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Arsenal26

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  1. Like
    Arsenal26 got a reaction from ohm2 in Can't create player in null square....but it's not null..(solved)   
    Ok figured it out....   don't worry, the secret is safe with me...
     
    **Continues not telling anyone else**
  2. Pie
    Arsenal26 reacted to blxckdreadful in Bombs in Multiplayer...   
    Bumping this:
     
     
    It doesn't get triggered by zombies or my friend when we were in PVP, the throwables work tho 
  3. Spiffo
    Arsenal26 reacted to Pandorea in Bombs in Multiplayer...   
    Thank you for your report! I'll add this issue to the list of bugs we have.
  4. Pie
    Arsenal26 got a reaction from Pandorea in Bombs in Multiplayer...   
    I found a couple older threads regarding bombs not detecting "Proximity" trigger as well as "Remote" trigger in Multiplayer...  and tested it just now to find that remote and proximity modes are not picking up zombies or even myself (players in general)....  Couple others have also reported this to me because they are testing some Landmines & Claymores I added to my mod basically scripted same as vanilla bombs with minor tweaks...
     
    We're just wondering if this is a known issue or may there be something else wrong...
     
    Thanks fellas! appreciate the great stuff from ya'll
     
    A26
     
     
     
    edit : ref older threads :
     
    https://theindiestone.com/forums/index.php?/topic/60237-bug-with-timer-bomb-and-sensitive-bombs/#comment-368155
     
  5. Pie
    Arsenal26 got a reaction from blxckdreadful in Bombs in Multiplayer...   
    I found a couple older threads regarding bombs not detecting "Proximity" trigger as well as "Remote" trigger in Multiplayer...  and tested it just now to find that remote and proximity modes are not picking up zombies or even myself (players in general)....  Couple others have also reported this to me because they are testing some Landmines & Claymores I added to my mod basically scripted same as vanilla bombs with minor tweaks...
     
    We're just wondering if this is a known issue or may there be something else wrong...
     
    Thanks fellas! appreciate the great stuff from ya'll
     
    A26
     
     
     
    edit : ref older threads :
     
    https://theindiestone.com/forums/index.php?/topic/60237-bug-with-timer-bomb-and-sensitive-bombs/#comment-368155
     
  6. Like
    Arsenal26 got a reaction from Khaos in Custom Weapon Position Wrong   
    Appears to be scale to my un-trained eye...
     
    Don't remember what the vid goes over, but are you "Applying" the new position ?
    gotta apply changes (rotation, location, scale) if you see any of them other than (0)
  7. Like
    Arsenal26 reacted to TheCommander in Quick Guide: How To Mod The Loot Distribution System (Distributions.lua, ProceduralDistributions.lua)   
    This is a visual guide for mappers and modders who need to add or modify PZ's loot entries using the new ProceduralDistributions.lua approach.
     
    Whilst the ProceduralDistributions.lua file has been in the game for quite a while (i.e. the Gigamart shelves having distinct loot types), TIS will be eventually using this file to populate containers with loot in all its building 'room definitions' (Build 41.51 onward).
     
    So What's Changed?
    For those familiar with adding loot to PZ's loot tables, the old approach to editing lua files involved adding items directly to the tables named after room definitions in the Distribution.lua file. The downside of this was that loot tended to be a hodge-podge collection of items rather than a logical or thematic grouping of items like you would find in a store's shelves.
     
    The new approach use the ProceduralDistribution.lua to maintain the same loot tables, but classifies them by some distinct purpose or category rather than room definition. For example: BakeryBread, BakeryCake, BakeryPie are all new loot tables in this file, and each will ensure a distinct set of bakery items appear in a container.
     
    Using this new approach, the Distributions.lua file no longer needs a massive list of items under each room definition, but instead randomly roles against a list of ProceduralDistribution loo tables to populate each container. This the above bakery example, it ensures a Bakery with multiple display cases has a good chance of spawning either bread, cakes or pies in each rather than all of these bakery items jumbled together.
     
    Of course there are many other positives to this new approach which most experience modders will figure out as they look and play around with the files.
     
    Important Note For Mods Designed Before Build 41.51?
    Now there is one down side to this new (and fantastic) change...it will break alot of loot related mods on the PZ Workshop designed for earlier builds than 41.51. This unfortunately means players will need to be patient until their favorite loot-related mods are updated.
     
    This may also mean some classics that are no longer updated may need to be put to rest (mercifully un-ticked from your mod list ). In any instance, players should always be mindful that modders are not obligated to update their mods, nor should they be harassed to do so....play nice and treat others the way you expect them to respond to you.
     
    So How Does This New Loot System Work?
    Here is a visual guide on how to link all the necessary elements of each file depending on the room definition:
     

  8. Like
    Arsenal26 got a reaction from NeroEx in Can't see Buildings in TileZed   
    Hi everyone, I'm just learning Tilezed Worlded, and need a little push in the right direction here...
     
    So I've got my TEST.png, TEST_veg.png, TEST_ZombieSpawnMap.bmp
    - [Started] TileZed, went into WorldEd...
    - [Converted] to TMX with no errors
     
    - [Loaded] successfully into WorldED
    - [Clicked] cell 0,0 and everything loaded and looks as it did in TileZed
    - Added Building, and [Saved] as TEST.pzw
     
    - Went back to Tilezed, [Edit] - [Preferences] - [Zomboid], added the WorldEd Project file I just saved...
    - [Closed] TEST_0_0.tmz.... [RE-OPENED] TEST_0_0.tmz
     
    And I am not seeing my buildings in TileZed....  Am I missing something ?
     
     
    ====================== EDIT =========================
    So under the [Edit] - [Preferences] - [Zomboid] tab where it states you must close/re-open to see changes... I thought this to mean merely the TMX file.... But it seems to me, that closing and opening via the [FILE] menu doesn't make the changes appear.... Instead, when I close it and restart TileZed completely, the changes (buildings in this case) are visible in TileZed, to allow further editing of the landscape with buildings in place for reference...
     
    Hope this saves someone else some aggravation!!!! 
     
     
     
  9. Like
    Arsenal26 got a reaction from TrailerParkThor in Defecation v2.22   
    Murphy's law.....   it says zombies will break down the door just as you sit down to take a dump....
  10. Like
    Arsenal26 reacted to nolanri in Getting the GridSquare that your mouse is over   
    For future reference, since this was frustrating to calculate. Here is the method for all to use. it calculates the grid square that your mouse is over based on screen size and properly accounts for the Zoom level as well.  using the center of the screen as a starting point.

     
    local sw = (128 / getCore():getZoom(0)); local sh = (64 / getCore():getZoom(0)); local mapx = getPlayer():getX(); local mapy = getPlayer():getY(); local mousex = ( (getMouseX() - (getCore():getScreenWidth() / 2)) ) ; local mousey = ( (getMouseY() - (getCore():getScreenHeight() / 2)) ) ; local sx = mapx + (mousex / (sw/2) + mousey / (sh/2)) /2; local sy = mapy + (mousey / (sh/2) -(mousex / (sw/2))) /2; local TheSquareYourMouseIsOn = getCell():getGridSquare(sx,sy,getPlayer():getZ());  
  11. Spiffo
    Arsenal26 reacted to Aiteron in Testing the idea of towing a vehicle   
    Towing car. Lua mod (alpha 1.0)
     
    Working on a car towing mod. I was able to move the car using lua code (math + physics + developer pain = this mod). Implemented the physics of towing with a tow rope.
     
    Video:
    https://youtu.be/hsXFA7XublU
  12. Like
    Arsenal26 reacted to Jangles in Please Allow Us To Bookmark While Reading Books   
    Skill books save progress, recipe books don't. However, recipe books are much quicker to read so its not generally an issue. Not sure what might have happened in your game to cause you to go back to 0% but it should save your progress
     
    Edit: had a thought. Do you mean the pages read went to 0 or the progress bar sent to 0? The progress bar resets to 0 but fills faster if you have already read some pages. If you've read half the book then put it down, when you start again the progress bar is 0 but will now fill twice as fast. 
  13. Like
    Arsenal26 reacted to korg8222 in Please Allow Us To Bookmark While Reading Books   
    Thank you, I just got a chance to revisit the game today and tried to read the same book (exactly as you described above) it was real easy to miss that small detail.  Thank you for the replies.
  14. Like
    Arsenal26 reacted to BoogieMan in Allow M16 to use .223 in addition to 5.56, because they can.   
    I noticed today that a M16 can't use .223 rounds. I do not find this surprising, but it is factually inaccurate.
     
    Most 5.56x45 weapons can safely fire .223 rounds. You don't even need a different magazine. Not quite as good at longer ranges though.
     
    A .223 firearm *can* fire a 5.56 round as well, but it is potentially unsafe since a 5.56 round produces more pressure that could in best case wear out the gun faster,  get jammed up inside the mechanism, or worst case make it explode in your face.
  15. Like
    Arsenal26 got a reaction from Planet Algol in IWBUMS 41.41 RELEASED   
    Backwards ??  all else being equal (ie. shot placement, FMJ or HP) .308 is a larger more powerful cartridge delivering more energy out to greater distances vs. 5.56
     
    AssaultRifle1 (5.56mm)
    Max Range = 11
    Min Dmg = 2.2
    Max Dmg = 4.5
     
    AssaultRifle2 (.308cal)
    Max Range = 10
    Min Dmg = 1
    Max Dmg = 2
     
     
     
  16. Like
    Arsenal26 reacted to thiosk in Override base game recipe   
    this is a good question. I have a lua script for removing base items from the distribution lists, but no way to control what recipes or evolved recipes are available.
  17. Like
    Arsenal26 reacted to Tekniqe in Override base game recipe   
    Following the steps in the thread I linked worked.
     
    To be clear:
     
    Included the original base recipe in my mod script file, adding the property "Obsolete: true" to it. Then, adding my own recipe (I did so in the same file) with the property "Override:true".
     
    Cheers tommy!
  18. Like
    Arsenal26 reacted to Tekniqe in Override base game recipe   
    At your suggestion I was able to find this thread: https://theindiestone.com/forums/index.php?/topic/21914-help-obsoletetrue-recipefeature/&tab=comments#comment-251392
     
     
    I'll try that when I get home from and work and examine the properties of recipes more closely as well, and provide an update then.
  19. Like
    Arsenal26 reacted to tommysticks in Override base game recipe   
    I remember seeing in one of the recent(ish) updates that they fixed this problem... or provided a work around or something. I know this isn't much help, but if you do a search for recipes and look in the update section, the answer might be there. Or it might require you to be in the IWBUMS branch.
  20. Like
    Arsenal26 reacted to Tekniqe in Override base game recipe   
    I've been doing some research, and I see that overriding an item for the base game is pretty straightforward. However, I can't seem to override a base game recipe.
     
    I want to change the way the "Gather Gunpowder" recipe works for a mod I'm working on, but when I do something like (having copied the recipe and editing it, to account for any typos) the following, I just end up with the base game recipe and then the one that I added, instead of it replacing the base one.

    module Base{
       recipe Gather Gunpowder{
       xyz...
       }
    }
     
    Is there another method for replacing base game recipes? I searched the forum for examples, but could only find ones relating to items.
  21. Like
    Arsenal26 got a reaction from GrumpyTheClown in This is what the average 41.38 experience is like   
    LOL...  35....  well, that's the last you'll be seeing of this "streamer"...  I can't believe he thought he was promoting this game he seemed to enjoy so much...  More software companies should put people in their place like this...
  22. Like
    Arsenal26 got a reaction from GrumpyTheClown in This is what the average 41.38 experience is like   
    Amen... just because he's the 3rd most watched Zomboid streamer or whatever is no excuse for reporting a bug with that kind of fervor...  Its fantastic that you guys stand by your conviction and not get punked out...  I love the part where he looked hopefully at Nasko, and got a triple A-Bomb instead... OUTSTANDING. I'd expect that from the big EG... but he didn't see that one coming from Nasko... I guarantee it...
     
    Amazing team work... you guys are animals...
     
    This all reminds me of that scene from the OTHER GUYS... (bad cop bad cop)
    https://www.youtube.com/watch?v=RoyonEm_BDQ
     
  23. Like
    Arsenal26 got a reaction from CheekyM8 in Build 41 MSR 700/788 rifles need a few changes.   
    Can't really keep any kind of distance with effective range of [10]. I get that as your skill increases its effective max range goes up at a higher rate than pistols... But the starting max range of [10] is too low for a bolty... especially when compared to a long revolver which has [11]. Pistols are from 7-11, and rifles are pretty much 10 across the board with the exception of Assault Rifle which is 11...
     
    A noob shooter is ineffective at longer ranges, but that's where the hitchance increase per skill comes in.... Max effective range should be more of physical characteristic of the cartridge...  whether it hits or not is another thing...
     
    I adjust rifles in my game to the 15-17 range...  that seems to feel about right..
     
  24. Like
    Arsenal26 got a reaction from MadDan in xbox controller not attacking   
    You need to push the directional analog... Not the move stick, but the one you face with while you strife...  When you do this, notice the character changes into fighting stance... Now you can swing or shoot with the attack button instead of shove & stomp...
  25. Like
    Arsenal26 got a reaction from Pandorea in xbox controller not attacking   
    You need to push the directional analog... Not the move stick, but the one you face with while you strife...  When you do this, notice the character changes into fighting stance... Now you can swing or shoot with the attack button instead of shove & stomp...
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