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Dr_Cox1911

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Everything posted by Dr_Cox1911

  1. Greetings all, completely new to the whole map-stuff, but how would I add little things to the main map like small huts, camping sites, ...? A whole new map is to much for me right now, but some adjustments to the current one would be neat. Any help and tips would be nice
  2. Good suggestion, which hopefully finds it's way into the game. I don't think we will see this anytime soon though, so a mod would be more then welcome.
  3. If anyone of you guys is still interested in: I made a mod that does this, you can find it here.
  4. Greetings, another little mod from me and again, only useful in multiplayer. What does Coxis ServerMessage do? With Coxis ServerMessage (short: CSM) you, as in the serveradmin can display any text-information for your players that you want. This text will be displayed for every connecting player in a modal window. The player can still play the game, but the window will stay atop. If the player clicks the OK-button the window will close. How do I (=Serveradmin) edit the text? That's pretty simple: With the mod ships a CSMrules.txt, you can add your text there. Be careful to not make this to long at the moment (will get changed in a future update). Example preview: Download: Sourcecode on Github Steam Workshop
  5. Just uploaded it to Steam Workshop (see first post for the link).
  6. Just updated this on github. I finally (with a little help from someone best unknown) found a rather hacky way to get rid of the luanet bug. If this mod is still needed it would be awesome if someone could test it, after that I will throw it up on steam.
  7. Hi Nbane, all the code you wrote isn't Lua code PZ will recognize. If you want to create a window you have to use the PZ-way for doing so. Look at "media/lua/client/ISUI" for all the windows PZ is using and take a look at some of them. You can instantiate a new window with e.g. ISWindow.lua.
  8. Dr_Cox1911

    Coxis Shop

    Wanted to do this for a while, but all the problems with the ini-file editing that all the people have put me of the mod tbh It's on github though, so feel free to alter it, great suggestion.
  9. Dr_Cox1911

    Coxis Shop

    Hi Par9000, You would need to alter the LUA code for this. A quick rundown for doing this: In the client/ISUI folder you find the ISCoxisShop.lua. In there you see all the existing pages like "food stuff", so you just copy the part from the food-section and alter it a little bit. It could look something like this: -- Tab with my new stuff self.myNewStuffScreen = ISCoxisShopPanel:new(0, 8, 400, 400, self.playerId, self.settings["MYNEWSTUFF"]); self.myNewStuffScreen:initialise(); self.panel:addView(getText('UI_CoxisShop_myNewStuff'), self.myNewStuffScreen); You than need to copy and add a line to the function "ISCoxisShop:reloadButtons()". Just copy one and replace the "foodScreen" with "myNewStuffScreen". The last thing you would need to do is add a new section to the CoxisShopSettings.ini named "[MYNEWSTUFF]" and put your desired items there. Did you check the video linked in the steam workshop? In the video I describe how you can add items from mods (I show it with hydrocraft as an example, works with any other item mod exactly the same way).
  10. OnGameStart fires before the connection between the client and server is established it seems, because adding something to this event fires before the "Waiting for player-connect response from server" is done. With LuaNet it should work with the "onInitAdd"-function but for some obscure reason the server doesn't receive the command. Looks like it is some sort of timing problem. EDIT: I just uploaded the mod to github, so if someone of you guys want to take a look at it. The function that's responsibly for asking the server to send the settings is "CoxisReloadSyncClient.askSettings".
  11. I have rewritten the mod to use LuaNet, but unfortunately I can't figure out how to send the settings to the client without a player action like pressing a button or closing the damn dialog box. Any LuaNet professionals here? I thought that I could simply add a "send"-Command in my init-function which get's called upon initialization of LuaNet, but the request for sending the setting is not received on the server-side. The communication is working though, because I've added a debug button-press which sends the exact same command and the server receives it, sends the setting and the client changes it's reload difficulty accordingly.
  12. Thanks for the feedback GothicGhost, so the mod does still work? Don't know when I will be able to look at it again, so no promises for this to happen soon.
  13. I'm out of the loop regarding PZ right now, so I don't know if this is currently implemented. If not I might consider to give this mod another look and recode some of it to get rid of the hidieous dialog box and throw it on the workshop.
  14. Is this mod even needed anymore? Haven't played for ages, so I don't know if this still works. Might throw it on github though, so that others can contribute to it if it's still a thing.
  15. What I would really like: make reading skillbooks more interesting in that it's actually something you (as in the player) is reading. If we stay on the subject of trapping: If you are reading a trapping book a window similiar to the Spiffo guide pops up and presents all the stuff regarding it. In the background, the timed action for reading the book will still progress. The first page could be some kind of table of contents which would also be clickable to jump to a page directly. When you've read the book it already and you read it again the window pops back up without the timed action.
  16. You download the whole map-folder, do the stuff that you want with the tool and reupload the map-folder.
  17. By default there are many spawnpoints, if you set the one in the servertest.ini you will limit it to only this one. If you want more, just don't change the spawnpoint in the servertest.ini, the game will use the serverspawnregions.lua for the spawnpoints.
  18. What are you missing from the ingame admin tools @dydimos ?
  19. This map looks sick! I hope you do constant backups, we have already lost to many great maps because of this.
  20. Dr_Cox1911

    SpiffoHunt

    Greetings! I think it's time to reveal the current mod I'm working on: SpiffoHunt SpiffoHunt is a Capture-the-Flag-like gamemode where two teams fight each other to (obviously) capture the Spiffo and have it as long as possible in their own safezone. I've worked on this for ages, but lost all the work a couple of months. So this is pretty much the second time I started coding this. Some basic things are currently working, but the mod is far from useable right now. Because of the bigger scope I would really appreciate it if some of you fellow coders are interested in helping with the mod. As my previos mods the sourcecode is hosted on github, that's also where you can find more information about it. I know that this post is currently pretty barren, but as stated above: All of this is far from finished/even working! Sneakpeeks: Link to github
  21. @squishward_tennisballs You are in the wrong folder, you need to put your mod in "C:\Users\YOURUSERNAME\Zombiod\mods".
  22. Thansk EP! Give it a quick test in Mint 18.1 Cinnamon but Qt5 lib errors showing up. Haven´t investigated the error further, but with what Qt5 version did you built it? I have 5.5.1 installed.
  23. Will all the tools also come with linux support?
  24. Dr_Cox1911

    Coxis Shop

    New Version on github including the following changes: Also LuaNet isn´t shipped anymore with the mod, instead it uses the one shipped with the basegame (since 35). EDIT: Pushed another version to github and Workshop: ### Version 1.4.1 - removed debug prints from ISCoxisShopPanelSkills - skillcosts are now rounded to whole numbers EDIT 2: Pushed another small version with a bugfix: ### Version 1.4.2 - skills above 10 aren´t listed anymore
  25. I think what you are looking for is in "ISWorldObjectContextMenu.lua", specifically this parts: ... if sheetRopeSquare and getSpecificPlayer(player):canClimbSheetRope(sheetRopeSquare) and getSpecificPlayer(player):getPerkLevel(Perks.Strength) >= 0 then if test == true then return true; end context:addOption(getText("ContextMenu_Climb_Sheet_Rope"), worldobjects, ISWorldObjectContextMenu.onClimbSheetRope, sheetRopeSquare, false, player) end ... ISWorldObjectContextMenu.onClimbSheetRope = function(worldobjects, square, down, player) if square then local playerObj = getSpecificPlayer(player) ISTimedActionQueue.add(ISWalkToTimedAction:new(playerObj, square)) ISTimedActionQueue.add(ISClimbSheetRopeAction:new(playerObj, down)) end end
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