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ddraigcymraeg

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Everything posted by ddraigcymraeg

  1. I thought that when PZ was in development at early stages, when it had NPCs initially, there was some type of GTA open world with missions concept. Even random with set piece NPCs with random/set piece missions. That would be cool, whenever NPCs are added. Just having NPCs in general with some decent AI would be good enough for me though. I cannot play w.o. the survivors mod, no going back after that.
  2. I'm no longer 'officially' maintaining the AIZ Enhanced 2 map pack, and so will put place it here. It also has instructions included, on how to create your own custom map collections (along with vanilla) with custom connecting roads and parking stalls for vehicles. https://www.mediafire.com/file/oxg4tbcf45fvmvn/AIZ_Enhanced2.zip/file also, fwiw. If you play splitscreen and want survivor NPCs, this version of Nolan's original Survivors mod has a workaround for invisible zeds for 2nd player. Some caveats. Only works properly for PZ 39. In PZ40, the players and NPCs talk incessantly,
  3. Created a mission system and related game modes earlier this year in my spare time for the GTA5 Online mod FiveM. FiveM allows you to run your own server and mods and use all the GTAO DLC content free. https://forum.fivem.net/t/release-fivem-crackdown-game-mode-and-mission-generator-creation-beta/275613 Its sort of inspired by the Crackdown games as well as Arma/Epoch DayZ missions. Can configure it to be 'realistic' like typical GTA or more like Crackdown, with super speed and super jumps & super health.
  4. Hi, My old site scoredoom.com is no longer. So I am archiving some of my old mods and other work, and figured it was worth a mention here. One mod that I think many here might find interesting is UAC DayZ. It is focused on PvE mainly, as well as PvP, and is built with DayZ Control Center, so you can play by yourself easily on a local server against AI Bandits & Zeds, as well as other players. UAC DayZ is based on the old halycon days of DayZ Mod, and is built with DayZ Mod 1.7.6.1. So you can pick up some of the old AS 50 and other weapons that got removed. It
  5. Just whipped up a mod to address this somewhat.. I had my own issues with zeds and hordes not migrating across the map, so you could hole up in the deep forest and survive as long as you like and not see a zed. https://steamcommunity.com/sharedfiles/filedetails/?id=1594882416 Wilderness Zeds This is a simple mod that I whipped up, since PZ at the moment (as far as I can tell) does not have travelling hordes or single zombies etc... that cross the map areas (or specifically across map cells). So you could hole up somewhere in the wildnerness, your ow
  6. Checked out Necroforge's code, and it does not use addvehicle. It will only replace the vehicle you currently have, so it does no proper spawning. It would be great if the devs added a working addvehicle feature at x,y,z.
  7. Hi, Im trying to spawn vehicles in lua, preferably at a set x,y,z. AddVehicle() or AddVehicle("Base.PickUpVan") This method looks to be available to lua, but whenever I call it, I get "Object tried to call nil" I noticed with: addAllVehicles() that I seemed to have more luck in testing, I got the messages: "....not spawned, position invalid.." which meant the function actually got called... but my location was in a building which is probably why nothing spawned. from this thread, I see that you should be able to do in MP: /add
  8. For AIZ 2 map mod, which has now gotten very big.... When I run CartoZed 1.2, I get this: boundaries x=2, y=10, maxX=57, maxY=64 System.ArgumentException: Parameter is not valid. at System.Drawing.Bitmap..ctor(Int32 width, Int32 height, PixelFormat format) at CartoZed.DataAccess.IO.RawMapImporter.readData(String folderPath, String themeFilePath) Returning image data. Finished... Is it possible to increase the limits?
  9. Great stuff, looking forward to playing this. I did do a cartozed to check out the map, and I saw some missing tiles in the middle of the map, was this on purpose?: Check out here for the map image (May need to download it): http://www.mediafire.com/view/1sqk5kpwijj7v75/eerie.png
  10. Hi, This may have already been reported. I think I understand what you mean with custom maps spawn points. Any custom maps that are selected will get loaded, so you do not need to spawn at the custom map spawn points. I do see problems (in 38.21 [and 38.20?]), when I have my map mod loaded, and spawn in Muldraugh, KY, custom maps do not load. Same with save game loads that had custom maps, new custom map areas no longer load. I gather that Bedford Falls standalone is experiencing this too. EDIT: AH ok, you just posted 38.21 that will probably fix my problem.
  11. Hi Robert, Thanks for the newest release. I tried PMing you a while back on the forums, but I do not think that the PM worked. I tried my map mod to spawn at St Lamb, but that did not work, got vanilla. Thanks for this info from steam: "Hey, could you contact me through our forum? When build 38 will be public you won't need to compile all the spawn points to one file, everything is done automatically now " Not sure I understand, since i do not have the spawn points all in one file, but in each separate map directory, with the lots pointing to "Kentucky"
  12. " Changed how custom maps are loaded: After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. " Hi. This is great. But I noticed that this, or something else in IWBUMS seems to break all AIZ map mods, when it should not. AIZ basically takes all map data and puts it into a "Kentucky" map directory, which has map.info lots=Muldraugh, KY, and th
  13. Check out the txt file in the root of the mod folder, and read the workshop description for dedicated. I PM'd you for hosting in-game
  14. Hi, Im trying to help people get the map mod 'AIZ Enhanced' to work on a listen server. When running a listen server I get the screenshot attached. I saw other threads with similar problems with custom maps, and evidently deleting the map_meta.bin in the multiplayer server saves directory should fix it. But it does not in my case. Get the exact same error again when hosting again. Also there is no cell 50,13 that I can see anywhere in the map data in either the muldraugh,ky or mod map files. Dedicated server seems to run fine. Any ideas? Thanks for any help!
  15. Hi I PM'd you, but not sure if attached, so attached here as well. Also had a question for you in the PM. Thanks for fixing this. It appears to work fine now. debuglog.txt debuglog.txt
  16. Thanks, getting another error now, attached. Im using multiple custom maps merged with default maps, along with custom texturepacks.
  17. Hi, I get the same error too.
  18. Hi, I play with GOG, since I do not like that Steam forces me to update, unfortunately there is not opt out of updates. Not sure if this was asked before, have not gone through the whole thread. Can this be added to GOG now please? There are also changes to mods like Survivors that I use, that are optimal with 37.14. Thanks!
  19. Cool, let me know how you get on!
  20. Hi robob27. The only thing I can think at top of my head, is if the inventory item has an id, that will be synched from server to clients. and then pass that id as an argument, and then loop through the player's inventory on server. I was working with both functions recently, and I noticed that sendServerCommand with player object passed into it to target a player, does not work. I had to use sendServerCommand w.o. player and broadcast, and send the player number I cared about in the arguments, and then on the clients compare that with the client player num.
  21. Crap, I should have read this thread properly, since this looks like an older version of craft helper that I modded. If/when I get time, I will look into updating v1.5g version, not unless someone else wants to do it, and see my code changes. I think this version nonetheless has what is essentially different between craft helper and the vanilla crafting windows (looking up available recipes and what is needed/not needed from items in inventory/containers) . The extra features added to newer versions seem to be incorporated in the vanilla version.
  22. Hi, I managed to get it working with build 36. http://www.mediafire.com/file/ley9m9g8t84x3ld/CraftHelper.zip The crafthelper context menu works fine, to find all recipes for an item in inventory/container, as well as indicating what you have/dont have to complete the recipe. EDIT: The book on the HUD is working. But if you have mods like hydrocraft with a ton of recipies like me... opening it is painfully slow. I got a weird error on line #237 on ISUI\ISRichTextPanel.lua where "self.text" was being treated as a table, instead of a string for some odd reason
  23. ddraigcymraeg

    Impendin' 37

    yeah, I support Nolan's consideration too. As someone relatively new to the game, discovered it in Xmas 16', a lot of his work/content has been essential in maintaining my interest in playing it (and that includes his contributions to Hydrocraft too). PZ is awesome in how it combines "hardcore" game mechanics from games like CDDA and merges them with controller support, better graphics, to allow more casual players a chance experience this. So his content has been been great to flesh out the game world while the wait continues for actual NPCs and cars. And he has contributed a lot of QA as we
  24. What is the purpose of the blood transfusion? To restore health more quickly? Heard good things about this mod.
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