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Di-Crash

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Posts posted by Di-Crash

  1. 3 hours ago, martingee said:

    As part of the animation update there will be support for loading skinned and static objects, that's one of the things Mark from Bitaboon has been working on.

     

    How exactly that will present itself and the full list of file types (.x files and fbx will be) I'm not sure, as I've not tested it yet but it is in the works.

    How soon will it be? There's a conversation about adding just one method, which according to the logic of things and so should be in the program.

  2. I suggest adding a method that will allow us to load skinned mesh in game!

     

    I replaced the original models of clothes, and it looks good.

    Spoiler

    6ZkVQw1.png

    But unfortunately adding them without replacing the original is impossiblesince there is no skinned model load method. :((

     

    Class LuaManager.GlobalObject has a method that allows loading a static model, but it does not allow upload skinned model, because it sends boolean true to ModelLoader.instance.Load

    Spoiler

    Q4csmNo.png

    Spoiler

    FlSXajW.png

     

  3. On 27.03.2017 at 8:24 AM, ddraigcymraeg said:

    What is the purpose of the blood transfusion? To restore health more quickly? Heard good things about this mod. 

    I think that this is the best mod for this game, I for myself identified two modifications without which the game looks unfinished, this mod, and mod adding real firearms. In the build that is now the transfusion adds very few hit points, I think the author of the mod will fix this in the near future.

  4. 3 minutes ago, nolanri said:

    I didn't mean re-write. overwrite means copy it, into your mod. and the game will use Your version instead of base game. it works. but base game changes might break it when the base game updates. if that happen you will have to go back in and re-copy the base game functions, and if your afk when this happens the mod could be unusable for some time.

     Thanks for the permission! ) As for the code I had in mind. Do not replace the files in the folder zomboid, but to throw them in a separate mod. I'm talking about the fact that very little code out and update it a matter of five minutes.

  5. Доброго времени суток! Я так понял что автор модификации человек русский? :)) Я хотел спросить разрешение на выкладывание измененной версии вашего замечательного мода в своей сборке для будущего сервера? Я уже выложил мод, думал что вы больше не работаете над модификацией. http://steamcommunity.com/sharedfiles/filedetails/?id=874056047

  6. 1 minute ago, nolanri said:

    Actually it seems like you can overwrite base game functions in a mod, but it could break any number of things if the base game updates and things surrounding your changes are made.  Seems like too much trouble for just 1 feature.

     

    Not so much code must be rewritten, well, that's your business, in any case, i did what i wanted.

  7. In general, I had to dig into five game files to make everything work correctly.

     

    ISInventoryTransferAction.lua (Here I entered the removal of objects from the character when moving them from inventory).

    ISInventoryPage.lua (Here I entered my handbags so that the game would give them the icons in the inventory).

    ISInventoryPane.lua (Here I prescribed that the game should count my items dressed and properly sort out from the general list).

    ISInventoryPaneContextMenu.lua (Here I removed the options "Equip_Two_Hands", "Equip_Primary" and "Equip_Secondary" for equipped items).

    ISTradingUI.lua (Here I forbade the transfer of equiped items to other players).

  8. 8 hours ago, nolanri said:

    oh so you must have used these IsoGameCharacter functions :
     

    
     	setClothingItem_Back(InventoryItem pClothingItem_Back) 
    void 	setClothingItem_Feet(InventoryItem ClothingItem_Feet) 
    void 	setClothingItem_Hands(InventoryItem ClothingItem_Hands) 
    void 	setClothingItem_Head(InventoryItem ClothingItem_Head) 
    void 	setClothingItem_Legs(InventoryItem ClothingItem_Legs) 
    void 	setClothingItem_Torso(InventoryItem pClothingItem_Torso) 

    If i use them then the items show as equipped.  Yeahs its a nice touch. I'll add it, thanks.

     

    EDIT: oh but actually there is no clothing slot for Arm armor. hmm

     

    No. I use, ISInventoryPane.lua To deceive the game and make it think that the item is equipped.

     

    Spoiler

    6R849IJ.png

     

  9. 2 hours ago, nolanri said:

    so you made everything besides shirt, shoes and pants to be "bags" ?  that's kind of odd i feel.  Also I felt that it should not reduce weight because the armor is kind of op, so high weight is good i thought.

    NO! :))) Of course not, I have a few bags, holster, scabbard, tactical vest and magazine pouch, and the actual armor.

  10. 3 minutes ago, nolanri said:

    if the menu is all russian, i really have hard time understanding what is going on in this video

    You don't see the difference between the equipped item and just lying in the inventory? Equipped item is marked with a small red circle is removed from the stack and placed on top of the inventory. Besides, the equipped item has only 30% of by weight of not equipped the item.

  11. 9 minutes ago, nolanri said:

    I used all the code you sent me i think.  I must not understand at all what your trying to say.

    tell me what does it really mean "Fully equipped"

     

    Well take a look at this, I don't "pretend outfit" I wear the items on a character, it's bags and armor.

     

    Spoiler

     

     

  12. 22 minutes ago, nolanri said:

    its always been like that, it's emulated equipping. 

     

    So I'm asking, I sent you the code which allows no "Simulate" a fully equip items, why didn't you take advantage?

  13. 1 minute ago, nolanri said:

    what do you mean? I tried it just now, and it seems fine. 

     

    Clothes and backpacks you can equip on a character, in your case, it's just an object lying in the inventory, it is not equipped really.

  14. 3 hours ago, Hydromancerx said:

    8.6b
    -  AddedNolan's bug fixes.

     

    Not updating on PZ-Mods since it takes too long. So only uploaded it to steam with Nolan's fixes.

     

    Thanks Nolan!

     

    This armor is still not fully equipable. :D

  15. 10 minutes ago, nolanri said:

    this shows what is equipped:

      Reveal hidden contents

    function ArmorKeysUp(keynum)
        --getPlayer():Say(tostring(keynum));
        if keynum == 25 then
            local player = getPlayer();
            local armorstring = "Currently Equipped Armor \n";
            if(player:getModData().ShieldArmor ~= nil) and (player:getSecondaryHandItem() ~= nil) and (player:getSecondaryHandItem():getType() == player:getModData().ShieldArmor) then
            armorstring = armorstring .. "Shield: " .. player:getInventory():getItemFromType(player:getModData().ShieldArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().HeadArmor ~= nil) and (player:getInventory():contains(player:getModData().HeadArmor)) then
            armorstring = armorstring .. "Helmet: " .. player:getInventory():getItemFromType(player:getModData().HeadArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().HandArmor ~= nil) and (player:getInventory():contains(player:getModData().HandArmor)) then
            armorstring = armorstring .. "Hands: " .. player:getInventory():getItemFromType(player:getModData().HandArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().ArmArmor ~= nil) and (player:getInventory():contains(player:getModData().ArmArmor)) then
            armorstring = armorstring .. "Arms: " .. player:getInventory():getItemFromType(player:getModData().ArmArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().LegArmor ~= nil) and (player:getInventory():contains(player:getModData().LegArmor)) then
            armorstring = armorstring .. "Legs: " .. player:getInventory():getItemFromType(player:getModData().LegArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().ChestArmor ~= nil) and (player:getInventory():contains(player:getModData().ChestArmor)) then
            armorstring = armorstring .. "Chest: " .. player:getInventory():getItemFromType(player:getModData().ChestArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().FootArmor ~= nil) and (player:getInventory():contains(player:getModData().FootArmor)) then
            armorstring = armorstring .. "Feet: " .. player:getInventory():getItemFromType(player:getModData().FootArmor):getDisplayName() .. "\n";
            end
                    
            ArmorWindow:setText(armorstring);
            ArmorWindow:setVisible(true);
        end        
    end

     

     

    I thought of it, let me throw off my mod and you'll see how it's made, you clearly understand more than I do.

  16. 5 minutes ago, nolanri said:

    this shows what is equipped:

      Hide contents

    function ArmorKeysUp(keynum)
        --getPlayer():Say(tostring(keynum));
        if keynum == 25 then
            local player = getPlayer();
            local armorstring = "Currently Equipped Armor \n";
            if(player:getModData().ShieldArmor ~= nil) and (player:getSecondaryHandItem() ~= nil) and (player:getSecondaryHandItem():getType() == player:getModData().ShieldArmor) then
            armorstring = armorstring .. "Shield: " .. player:getInventory():getItemFromType(player:getModData().ShieldArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().HeadArmor ~= nil) and (player:getInventory():contains(player:getModData().HeadArmor)) then
            armorstring = armorstring .. "Helmet: " .. player:getInventory():getItemFromType(player:getModData().HeadArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().HandArmor ~= nil) and (player:getInventory():contains(player:getModData().HandArmor)) then
            armorstring = armorstring .. "Hands: " .. player:getInventory():getItemFromType(player:getModData().HandArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().ArmArmor ~= nil) and (player:getInventory():contains(player:getModData().ArmArmor)) then
            armorstring = armorstring .. "Arms: " .. player:getInventory():getItemFromType(player:getModData().ArmArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().LegArmor ~= nil) and (player:getInventory():contains(player:getModData().LegArmor)) then
            armorstring = armorstring .. "Legs: " .. player:getInventory():getItemFromType(player:getModData().LegArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().ChestArmor ~= nil) and (player:getInventory():contains(player:getModData().ChestArmor)) then
            armorstring = armorstring .. "Chest: " .. player:getInventory():getItemFromType(player:getModData().ChestArmor):getDisplayName() .. "\n";
            end
            if(player:getModData().FootArmor ~= nil) and (player:getInventory():contains(player:getModData().FootArmor)) then
            armorstring = armorstring .. "Feet: " .. player:getInventory():getItemFromType(player:getModData().FootArmor):getDisplayName() .. "\n";
            end
                    
            ArmorWindow:setText(armorstring);
            ArmorWindow:setVisible(true);
        end        
    end

     

     

    I need a special tag thanks to which I can apply directly to the subject. How I did this with this function.

    Spoiler

    function WeightCheck()
        local it = getPlayer():getInventory():getItems();
        for i = 0, it:size()-1 do
        
            local item = it:get(i);
            
            HeadArmor    = item:getModData().EquipedHeadArmor;
            ChestArmor    = item:getModData().EquipedChestArmor;
            ArmArmor    = item:getModData().EquipedArmArmor;
            HandArmor    = item:getModData().EquipedHandArmor;
            LegArmor    = item:getModData().EquipedLegArmor;
            FootArmor    = item:getModData().EquipedFootArmor;
                
            if (HeadArmor or ChestArmor or ArmArmor or HandArmor or LegArmor or FootArmor) == 0 then
                if item:getActualWeight() ~= item:getWeight() then
                    item:setActualWeight(item:getWeight());
                end
            end
            if (HeadArmor or ChestArmor or ArmArmor or HandArmor or LegArmor or FootArmor) == 1 then
                if item:getActualWeight() ~= item:getWeight() * 0.3 then
                    item:setActualWeight(item:getWeight() * 0.3);
                end
            end        
        end
    end

    Events.OnTick.Add(WeightCheck);

     

  17. In general, it seems there is again need to rewrite everything. Information about the fact that the subject is outfitted must be both the character and the subject itself.

  18. 5 minutes ago, nolanri said:

    here is same working version but with Hydrocraft armor_definitions.lua

    Armor.zip
     

    unzip and paste into C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\498441420\mods\Hydrocraft\media\lua\client\

    Something I can not understand, how can I refer to an equipped item? I did it "getModData().EquipedHeadArmor == 0" or "getModData().EquipedHeadArmor  == 1" Now I do not see how I can get an equipped item.

  19. 1 minute ago, nolanri said:

    here is same working version but with Hydrocraft armor_definitions.lua

    Armor.zip
     

    unzip and paste into C:\Program Files (x86)\Steam\steamapps\workshop\content\108600\498441420\mods\Hydrocraft\media\lua\client\

    To us now the main thing to create the working mechanism, a body of the fashion, I all the same shall insert the armor.

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