnPlayerUpdate.Remove(checkPlayer) So if anyone knows how to accomplish this functionality then please let me know or if you know that it isn't possible that would be great also. I just feel like this would be the optimal solution for toggling a feature on/off as opposed to checking a condition once inside the method. Thank you for your responses.
  4. Completed - idle speech will now draw from player traits in addition to the normal idle speech. only 1 additional line per trait at this time. -Falling AHHHHHHHH speech has been added -Speech for your guy being on fire In Progress -Right now i have it setup so your guy will say "FOUND AXE!!!!", but it isn't always working. Need to figure out what the issue with that is. -out of ammo / reloading text is working but still in progress because of the different reloading mechanics available (particularly for the pistol). Since there isn't a simple isReloading() function available at this time, i had to make a pseudo reloading solution that might not be optimal. Currently it checks if the player hits the "r" key. If so and the player has a "Firearm" equipped then it will check if the player has the correct ammunition for the gun. If so, it will say "reloading" otherwise "outta ammo". Problem with this, is that you can just keep reloading an empty magazine for the pistol and it will say reloading as long as you have 9mm ammo in your inventory... Planned -during an action or on completion of an action (fishing/reading/foraging/etc) -eating food -completing a recipe Notes This mod has more than served it's purpose for getting me jump started into pz modding. As such, I feel that i will just complete the last couple things and then move onto my next mod. http://theindiestone.com/forums/index.php/topic/18111-severe-moodles-extreme-consequences/ some aiming speech falling speech Reloading Speech Drunk moodle speech
  5. I feel like some of the moodles don't have any real consequences, so I am creating this mod to remedy that. I will be creating additional consequences for the following moodles - Boredom, Unhappy, and HeavyLoad. The severe/extreme consequences will only come once you are at the maximum level for that moodle. Descriptions will follow. Boredom if player is at maximum boredom then it will be harder for that individual to complete tasks that require long durations (reading, fishing, foraging, etc). Player will get randomly interrupted during said action and the player will randomly automatically consume some food items from their inventory (preferring junk food) if available. Unhappy If player is at maximum unhappy level then it will check player's inventory for a firearm and ammunition. If conditions are satisfied, then it will equip those items, fire the gun, and kill the player. Think of this as a work around for the player killing themselves. Simulated Suicide. HeavyLoad This one will work a bit differently because i don't want to have your character instantly break his back. If the heavyload moodle is at the maximum level than a counter will increase for however long you are in that state. If you reach a certain threshold after a certain amount of time then you can be exposed to a back injury. I'll reset the injury counter as needed to make sure that a back injury is not inevitable. So how would we define a back injury - what should the factors be? My idea, would be to reduce the player's maximum speed by 50% and reduce their carrying capacity by 50%. Additionally the player will have behavior similar to a cold (sneezing) where he will complain about his back and make some noise in the process. Note The back injury will be completely simulated, meaning that it won't be something that you will have to address through the health UI. You will simply have a bad back for a day (some finite time) and then conditions will be restored after that time has passed. Please leave suggestions to my current plan or provide some additional moodle consequences that you think are more suitable. Thanks again for looking at my mod.
  6. Implemented Speech is triggered based on moodle changes. Each increase in moodle level has a set of phrases it can draw from. Reduction in each moodle has a set of phrases. I will list the moodles so that people can add lines they would like to associate with each moodle. Moodles -endurance -tired -hungry -panic -sick -bored -unhappy -bleeding -wet -hasacold (moodle representing the cold with cough) -stress -thirst -injured -pain -heavyload -drunk -foodeaten -hyperthermia (temp hot) -hypothermia (temp cold)
  7. @Decay those are all great ideas and I will be working to incorporate all of them. I will go ahead and add your lines in based on the unhappy moodle. I just figured out how to get the player traits and different moodles. Currently I have it setup so that your guy has a set of phrases that he will say for each level of endurance that player gains. For instance, if your player is at Moderate Exertion then they will say something like "breath, just breathe", but when you are at Exhausted then you get something like "can't go on..." or whatever it may be. I also have a set of phrases that play for when your endurance moodle goes down, in this case your resting. I think that i will do something similar for all the different moodles so there is alot of lines that need to be generated. I think i will go ahead and do Hungry, bleeding, boredom, foodEaten, Sick, Pain, unhappy, and some others soon. Please submit some lines people, i can't make up all the copy on my own. Thanks again for taking a look at my mod.
  8. I am working on my "Hello World" for project zomboid modding. The idea is pretty simple, just interact with the world and have your character say different things based on what your doing. Right now, i haven't tested this in multiplayer so I'm not sure how that would work (might have to rewrite some stuff based on player). The reason why most of these things are in the planning stage is simply because i don't know how to access some of the things like traits/prof/moodles/etc providing i have the player object (zombie.characters.IsoPlayer). So if any one could provide that information to me, that would be great! Anyway, leave a suggestion if you have one or a line that you would like added to the game and under which scenario. Thank you. Working -say something on attack based on attack type (swing, stab, firearm) -say something when a zombie dies -say something when you go outside/inside -say something when running -say something when aiming -say something when sneaking -speech for different moodles -speech for falling -speech for player on fire -speech for reloading/out of ammo -speech pending player traits -balanced so it is conditional and frequency based so it will not fire all the time (spam reduction) Work in progress -item specific lines for killing zombies -item specific lines for attacking zombies -container/item specific speech ("FOUND AXE!" when viewing container inventory) -player is reloading / out of ammo Planning -speech for being attacked/scratched/bitten -food rotten/stale/cooked/burnt/eating -during an action or on completion of an action (fishing/reading/foraging/etc)
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