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PvtHopscotch

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About PvtHopscotch

  • Birthday 03/19/1986

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  1. Well, I tried adding more attachment points via editing the HandWeapon.class adding a WeaponPart "Rail" and adding in the needed methods based off what the vanilla ones have and didn't have much luck. Granted, I'm rusty and it was a quick 30minute attempt so I may well have messed up somewhere but I didn't spend a lot of time looking into it because...lazy lol. Game acccepted the modified class just fine but I couldn't get the attachment (I just modified the ForeGrip from your mod to use the new slot) to take and it made weapon tooltips comeup blank. As for the project, I'm in no way capable of carrying that torch lol. Also, not weird at all needing to do things your way. I have the same tendancy, which has made being a supervisor difficult as I don't delegate well, so completely understand where you're coming from there.
  2. Hey ORMtnMn, I wanted to ask if you have any sort of issue tracker beyond just folks posting on the forum? From what I gathered reading through the thread you seem to be tracking on a few of the issues I've noticed but I wasn't sure if you had a running list or not. So if you're already aware of anything I mention I apologize. 1. If you find a select fire weapon, eject the mag and then switch the fire mode you can eject another mag. You can keep switching back and forth ejecting mags till you have as many as you want. It sounds as though you might already be fully aware of this one (and the fact that any upgrades/mods disappear when switching) but I figured I throw it out there anyway. Can't really offer much in the way of a suggested fix, not one that would be easy anyway. The current method of the full-auto and semi variants being two separate defined weapons is about the only way to do it since the game code as it stands doesn't appear to support a true semi-auto fire mode where you have to release the mouse button to fire again. 2. I did notice your todo list has weapon mod overhaul listed so again you may be tracking on this. The weapon stocks "Skeletal Stock" and "Collapsing Stock" are both defined as PartType = Sling where I assume they should be defined as PartType = Stock. Additionally, the "Recoil Pad" and "Fore Grip" (grip may be intentional I guess but it modifies recoil as well) are both defined as PartType = Canon instead of PartType = RecoilPad. I edited the file for my own game personally as the fix was simple which leads be to believe you are probably already aware of it. Along with that, I noticed that the 6 WeaponPart types defined in the HandWeapon.class and the various methods surrounding them are fairly simple but I'm unsure of currently how easy/hard it is for mods to implement code changes. I was thinking adding a few more WeaponParts such as "LeftRail" "RightRail" and "BottomRail" would expand the system nicely but balance may become a problem with so many upgrades, if it's even doable at this point. I'm personally getting brushed back up on my programming skills in anticipation of modding the game but I'm still just getting my feet back under me and becoming familiar with the game so you'd know better than I if it's possible. Anyway, thanks for the awesome mod and all the time you've poured into it. Let me know if there is anything I can do to assist!
  3. I see, thanks for the information. Like I said, I really wasn't implying I think it should be changed per say as I like the mod as it is and appreciate the amount of work it's taken just getting where it is now. I've just been poking about in various mods and the Zomboid code trying to get a feel for things and got curious about the how and why of a few. It occurred to me as well that part of the benefit of how pallets work now is it makes moving large amounts of planks less of a pain, which wouldn't be the case for a static container. My Java is rusty to say the least and haven't really done ANY programming for quite a while. I went to college for Comp Sci but settled in a career with the military as I had already progressed far enough career wise and life wise (wife, kids, etc) that I didn't want to start over again so to speak. Lately though I've had the itch and Zomboid has that good balance between barrier to entry and potential that I've been pondering doing some modding for it or possibly contributing to one, so I've been brushing up and analyzing a lot of mods (yours especially primarily because of the sheer scope). Until such time I'm capable of contributing anything of worth though (be it my own mod or helping with one), I hope you don't mind me occasionally picking your brain
  4. Hey Hydromancerx, I had a few questions about the mod, specifically about how/why a few things are done the way they are and if the possibility of a different method (not as a request, more I would like to mess around and see if I can implement the change if doable.) It's mainly to do with container items like plank pallets, etc and the work stations. As it stands now, they aren't grid built objects like furniture or walls, and I was curious as to the reasons behind this? The work stations I imagine has to do with needing them to be an "item" for their use in recipes, which as far as I'm aware, there isn't a whole lot that can be done about that currently. However with container items, say specifically the plank pallet, is it possible to restrict item types to a container? For example could the Pallet actually be a buildable object, that allows only a specified item type and then have the sprite change based on how full or empty it is? Again I'm asking purely out of curiousity and possibly trying to implement a few things for my own learning and use, I'm not suggesting you change how it functions. I like the depth of the mod but the fact that you can't really build many of the objects on the "grid" has always bugged me a bit and I was curious as to some of the reasons/restrictions behind that. Thanks in advance for any insight provided and thanks for the awesome mod.
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