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Dr_Cox1911

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Everything posted by Dr_Cox1911

  1. Is the server down? Can't find it in the ingame server-browser (is the vehicle-build still the "right" build?)
  2. Seems like it's working pretty well, I also included the rollContainerItem now. If a mod would be so kind to move this out of the WIP section
  3. Sorry for digging up this old thread, but is this still the case? Does a soft reset really clear all playermade containers and safehouses alike? If yes, then it seems pretty useless to soft reset a server.
  4. Stumbled upon this recentyl and talked to EnigmaGrey on Discord about it. I think the behavior of the game when a player tries to connect to a server with an existing save that has a different ServerPlayerID needs improvement. Situation right now: During loading the screen stays black with a small hint at the bottom. Couldn't get rid of it, no mouse click, no ESC, no space, no Enter, only task manager and killing worked. Preferred behavior: Add two buttons, one "Return to main menu", the other "create new character". The hint stays the same. This would be much more newbie friendly, because right now affected players need to manually delete their savegame. If a serverowner want's to completely restart and force every player to start with a new char the only way to achieve this is to alter the ServerPlayerID within the servertest.ini, but many players won't understand the hint and will never visit the server again because of this.
  5. Greetings, I think it would be best if admin or any account with a special accesslevel doesn't count against the MaxAccountsPerUser server setting. As per design by TIS you can't properly play with a character that has an special acceslevel defined because some of the special abilities are always on. So if a player how is a staff from the server want's to normally play the MaxAccountsPerUser setting has to be set to 2, which opens up every player to create a second account. My proposal: accounts that have a special abiltity aren't counted against the MaxAccountsPerUser setting, so this can be set to 1.
  6. Thanks! So I guess I will wait till your solution is more tested and in a standalone version.
  7. @FinestHops Sorry, shouldn't have come across as an insult or something, just curious how your guy tackled this and what his hurdles with the server-part where. @Fenris_Wolf Thought about that too. Implementing this in CoxisUtil, but if another mod overrides the ISChat it's all gone if it get's loaded after CoxisUtil. And don't know how many modders will use a external lib like this. I personally don't have a problem with external libs, used LuaNet even before it was shipped with the game. My ultimate wish: More accessibility for this stuff for mods to easily hook into. Same goes with all the menus and dialogs in the game. So much tables/variables are locally handled.
  8. There are a bunch more commands that are handled within lua (like the admin ones /teleport, /invisible, /reloadoptions, ...) @FinestHops Don't quite get will this should only work on clients? Current "easy" way of handling this: override the ISChat:onCommandEntered with my own function and check the beginning of the string for my command (e.g. /rules), if it matches I call my function to show my dialog (or even send a command to the server to refresh the rules and send it back to the client). The problem with this: only one mod can add custom commands with this "solution".
  9. Greetings, I'm trying to implement custom commands for my mods but it looks kinda tricky. I was looking at the client/ISUI/ISChat.lua and there is the "onCommandEntered" which seems to execute whenever a input from a textbox is transmitted (here the textbox from the chat window). This also handles the commands shipped with the game. The "easy" way would be to override some stuff from ISChat, but isn't there a better way to do this?
  10. Any news on this front? Reason why I'm asking: I want to alter the Moderator so that it no longer has the power to set access levels, but instead can use the "/quit" command. Even better would be a restart command, but don't know if this would be feasible for linux (especially LGSM).
  11. Thanks for the hint @Fenris_Wolf! I already noticed this, but would like some feedback on the normal containers first. If there are bigger adjustments to be made then the mod is more streamlined to do so. After the initial testing I will also override the rollContainerItem.
  12. with the help of @Fenris_Wolf I've made a little mod that further customizes the way loot is spawned. I made that for the gameserver project-zomboid.de, but of course everyone can use it. Right now it's pretty much in the testing phase and I therefore could use your help. You can Download the mod from github: https://github.com/DrCox1911/CoxisLootSpawn The way this works: With the mod there ships a "CoxisDistribution.ini", where you can define loot modifiers for categories and for special items. If you don't define a loot modifier for a category the one set with the normal sandbox options will be used. This mod needs the CoxisUtil mod, which you can download from github here: https://github.com/DrCox1911/coxisutil Steam Workshop
  13. Thanks for testing, will have to dig some more I guess. Must be something wrong on my end then. EDIT: It works, only problem was OnGameStart, needs to be OnGameBoot for MP dedicated server.
  14. Looks like i spoke to soon, it's working in SP just fine, but with multiplayer there seems to be another function which is used to spawn the loot.
  15. Thanks Fenris_Wolf! Works like a charm, only need to do some more testing, then I can release it.
  16. How do I overwrite single functions? Only did this with whole files.
  17. I'm not really satisfied with the way the loot settings within sandbox work in multiplayer. I would like a system where you can set the loot-chance for specific items yourself (like nails) and for all other not specific defined items of a category a global loot factor would be calculated into the dice roll. My problem: I've never modded something regarding the loot. There is a Distribution.lua within Server and the ItemPicker.lua within Server/Items is responsible for the rolling. Everything right so far? My problem: Do I really need to overwrite one/both of them? Or is there any other change to achieve the above without overwriting?
  18. Just noticed that there wasn't a tracker for this, so I created one: https://theindiestone.com/forums/index.php?/tracker/issue/1303--{?}/
  19. That's because the linux version of the current vehicle build is bugged. The lib PZBullet64 is not linked properly. @ricky and I already mentioned this in a thread. Nothing you can do about this until the devs fix this unfortunately.
  20. I would suggest you use the linuxgameservermanager (short: LGSM). It's a pretty simple set of sh-scripts that greatly enhance the useability und comfort for serveradmins. They recentyl changed the way how the configuration works, it's a little bit more complex now but way more freedom with the new system. After you have downloaded and installed the server (normal stable build) you find your config-files under "~/lgsm/config-lgsm/pzserver". In there should be a __defaul.cfg, simply copy it and rename it to pzserver.cfg. In there you can then change to the desired branch.
  21. Xms is the initial memory allocation for the game (or any java application), the Xmx is the max memory allocation the application can allocate.
  22. What are the specs of your dedicated server?
  23. Would be nice if there was a simpler way of editing stuff like the optionsscreen (currently have to overwrite the MainOptions.lua because everything is a local variable) and the ESC-Menu while ingame. Especially the ESC-Menu thing would open up mods to add their own config-menus in the ESC-Menu (like add a new button to the admin-menu).
  24. I always use the ingame one to edit the serversettings for my dedicated server. After the edits I simply upload the file(s) to the server again.
  25. Don't know if this would be feasible, but you could try with saving the tiles you spawned your seasonal items in a table (maybe one for each season?) and when the season changes you iterate over the table and remove the items on the ground? This is just a rough idea and might be to cumbersome.
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