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cerati

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  1. cerati

    drainableComboItem

    There we go, thanks again ATPHHe!
  2. cerati

    drainableComboItem

    I cannot find an example of an item of this Type in the script files. Anyone know an example of one? A radio?
  3. Thank you ATPHHe and EnigmaGrey for solving my question! This helps immensely!
  4. Nice, gonna be insane with sprinters!
  5. The problem I was speculating about in my last reply was, basically, the problem. I really want to thank the devs and the mod tutorial contributors for allowing the pz player base to have fun, learning how to mod the game.
  6. Although, now I'm thinking that this change to my mod is making the game crash? Can Items of Type Weapon have multiple properties from different Items of none weapon objects? Crash as in I get a red error notification and it kicks me back to the main menu..
  7. I figured it out. But the traditional ones : Didn't do a damn thing hahah, or at least it didn't look noticeably better. I found "ExtraDamage" and it did the trick for sure!!!
  8. Hi, is there a property i can set in an item script mod to insta-kill zombies?
  9. Yeah, totally, except you want to create totally new character states that don't exist in the source code. Unless you just want to rename one that already exists.
  10. I think you'd have to write your own little Java methods for the class that controls the moodles. Then write the scripts. Don't quote me.on this because it's been awhile since I've dusted off my amateur Java knowledge.
  11. I'm new to modding in lua and haven't revisited my amateur Java skills but you might have to call a method that tracks the coords of your mouse, call a method to return those coords to a variable and then send those coords into another function that calls methods to make it an item you can place and collide with. You really might have to decompile the source code and track down the mthods that allow you to do the things you want to do. I hope this helps.
  12. Hi! does this mean when you hit a different player, or a hit a zombie? Also, How do I satisfy the Float parameter called damageSplit? Can I just fill in any number with my own variable or do I have to call a specific method that returns the value? I'm defintely new to LUA coding, so thanks for your time replying to this!
  13. Hi! does this mean when you hit a different player, or a hit a zombie? Also, How do I satisfy the Float parameter called damageSplit? Can I just fill in any number with my own variable or do I have to call a specific method that returns the value? I'm defintely new to LUA coding, so thanks for your time replying to this! -edit: Sorry wrong area to post this question!
  14. Please, someone make a taco truck.
  15. I wrote out some steps to help myself complete Ringo's guide. I'm also attaching pictures of my file directories to help see an extremely basic setup to just get a character to spawn on some in-game, grass. --------------------------- 1 pixel = 1 in-game tile 1 cell = 300x300pixel image. Use these Base Map Colours for your non-vegetation map. Turn off anti-aliasing(Paint.net's toolbar) and switch the blend mode(Paint.net's toolbar) to "Overwrite" -----Base Map Colours---- Dark Grass | 90 100 35 Medium Grass | 117 117 47 Light Grass | 145 135 60 Sand | 210 200 160 Light Asphalt | 165 160 140 Dark Asphalt (main roads) | 100 100 100 Medium Asphalt | 120 120 120 Gravel Dirt | 140 70 15 Dirt | 120 70 20 Dark Pothole | 110 100 100 Light Pothole | 130 120 120 Water | 0 138 255 Once you are finished, save this image as a .bmp file, as well as a .png. Close it, reopen the .png. Copy this image, create a new layer, paste it onto the new layer; uncheck the base layer, black out all the areas in which you do not want erosion vegetation to grow; erase, all non-black color. Create a new layer and slide the black-out layer above this new layer. Each vegetation color is its own layer; work your way up the colors from light grass. Check all layers except your base layer, merge them in top-down fashion. Save this image as a .bmp with the same name as your first .bmp image, add this suffix: "_veg". Be mindful to not save the .png you have been working on with this new, merged layer image. ----Veg Map Colours---- Dense Forest | 255 0 0 Dense Trees + Dark grass | 127 0 0 Trees + grass | 64 0 0 Mainly grass, some trees | 0 128 0 Light long grass | 0 255 0 None (black) | 0 0 0 Create another .bmp file ending with the suffix: "_ZombieSpawnMap" that is always 10x10 less that your map's dimensions. Use black and white. White are zombies spawn, black is not (note, you can turn antialiasing on for this part.) Save. --------------------------- TileZed>Tools>WorldEd WorldEd>New ---------------------------- Drag you original .bmp into the grayed-out cell. You can do this from Windows, or within WorldED. You have to toggle the WorldEd search directory by clicking "view maps" in "view" at the WorldED toolbar, then navigate the directories until you reach where you stored your .bmp --------------------------- File>BMP to TMX ---------------------------- WorldEd>Preferences>General>Tiles Directory You MUST set this path to the tilesets folder called "Tiles" that The Indie Stone has provided. Otherwise you will see many red question marks in your cell. Choose where to export your .tmx file. Just create a new folder with a relevant name and choose it. Check "Assign generated maps to world" and "Report unknown ?colours" and click ok. -------------------------- I think these are self explanatory. https://imgur.com/n4jIauz https://imgur.com/akt9Zei https://imgur.com/Mw68WkI https://imgur.com/HlszFY2 https://imgur.com/RKjJ2qH https://imgur.com/r9ATjsu From here, you can follow the rest of Ringo's guide.
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