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Dr_Cox1911

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Everything posted by Dr_Cox1911

  1. Dr_Cox1911

    Coxis Shop

    @Sky_Orc_Mm I just looked at this weird overflow issue you posted on discord. Unfortunately I can´t seem to preproduce it, here is a screen of the shop on my end: I tried altering the length and unless I stress it to extreme lengths it works on my end. Will push this version to Steam workshop now after altering the default CoxisShopSettings.ini a bit, but will further investigate this error. Is it OK with you to release the chinese translation to the workshop?
  2. Dr_Cox1911

    Coxis Shop

    Just added in a short description on how to alter the settings (see the first post). The skills will be defined pretty much the same as the items, I have this structure in mind: [SKILLS] Perks.Woodwork=600 I also plan on increasing the cost each level the player wants to buy, e.g. carpentry lvl 3 will cost more than lvl 2. This all is planned for 1.3.
  3. Dr_Cox1911

    Coxis Shop

    Added the link to CoxisUtil to the first post. Sorry for the additional mod that this is requiring now, but I think I will need the CoxisUtil for more of my mods in the future @justcrow I will give detailed instructions on how to alter the settings in time, just need to write it. After I´m done writing I will update the Steam release as well. As you guys might have noticed: The skills are still the same (=old system). Will migrate them to the new one for the next version, until then you won´t be able to define the skills available in the ini.
  4. Dr_Cox1911

    Coxis Shop

    Pushed a new version (only to git at the moment) The debug flag is false for right now. Changes: I need some input from you guys, what items (and the according prizes) would you like to see in the default settings ini? Of course you can alter this ini to your liking, but shipping with a decent one right of the bat would be necessary I think.
  5. Don´t know if this thread is still a thing, but I´ve got a rather little request (I think). It seems like the client is only able to send/receive commands once the IsoPlayer.instance.OnlineID is set. The problem: If you want to send stuff from the server to the client or vice versa right after the client has joined you can´t seem to do that. The event "OnGameStart" fires before the OnlineID is valid. Solution: Please add an event which is fired after the OnlineID is valid. PS: My post could be complete nonsense and there is a way or it doesn´t even have anything to do with the OnlineID. If so, please tell me. UPDATE: This is fixed with the integration of LuaNet
  6. Fixed the problem by redefining the onMouseDown function from ISScrollListBox. So I´ve got a function in my script now that looks like this: function ISCoxisShopList:onMouseDown(x, y) if #self.items == 0 then return end local row = self:rowAt(x, y) if row > #self.items then row = #self.items; end if row < 1 then row = 1; end -- RJ: If you select the same item it unselect it --if self.selected == y then --if self.selected == y then --self.selected = -1; --return; --end self.selected = row; if self.onmousedown then self.onmousedown(self.target, self.items[self.selected].item, self); end end
  7. Hi all, I´m currently working on my shop mod and switched from buttons to a listbox to handle a variable amount of items. Pretty much all is working but I can´t figure out how to maintain the "self"-reference when using the "onmousedown"-function-pass. Here is a snipped: function ISCoxisShopWeaponUpWindow:checkPrice(_target, _onmousedown) local splitstring = luautils.split(_target, "|"); print(splitstring[2]); print(tostring(self.char:getModData().playerMoney)); end function ISCoxisShopWeaponUpWindow:create() local y = 90; local label = ISLabel:new(16, y, 20, getText('UI_CoxisShop_Weapons'), 1, 1, 1, 0.8, UIFont.Small, true); self:addChild(label); local rect = ISRect:new(16, y + 20, 390, 1, 0.6, 0.6, 0.6, 0.6); self:addChild(rect); self.CoxisShopList = ISScrollingListBox:new(16, y + 30, 390, 200, self.char, self.playerId); self.CoxisShopList:initialise() self.CoxisShopList:instantiate() self.CoxisShopList.itemheight = 22 self.CoxisShopList.onmousedown = self.checkPrice;--self.reloadButtons; self.CoxisShopList.font = UIFont.NewSmall self.CoxisShopList.drawBorder = true self:addChild(self.CoxisShopList) for itemType,value in pairs(self.items) do local item = ScriptManager.instance:getItem(itemType) self.CoxisShopList:addItem(item:getDisplayName() .. " (" .. tostring(value) .. ")", tostring(itemType) .. "|" .. tostring(value)); end self.CoxisShopBuyButton = self:createButton(290, y-15, self.onBuyMouseDown, self.char, self.playerId); end Error is thrown at "print(tostring(self.char:getModData().playerMoney));" because I´m accessing a non-table (self is nil).
  8. You could try my mod (and give me some feedback): CoxisReloadSync I haven´t tested it for a couple of versions now but I hope it still works. I´m currently reworking my shop mod but after that I will return to the reloadsync and make it more streamlined.
  9. Dr_Cox1911

    Coxis Shop

    Sorry for not looking back at this sooner. I just finished the new version with dedicated multiplayer support. Servers hosted from the main game don´t work, sorry for that. I didn´t test splitscreen either. EDIT: Just uploaded the mod to the steam workshop, but beware! If you download from github the debug-function to add money is activated (press "L"), downloaded from steam workshop and you won´t be able to debug it!
  10. I´m guessing you need to use the "Base.x" item name, but I don´t know for certain (but to add an item you need to use this, so I think for removing one it would be the same).
  11. Didn´t catch it at first glimpse, but you´re missing an "s" on Events. The event you´ve chosen gives you the player as a return value, so your code could look like this: RemoveOnRotten = {}; function RemoveOnRotten.addItems(_player) local player = _player; local inv = player:getInventory(); if inv:contains("Matter - Spiritual (Rotten)") == true then inv:Remove("Matter - Spiritual (Rotten)"); end end Events.OnPlayerUpdate.Add(RemoveOnRotten.addItems); This should throw no error, but I haven´t tested it.
  12. Looks like you have one "end" to much. The first end closes the if, the second the function and the third is causing the error.
  13. You could just turn off the godmode and invisibility in the playerlist, or didn´t this work?
  14. @LlostSoul Really? Haven´t tested it yet but if that is the case than it should be changed IMO. To my liking PZ has already to much looking at progressbars and with the newly introduced rain-collection with pots/bowls it´s already a similiar system implemented to compost the stuff over time.
  15. Regarding the injured spawn: I´m in the same boat as Kuren here. Starting injured isn´t per se a bad mechanic, but why should you play with this char if you can simply scrap the save and restart. All what this feature currently adds to the game is more char creation. Just to get things straight: it´s damn necessary to spice the start up with such random shenanigans, but if you have the ability to start with a perfectly fine char than it´s just rinse and repeat char creation. Implement more tradeoffs and alter the randomization so that you can´t get all the negatives, instead give each negative some kind of score to rule extreme startingconditions out. (e.g. no 10 deep injuries and a starving char oppose to one with only slight thirst). I don´t have any real clue about gamedesign, but as it is right now all this feature does for me is more time in char creation. I´m not powergaming the game but if I have the chance to get a perfectly fine char I will try to get one.
  16. The metal walls do have a positive function: making more noise when hit I wouldn´t build a fort with metalwalls in RL and would prefer logwalls, but look at the possible strats that pop up with the metal wall as a bindingelement for zeds. Use them to gather large amounts of zeds in an area for e.g. mass desposal, player trap, ... Just as the shotgun: Could mean your death if used in the "wrong" way but in other situation it just fits perfectly.
  17. Awesome mods nolanri! This and your key mod should is way better than the claim system IMHO!
  18. Dr_Cox1911

    Bloody Business

    Holy moly! This looks awesome! First thing that came to my mind: In MP with disabled names it could be really hard to notice a player at first glimpse, with all the blood blending in with the zeds could be viable.
  19. Dr_Cox1911

    Coxis Shop

    Sorry for the late reply. Did you get any errors when testing it in MP? I´ve currently no testserver up&running but will setup one the next couple of days and give the mod in MP a go. What I forgot to mention: This version has is still WIP, so to test things you can cheat money in with the "L" key.
  20. "DoLuaChecksum" doesn´t prevent the savefile-bollocks TheeIntrepidGamer describes, it "only" checks if the loaded LUA-files from the client check against the one the server has.
  21. Dr_Cox1911

    Coxis Shop

    Greetings, I was looking into the Last Stand shop system the last couple of hours and "built" a version for SP/MP. It´s not really a mod written by me, mora straight copy from RJ´s code. Hope it´s OK RJ What´s the mod for? Coxis Shop gives you money for each zed killed. With said money you can then buy gear/skills. Quick look: Does this work in MP/Splitscreen? I´ve tested it with dedicated server and it worked, hosting through the main game is not support currently. I didn´t had the chance to test it in splitscreen, but it should give both players money when one of them kills a zombie. What language is supported? The mod currently supports german and english. Can I configure the items/skills available? As of version 1.2.0 yes, you can! Atleast for the items, skills are not configurable just now. Apart from the items you can set the amount a player receives and on what probability. If you use the mod in MP the settings made on the server will be transmitted to the client upon connecting. After you have changed something you need to restart the server. Here is a short description on how to configure the mod: Can I improve the mod? Of course you can! The mod is available on Github, please feel free to extend the mod, just keep in mind to share the changes with everyone. Changelog: Link to Github) DOWNLOAD WORKSHOP DOWNLOAD (CoxisUtil)
  22. Hm, kinda strange because my IWBUMS server already got the 34.24 update. Many servers seem to have it, according to http://pz.archspace.org/#! My players and me are getting the same error, mismatching files although server and clients state to have 34.24
  23. Server is finally online! For some strange reason it won´t appear in the gameserver list yet, maybe a little bit of uptime will fix this. If not I will investigate this tomorrow morning and hopefully fix it. You can however join it right now, all the details to do so are in the first post (check the spoilers).
  24. No bug Alexandre Lange, unfortunately the system is kinda strange right now. I can only hold my weight with unlimited chips/ice cream. Every other meal simply doesn´t help to keep your weight. I think that´s part of the reason to deactivate it by default for now.
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