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Bambino

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  1. Please remove knockdown from firearms. Even if the combat system is going to be re-worked, we need this fix like a year ago until the time comes.
  2. Please add a hook to WeaponHit in IsoThumpable.java. Something like this: public void WeaponHit(IsoGameCharacter var1, HandWeapon var2) { IsoPlayer var3 = (IsoPlayer)Type.tryCastTo(var1, IsoPlayer.class); Thumpable var4 = this.getThumpableFor(var1); if (LuaHookManager.TriggerHook("WeaponHitObject", var1, var2, var4)) { if (GameClient.bClient) { if (var3 != null) { GameClient.instance.sendWeaponHit(var3, var2, this); } if (this.isDoor()) { this.setRenderEffect(RenderEffectType.Hit_Door, true); } } else { //Thumpable var4 = this.getThumpableFor(var1); if (var4 != null) { ... This will allow modders to determine if a specific thumpable can be attacked. Perhaps you want players to only be able to attack particular objects with particular weapons. Perhaps you want a specific skill requirement before a player can attack a particular thumpable.
  3. I have both of these options enabled as well. The context menu still does not appear. Are you sure? # Allow non-members to enter a safehouse without being invited SafehouseAllowTrepass=true # Allow non-members to take items from safehouses SafehouseAllowLoot=true My assumption is that using the context menu in the given circumstances should be possible due to there being checks for specific context menu entries related to admin & safehouse perms.
  4. After debugging a bit, looking at the java source (UIManager.java) It seems like the OnObjectRightMouseButtonDown event is met. However, the line containing the OnObjectRightMouseButtonUp event is never met. Seemingly isSafeHouse is returning something other than null. boolean var17 = true; if (GameClient.bClient && Picked.tile.getSquare() != null) { SafeHouse var12 = SafeHouse.isSafeHouse(Picked.tile.getSquare(), IsoPlayer.getInstance().getUsername(), true); if (var12 != null) { var17 = false; } } if (var17) { LuaEventManager.triggerEvent("OnObjectRightMouseButtonUp", Picked.tile, BoxedStaticValues.toDouble((double)var5), BoxedStaticValues.toDouble((double)var6)); } Looking at public static SafeHouse isSafeHouse in SafeHouse.java, It seems to be returning something other than null when right-clicking within a safehouse area IF you do not have an accesslevel, you are safehouse owner, or you are on the safehouse perm list. There is only one line that returns something other than null, but it baffles me bc it leads me to think players that are on the safehouse list or owner would return true thus bypassing the OnObjectRightMouseButtonUp trigger. return !var4 || (var1 == null || var6 == null || var6.getPlayers().contains(var1) || var6.getOwner().equals(var1)) && var1 != null ? null : var6; Either I'm looking at it the wrong way, or someone else smarter may figure it out.
  5. If you are not an admin/moderator, the safehouse owner or on the safehouse perm list, the right-click context menu is non-functional in that particular safehouse. • 41.73 • Multiplayer. • Dedicated Server. • No Mods. • Still occurs on new save • Reproduction steps: 1. Claim a safehouse as a player with no admin perms. 2. Bring another player over to right-click anywhere in the area the safehouse occupies. 3. None of the right-click context menu options appear. It doesn't matter what safehouse options are enabled/disabled in the server settings. I could be mistaken, but it doesn't seem like there is a check for this taking place place in the Java or LUA code base. I assume it would take place in ISWorldObjectContextMenu.lua, but seems I'm wrong. The check seems to consider admin powers, safehouse perms and where you are clicking. If this is for some reason intended, could someone guide me to the source of this check so I can make a quick mod to bypass it? Preventing the context menu from appearing does not impact whether players can enter a safehouse, loot safehouse containers, or demolish within a safehouse. I need to check dismanstle, but other than that blanketly preventing the context menu from appearing for players without safehouse perms seems unnecessarily limiting.
  6. If PvP is improved, it will not impact your RP experience. I play on a server with hardcore zombies settings yet they are a none-issue for vets. In this case, the zeds don't stand a chance. However, players are the primary challenge. You seem to be implying that dying to another player is basically greifing? I've met players in several games that consider it just that, but in that case they should clearly stray away from PvP. It's all about the challenge that PvP brings to the table. Faction warfare, knowing you will always have to look over your shoulder for a stalker ready to snag your loot. Some of these players basically see PZ along the lines of Stardew Valley without PvP. Yes, you will get unfair fights. 3v1, 5v1, etc., but that's not the issue. That's actually what many players want. For example, there are players that refuse to team with other players so they have more people to kill. They strive for those situations where they can kill 3 people in the same situation then swoop in for the prize loot.
  7. Forcing players to choose a trait would be extremely awkward. This game isn't all about realism as many players tend to think. The combat system just needs to be worked on with PvP in mind - clearly it isn't as Enigma stated above. It may work for RP servers, but it drives PvP oriented player away.
  8. You seem to be making a lot of assumptions. We are talking about point & click aim based on character skills, stats and RNG. Despite the 'realism' in PZ, there are many gamey mechanics. If you were invested in PvP & tested it extensively, you'd understand that combat is problematic. Your ideology may work for RP servers, but there is a reason why this audience has avoided the game, left critical comments or reviews due to the state of PvP. Personally, I have almost 5k hours and have almost solely played PvP MP aside from the few hours played in SP. We are definitely part of this audience & fanbase whether many players realize it or not.
  9. Been a while, and this is still an issue in PZ. PvP needs some love.
  10. Domain name resolution has been brought up in the past, but I am going to bring it up again. Players can save the domain name in their favorites, but they get the "server is not responding" message giving them a false red flag. Of course, they can join just fine assuming the server is up & running. The main benefit of this is server branding. For obvious reasons this is huge. However, there are the benefits of readability for players and, of course, server owners that have dynamic IP addresses. From what I understand, other Steam games can use domain names in their server browsers, but by what means? I have not done the research. I could see vulgar domain names being used, but that could be addressed in the same manner server names are moderated. I assume they are most likely moderated via automated blacklist. Please consider domain resolution for the server browser favorites list. It currently gives the wrong indication to players joining a given server. Something as useful as this would not be requested very often, but then that is due to the small minority of players that admin/own servers.
  11. I certainly hope something like this gets implemented. Especially since the built-in Discord relay breaks on sending messages from Discord to in-game and has seemingly been abandoned.
  12. Without sleep, or being able to pass time, in MP, several game mechanics are impacted. This goes from weight loss, the awesome new workout system and particular traits. There should be server options to change how these mechanics behave. Weight loss should have a multiplier & chance rate that can be altered in server settings. Having a chance to lose 1kg per day can make weight loss near impossible within a reasonable amount of time. Especially with servers that have day cycles that last 2 hours or beyond. Working Out on a server with larger populations where not all players will agree to sleep makes losing fatigue an extremely long tedious, almost impossible, process especially with 2 hour+ day cycles. This renders players to play the game without bothers to ever workout. I suggest adding server setting & mechanic to toggle between standard sleep settings for smaller servers & being able to rest off fatigue for larger servers. Resting off fatigue should not be as easy as resting off exhaustion but should take multiple in-game hours depending on how much fatigue & where the fatigue is. I may make another thread or edit this thread to address traits and lack of sleep. but weight & fatigue are the primary issues for now.
  13. This is also noticed at several row house locations in LV & the 3 story office building east of PD in WP (11984, 6937). The row houses make half the second story inaccessible and this office building makes the 3rd floor inaccessible unless you to the emergency side stairs. Seems to be happening with N/S stairs. Has not been an issue before. Seems to have started occurring with a recent update.
  14. Was going to suggest the ability to spawn in moveables but came across this thread. Necroforge hasn't been updated in ages. So, BUMP!
  15. 41.66 Multiplayer Dedicated Mods: https://pastebin.com/dL378pqt Reproduction steps: - Login to the server. - [Press Start]. - Client loads. Meanwhile, you cannot move & entities in your environment can interact with you. This includes zeds. This results in game breaking gameplay. My idea is that I refuse to waste hours of my life then login & get ravaged without being able to counter react. Last update, it seems you were able to at least move even though you could see your character as you load-in to give you somewhat of a fighting chance. This has been going on for a while but it seems to have gotten worse - the most recent instance was a tipping point to uninstall the game.
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