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Everything posted by ZombiesLoveBrainiacs
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Just guessing: Reanimation is handled by the server in MP, but you're doing things on the client. The server doesn't know about it. Picking up & dropping the corpse syncs something with the server, so now it knows what to do. So you need to figure out how to make sure that things run on the server at the right time. Easier said than done. Decompiling the java source code always helps with figuring out why something doesn't work.
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Is GlobalModData currently working?
ZombiesLoveBrainiacs replied to ZombiesLoveBrainiacs's topic in Help
Looks like my GlobalModData isn't saved on the server, it's gone as soon as I host the game again using the "Host" button. Is it supposed to work this way? -
You can run 2 debug instances of the game at the same time, then use #1 to host and #2 to join using your local IP. You need to exit steam first, tho.
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Using ModData.transmit() to communicate with the server works, but the lua table doesn't contain my data... It's always empty. Is there something similar to Events.OnReceiveGlobalModData when using the oldschool transmitModData()?
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btw: Please polish the MP game design a bit as well! For example, we still don't have a sanity/reputation system to combat griefing & KoS. PvP is either unlimited or disabled. The only alternative is admins constantly monitoring the server and banning players who break the rules. And then there are issues like clunky server resets, floating bases, or the lack of a working sleeping system...
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Acrobatic zombies caught on video, bugs is everywhere.
ZombiesLoveBrainiacs replied to Nativel's topic in Bug Reports
This looks similar to a problem I've had when trying to mod animations: Whenever I assigned a new hit animation while another hit animation was already playing, the new one would get queued instead of playing immediately - so zombies got stuck in a series of hit animations. So what might be happening here: 1) "knockdown" anim is playing 2) zombie gets hit while "knockdown" is still playing 3) game thinks that the player hit the zombie from BEHIND because the zombie's center position is at its feet - so it queues a new "hit from behind" anim 4) After "knockdown" anim has finished, the game is now playing the "hit from behind" anim from the queue -
How to create new vehicle mods
ZombiesLoveBrainiacs replied to RingoD123's topic in Tutorials & Resources
In this image, the scratches look as expected, the dents are brown instead of grey, and the rust is... on fire? It even glows in the dark 😮 edit: ok, the rust glitch was because I set rust to "100" instead of "1" -
How to create new vehicle mods
ZombiesLoveBrainiacs replied to RingoD123's topic in Tutorials & Resources
My shell damage overlay has the wrong colors ingame. For example: if I make it greyscale, it appears brown ingame. Any idea how I can fix this? I'm using the newest B41. -
Metal working no longer possible
ZombiesLoveBrainiacs replied to ZombiesLoveBrainiacs's topic in Bug Reports
Ack, I think I haven't read any... guess it was me being dumb, after all xD -
Indoor temperature only changes once electricity is off.
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Got a filled torch & welding mask, but there's no metal working option in the right-click menu anymore. Or am i just dumb & doing something wrong right now?
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I get pretty severe screen taring no matter what.
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Cruise control is amazing!
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I'd simply do this: - take the area's coordinates from blindcoder's map - check if the player's position is in that area when he spawns - then use modData to check if he's already received the items, kinda like this: if not player:getModData().startingItems then player:getInventory():AddItem("Base.itemnamehere") player:getModData().startingItems = true end Maybe there's a smarter way, but this should do the trick.
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Ok, so the above version doesn't work because the sound won't get registered. This version works: local sound = "test" local gameSound = GameSounds.getSound(sound) local gameSoundClip = gameSound:getRandomClip() local emitter = IsoWorld.instance:getFreeEmitter() local id = emitter:playClip(gameSoundClip, nil) emitter:set3D(id, false) emitter:tick()
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The last thing I tried is this: emitter = IsoWorld.instance:getFreeEmitter() emitter:setPos( getPlayer():getX(), getPlayer():getY(), getPlayer():getZ() ) emitter:playSound("Test") emitter:tick() Can't hear the sound. No idea why.
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Didn't work for me either. Mono makes no difference, music is still played with 3d on and still twitches when using the player's emitter. I tried to duplicate the sound definition with "is3D = false", but now i get an error "couldn't find an FMOD event or .ogg or .wav file". It seems duplicates are simply ignored if they reference the same .ogg Having more access to emitters & FMOD would be nice. Not sure what Nebula is working on, but I'm trying to make devices play audio.
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This. Survivor Radio is a nice mod, but currently there's no sane way to make it really work. We'd definitely need: :setTimelinePosition() Also nice to have would be: :setMinDistance() :setMaxDistance()
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Drag-down animation can be cancelled
ZombiesLoveBrainiacs replied to AuthenticPeach's topic in Bug Reports
"Reload the game, hold shift and... Oh." xD btw: when I exit the game while there are zombies around, they are sometimes all gone when I re-enter. Does that happen to anyone else as well? -
I can't get this test "class" to give me access to the player object from the OnPlayerUpdate Event. Can anyone tell me what I'm doing wrong here? local MyClass = {} function MyClass:new(o) setmetatable(o, self) self.__index = self --Events.OnPlayerUpdate.Add(self:OnPlayerUpdate) -- Error: function arguments expected near `)` Events.OnPlayerUpdate.Add(self.OnPlayerUpdate) return o end function MyClass:OnPlayerUpdate(p) print(p) --prints nil... end local o = {} local instance = MyClass:new(o)
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Which is why we should have both: Defensive slaps while kiting to keep zombies at a distance & offensive punches that will take them out, but also lock the player in place.
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Do you have any mods installed? edit: to be more accurate: are you subscribed to any mods on steam?