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Colin

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  1. Like
    Colin reacted to Zeros in Persistent player variable across deaths   
    For custom player data, I recommend you to create your own player data storage instead of relying on player:getModData(). You can use player steam id as primary identifier and player character forename and surname as the secondary identifier. Reason for secondary identifier is because of the pc with co-op players. The only way to recognize who is actually who is to check the character's name.
     
    Related functions:
    player:getSteamID()
    player:getDescriptor():getForename()
    player:getDescriptor():getSurname()
    getModFileReader(strModId, strPath, false) - last argument is for creating a new file but i don't recommend it.
    getModFileWriter(strModId, strPath, bCreate, bAppend)
     
    FYI, getModFileReader returns a java bufferedreader object while the other one returns custom writer class with exposed write, writeln and close functions.
  2. Like
    Colin reacted to Hugo Qwerty in Remove all skill levels and xp boosts   
    Maybe try:  setPerkLevelDebug(PerkFactory.Perk perk, int int1)

    I don't know if it works, but its name suggests it will do what you want.

    There's also: player:level0(PerkFactory.Perk perk)

    https://zomboid-javadoc.com/41.65/zombie/characters/IsoGameCharacter.html

     
  3. Like
    Colin reacted to Tchernobill in Remove all skill levels and xp boosts   
    CharacterSave mod does it.
    Beware it is easy to confuse XpBoost and XpMultiplier.
    The first is related to profession and traits.
    --remove all previous profession, traits [..] (incldues XpBoost removal) character:getDescriptor():setProfession("unemployed"); character:getTraits():clear(); --alternative selective XpBoost removal (not tested) character:getXp():setPerkBoost(perk, 0)  
    The second is related to skill books.
    --add player:getXp():addXpMultiplier(perk, multiplier, levelMin, levelMax); --remove player:getXp():getMultiplierMap():remove(perk) --alternative remove functional equivalent with current vanilla state (not tested) player:getXp():addXpMultiplier(perk, 1, levelMin, levelMax);  
  4. Pie
    Colin reacted to Zeros in How to bypass character creation (Multiplayer)   
    You can bypass it actually. I already had a look at it. Find 'ISPlayerStatsUI.lua' inside 'game/media/lua/client/ISUI'. It also has information on how to programmatically assign traits and how to send those data on player creation. Try extend the 'ISPlayerStatsUI:setVisible' function. You can probably prevent character creation UI from being displayed by doing that. Look for the right function if it didn't.
  5. Like
    Colin reacted to Zeros in How to bypass character creation (Multiplayer)   
    No problem.
     
    And I missed one more folder.
    'game_folder/media/lua/client/ISUI/PlayerStats'
     
    Good luck.
  6. Like
    Colin reacted to Zeros in How to bypass character creation (Multiplayer)   
    As for bypass character creation I don't know how to do that but I think you can set player traits programmatically.
     
    -- OnCreatePlayer might needs to be hooked to attempt this -- https://pzwiki.net/wiki/Modding:Lua_Events/OnCreatePlayer -- First, I haven't try it yet -- Second, make sure you attempt this on server side for anti-cheat measure. -- Third, based on the dev's update logs.. Player seems to be able to use their local save so it might be modified. Save their original data in server for simple anti-cheat check -- You might also need to synchronize the data to the targeted player or all players -- Need to grab a player instance to do this -- Get traits local traits = player:getCharacterTraits() -- Set true to activate the trait, false to remove it from the player traits:set("Marksman", true) -- Done --[[ Available Trait List "Obese" "Athletic" "Overweight" "Unfit" "Emaciated" "Graceful" "Clumsy" "Strong" "Weak" "Very Underweight" "Underweight" "FastHealer" "SlowHealer" "ShortSighted" "EagleEyed" "Agoraphobic" "Claustophobic" "AdrenalineJunkie" "Out of Shape" "HighThirst" "LowThirst" "HeartyAppitite" "LightEater" "Cowardly" "Brave" "Brooding" "Insomniac" "NeedsLessSleep" "NeedsMoreSleep" "Asthmatic" "PlaysFootball" "Jogger" "NightVision" "FastLearner" "SlowLearner" "Pacifist" "Feeble" "Stout" "ShortTemper" "Patient" "Injured" "Inconspicuous" "Conspicuous" "Desensitized" "NightOwl" "Hemophobic" "Burglar" "KeenHearing" "Deaf" "HardOfHearing" "ThinSkinned" "ThickSkinned" "Marksman" "Outdoorsman" "Lucky" "Unlucky" "Nutritionist" "Nutritionist2" "Organized" "Disorganized" "Axeman" "IronGut" "WeakStomach" "HeavyDrinker" "LightDrinker" "Resilient" "ProneToIllness" "SpeedDemon" "SundayDriver" "Smoker" "Hypercondriac" "Illiterate" --]]  
  7. Like
    Colin got a reaction from donWURST in Prevent "floating" tiles   
    Floating tiles can be very unrealistic when someone builds a "floating" bridge.

    So I propose that when a player walks onto a tile, it does a simple X condition to see if the floor is connected to a support (i think 2 tiles connected is fair, since it is possible to build like this - with higher carp the length could be higher, e.g. 3-4 tiles), the support doesn't need to be all sides, just as long as 1 wall piece is below that tile.

    If the floor tile has no connection and support, it collapses to the ground (the tile below) as unusable wood/planks and of course the player falls also which may cause damage....
     
    On the 3 example images, the circle represents the player, the brown squares are tiles (floor), the green X is the conditional check, the blue box is a wall or support.

    Image 1 we see the player is in the middle tile, there is a wall on the tile to the left so it is ok, same goes for image 2, there is a wall connected to the tile above the player. But on image 3 the wall is an extra tile up, so the condition fails and the tile the player is standing on should crumble and drop.

    The condition check should be increased with carp level, if the tile looks bad condition it should support only 1, level 3 should be 2 tiles, 7 should be 3 or 4 tiles. (the images would represent a level 3-4 carpentry)
     
    This would also be useful for building structural traps for other players or zombies.

    What do you think?



  8. Like
    Colin got a reaction from Kuren in Released: Vehicle Tech Test build   
    I am not asking for this feature, I just mentioned it would have been a good addition to the game
  9. Like
    Colin got a reaction from Blasted_Taco in Released: Vehicle Tech Test build   
    I am not asking for this feature, I just mentioned it would have been a good addition to the game
  10. Like
    Colin got a reaction from Kuren in Released: Vehicle Tech Test build   
    Speak for yourself, regardless, I am not specifically stating this for electric vehicles, but for other potential items that would exist outside the predefined date..... as a procedural game content creator, game developer and programming language developer, I know exactly how much work it is developing features that require procedural generation or replacement.... creating new layouts for buildings is not hundreds of hours of work but instead days of planning and coordination, with some ideas between the current devs, I'm pretty sure they can do it...... (whether they would want to is a complete different story) buildings already can be pre-burned, so placing "invisible plots" for buildings that did not exist before and replacement buildings would not be difficult at all since they have already built the necessary tools.....
  11. Like
    Colin reacted to Batsphinx in RELEASED: Build 37.14   
    Maybe this survivor was just really, really, really prepared?
     
    EDIT: and liked hiking?
  12. Like
    Colin got a reaction from DramaSetter in falling off roofs / ledges   
    In reality, no one is going to walk off a roof because it doesn't have a fence or wall, so I think it would be a good idea that if you "walk" to the edge of a tile it stops you from falling off (like an invisible fence), however if you are running/holding shift, then you can fall off..
     
    Exceptions should be your character is sick, tired or drunk/intoxicated, in which the safety feature should not work. Numerous times, people falling are because of keyboard/mouse controls or because they can't see if there is a wall due to the wall fading, and to be honest is not very realistic..... no one just walks off a ledge by accident..... 
  13. Like
    Colin got a reaction from Zomboid in pickpocket and pocket "planting"   
    I sometimes play with a friend and we always like to play pranks on each other.... and I always thought while he is AFK, it would be really fun to plant something in his pocket, or pickpocket him.... This could be very cool in multi-player, for example you know a horde is incoming and you decide to sacrifice one of your friends to aid your escape, you quickly set an alarm, plant it in his pocket while he remains calm and wait for your chance to make a run for it!
     
    or maybe you're bored and decide to fill your friends backpack with a few logs to slow him down and wait for him to notice
  14. Like
    Colin reacted to Gurluas in RELEASED: Build 35.26   
    Doesn't the Sledgehammer lose durability when you break down stuff with it? That's pretty much finite use.
  15. Like
    Colin reacted to RobertJohnson in RELEASED: Build 35.26   
    Don't know yet, I'll check myself to see, but tbh, I think lot of people will want the prison as a base, so it may stay like this, make it hard to get, lore-wise it make sense, prison has a lot of population and they're stuck in there...
  16. Like
    Colin got a reaction from trombonaught in Leaderboard / Multiplayer win conditions   
    I don't think this would quite fit the game.... however I do agree a little..... I think the problem is that you can die 1000 times and always recreate the same character..... I think there should be a multiplayer option that enforces random character starts, this way when they die they lose their character....
     
    Imagine you get a random character with strong trait and good fitness.... you die, you respawn as another random with overweight obese.... that would suck, so it would make players really try NOT to die if they really want to keep their character... this worked very well with State of Decay, when you died and you took control of another member of the group, it sucked that the character you had came to like died, they had specific traits that you get used to, but if you are able to create a character with same traits over and over it takes away from the need to survive (because you can always get back to where you were)
  17. Like
    Colin got a reaction from Geras in Swing State   
    I agree with above ^ numerous times there have been hordes and with a pistol i have missed every shot.... even standing inches away from the zombie.... even the most useless of people could "accidently" shoot one of them... and at inches away is almost impossible to miss.....
  18. Like
    Colin got a reaction from DresdenBBQ in Swing State   
    I agree with above ^ numerous times there have been hordes and with a pistol i have missed every shot.... even standing inches away from the zombie.... even the most useless of people could "accidently" shoot one of them... and at inches away is almost impossible to miss.....
  19. Like
    Colin got a reaction from Necromatic_Corgi in Swing State   
    I agree with above ^ numerous times there have been hordes and with a pistol i have missed every shot.... even standing inches away from the zombie.... even the most useless of people could "accidently" shoot one of them... and at inches away is almost impossible to miss.....
  20. Like
    Colin reacted to Necromatic_Corgi in Swing State   
    In my honest opinion I hate the current aiming system, The whole dice roll system leaves a bad taste in my mouth. Nothing like shooting into a horde and missing everything, Hopefully they would consider an updated system. Something more player friendly.
  21. Like
    Colin got a reaction from Demonic_Kat in pickpocket and pocket "planting"   
    I sometimes play with a friend and we always like to play pranks on each other.... and I always thought while he is AFK, it would be really fun to plant something in his pocket, or pickpocket him.... This could be very cool in multi-player, for example you know a horde is incoming and you decide to sacrifice one of your friends to aid your escape, you quickly set an alarm, plant it in his pocket while he remains calm and wait for your chance to make a run for it!
     
    or maybe you're bored and decide to fill your friends backpack with a few logs to slow him down and wait for him to notice
  22. Like
    Colin reacted to Paul Redeker in Expanded Plumbing System   
    Been out for awhile.  A vast majority still don't know about it. 
  23. Like
    Colin reacted to Kuren in Expanded Plumbing System   
    No problem

    And it was added around last June, when they introduced moving furniture

    Seen in this Mondoid: https://projectzomboid.com/blog/2015/06/the-biting-point/

    “Now, most objects are purely cosmetic to pimp up your safehouse, however some retain functionality: like container objects, and the barbecue. Objects with water pipes attached will lose functionality when moved too, but can be made operational again when one or more water barrels are placed in the 3×3 surrounding the sink (or one level above) and will draw water from them, if they have any.”

    Last I remember however, this didn't work as simply as the 3x3 placing area originally intended and people were saying it needed to be up 1 level and over 1 tile to left to work. It may have been changed/fixed but it's something to note

    A discussion about placing the rain barrel correctly like I mentioned can be found here:
     
  24. Like
    Colin got a reaction from Kuren in Expanded Plumbing System   
    What????? When did this happen??  I must try this out. Thanks.
  25. Like
    Colin reacted to Kuren in Expanded Plumbing System   
    Happy to let you know this is actually already in the game

    The barrel just has to be one floor above the sink and one tile to the left I believe. It even filters/cleans the water

    I just think it would be nice if they made it more clear and fun to set this and other similar uses for water up with pipes leading from rain barrels on higher floors. This could also allow for more than one barrel to be tied to a sink or water system/network
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