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leon2356

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  1. Like
    leon2356 got a reaction from grammarsalad in Profession Framework Mod   
    Just released my first full mod!
     
    Get a job!
    https://steamcommunity.com/sharedfiles/filedetails/?id=2040632854
     
    Thanks again for making profession framework. Had a lot of fun making my mod and I made sure to credit you! If you want I can friend you on steam and credit you as a co-creator.
     
    Now I just got to learn how to make traits.
  2. Like
    leon2356 got a reaction from STAHP in Wrong item in police station (Riverside)   
    THat is because that is a cardboard box and not an ammo locker. Cardboard boxes have loot tables for stuff you would find in garages, even if its in a police station. Another example of this is, in the police station in Rosewood and WP there are filing cabinets the armory that just have paper or magazines in it.
  3. Like
    leon2356 reacted to Valentine in Civilian / Military airdrops + Radios   
    You saw the title.
     
    Main idea is to make radios actually have use instead of attracting hungry zomboids to your local bungalow. Airdrops would be a random event and could be a civilian aid airdrop, or a military aid airdrop. These would be announced over radio. This is a good idea because it would actually make radios and walkie talkies (such as the military HAM radio and the military walkie talkie)  actually useful. This would make players keep a walkie talky on them at all times (on the belt) in the chance there's an airdrop called in somewhere to grab. You could also create some kind of zed story at these locations as well such as : Airdrop was taken before you could get there : military was ambushed by bandits at the airdrop : civilians went to the airdrop was ambushed by bandits or military, vice versa. This would be gold in multiplayer as gangs of players would compete for the airdrop in the chance of getting their group more powerful fire power.
  4. Spiffo
    leon2356 reacted to Dr_Cox1911 in Profession Framework Mod   
    @leon2356I quickly skimmed through the sourcecode and found a couple of mentions of Axeman.
    Don't know if these are all of them though:
    IsoGameCharacter.class
    protected float calculateCombatSpeed() { float f = 1.0F; HandWeapon handWeapon = null; if (getPrimaryHandItem() != null && getPrimaryHandItem() instanceof HandWeapon) { handWeapon = (HandWeapon)getPrimaryHandItem(); f *= ((HandWeapon)getPrimaryHandItem()).getBaseSpeed(); } WeaponType weaponType = WeaponType.getWeaponType(this); if (handWeapon != null && handWeapon.isTwoHandWeapon() && getSecondaryHandItem() != handWeapon) f *= 0.77F; if (handWeapon != null && this.Traits.Axeman.isSet() && handWeapon.getCategories().contains("Axe")) f *= getChopTreeSpeed(); f -= getMoodles().getMoodleLevel(MoodleType.Endurance) * 0.07F; f -= getMoodles().getMoodleLevel(MoodleType.HeavyLoad) * 0.07F; f += getWeaponLevel() * 0.03F; f += getPerkLevel(PerkFactory.Perks.Fitness) * 0.02F; f *= Rand.Next(1.1F, 1.2F); f *= this.combatSpeedModifier; f *= getArmsInjurySpeedModifier(); if (getBodyDamage() != null && getBodyDamage().getThermoregulator() != null) f *= getBodyDamage().getThermoregulator().getCombatModifier(); f = Math.min(1.6F, f); f = Math.max(0.8F, f); if (handWeapon != null && handWeapon.isTwoHandWeapon() && weaponType.type.equalsIgnoreCase("heavy")) f *= 1.2F; return f * GameTime.getAnimSpeedFix(); } public float getChopTreeSpeed() { return (this.Traits.Axeman.isSet() ? 1.25F : 1.0F) * GameTime.getAnimSpeedFix(); } HandWeapon.class
    public float getSpeedMod(IsoGameCharacter paramIsoGameCharacter) { if (this.ScriptItem.Categories.contains("Blunt")) { int i = paramIsoGameCharacter.getPerkLevel(PerkFactory.Perks.Blunt); if (i >= 10) return 0.65F; if (i >= 9) return 0.68F; if (i >= 8) return 0.71F; if (i >= 7) return 0.74F; if (i >= 6) return 0.77F; if (i >= 5) return 0.8F; if (i >= 4) return 0.83F; if (i >= 3) return 0.86F; if (i >= 2) return 0.9F; if (i >= 1) return 0.95F; } if (this.ScriptItem.Categories.contains("Axe")) { int i = paramIsoGameCharacter.getPerkLevel(PerkFactory.Perks.Axe); float f = 1.0F; if (paramIsoGameCharacter.Traits.Axeman.isSet()) f = 0.95F; if (i >= 10) return 0.65F * f; if (i >= 9) return 0.68F * f; if (i >= 8) return 0.71F * f; if (i >= 7) return 0.74F * f; if (i >= 6) return 0.77F * f; if (i >= 5) return 0.8F * f; if (i >= 4) return 0.83F * f; if (i >= 3) return 0.86F * f; if (i >= 2) return 0.9F * f; if (i >= 1) return 0.95F * f; return 1.0F * f; } if (this.ScriptItem.Categories.contains("Spear")) { int i = paramIsoGameCharacter.getPerkLevel(PerkFactory.Perks.Spear); if (i >= 10) return 0.65F; if (i >= 9) return 0.68F; if (i >= 8) return 0.71F; if (i >= 7) return 0.74F; if (i >= 6) return 0.77F; if (i >= 5) return 0.8F; if (i >= 4) return 0.83F; if (i >= 3) return 0.86F; if (i >= 2) return 0.9F; if (i >= 1) return 0.95F; } return 1.0F; } IsoTree
    public void WeaponHit(IsoGameCharacter paramIsoGameCharacter, HandWeapon paramHandWeapon) { int i = paramHandWeapon.getConditionLowerChance() * 2 + paramIsoGameCharacter.getMaintenanceMod(); if (!paramHandWeapon.getCategories().contains("Axe")) i = paramHandWeapon.getConditionLowerChance() / 2 + paramIsoGameCharacter.getMaintenanceMod(); if (Rand.NextBool(i)) paramHandWeapon.setCondition(paramHandWeapon.getCondition() - 1); paramIsoGameCharacter.getEmitter().playSound("ChopTree"); WorldSoundManager.instance.addSound(null, this.square.getX(), this.square.getY(), this.square.getZ(), 20, 20, true, 4.0F, 15.0F); setRenderEffect(RenderEffectType.Hit_Tree_Shudder, true); float f = paramHandWeapon.getTreeDamage(); if (paramIsoGameCharacter.Traits.Axeman.isSet() && paramHandWeapon.getCategories().contains("Axe")) f *= 1.5F; this.damage = (int)(this.damage - f); if (this.damage <= 0) { this.square.transmitRemoveItemFromSquare(this); paramIsoGameCharacter.getEmitter().playSound("FallingTree"); this.square.RecalcAllWithNeighbours(true); int j = this.LogYield; byte b; for (b = 0; b < j; b++) { this.square.AddWorldInventoryItem("Base.Log", 0.0F, 0.0F, 0.0F); if (Rand.Next(4) == 0) this.square.AddWorldInventoryItem("Base.TreeBranch", 0.0F, 0.0F, 0.0F); if (Rand.Next(4) == 0) this.square.AddWorldInventoryItem("Base.Twigs", 0.0F, 0.0F, 0.0F); } reset(); CellLoader.isoTreeCache.add(this); for (b = 0; b < IsoPlayer.numPlayers; ) { LosUtil.cachecleared[b] = true; b++; } IsoGridSquare.setRecalcLightTime(-1); GameTime.instance.lightSourceUpdate = 100.0F; LuaEventManager.triggerEvent("OnContainerUpdate"); } LuaEventManager.triggerEvent("OnWeaponHitTree", paramIsoGameCharacter, paramHandWeapon); } I guess those things you would have to mimic in Lua if a baseballbat is equipped and the character wielding it has your trait.
  5. Like
    leon2356 got a reaction from TrailerParkThor in Small but Important Suggestions Thread   
    1093
     
    When you scroll over a weapon, Add a few words saying what weapon type it is. Would help new players know that spoons are a small blade, and also help us for when you add more ambiguous weapons in the future like the pickaxe or the machete.  Did not know until I looked on the wiki that a machete is a long blade.
  6. Like
    leon2356 got a reaction from Helvius in Advanced building mechanics   
    Funny you should say that. 
    https://steamcommunity.com/sharedfiles/filedetails/?id=2224626119
     
    Currently its a bit buggy but they are working on remaking it for the newest build.
  7. penisham
    leon2356 reacted to nasKo in IWBUMS 41.42 RELEASED   
    NEW
     
    Added emote wheel, you currently press Q to open it.
    - Emotes wheels binded to Q by default.
    - Emotes wheel is now a long press to bring up.
    - Emotes wheel includes different looking emotes if you are in stealth 
    - Pressing Q (shout) while crouched will now have different text and smaller sound radius.
    - Swinging your weapon in the air (not hitting anything) won't attract zombies anymore.
    - Added new sets of anim for fishing with spears.
    - Can now fish with a fishing rod while sitting on ground.
    - Updated the MacOS application icons.
    - Allow medical items to be dragged onto the list of injured body parts in the Health ui. Previously items could only be dragged onto the image of the body.
    - Made right-clicking items on the ground more reliable by checking if the item icon is within a certain distance of the mouse pointer.  Previously, only items on the square that was clicked were detected.  If the item was near the corner of a square, the user had to hunt around to find the right place to click.
    - Updated map to include recent fixes and Ben's Cabin
     
     
    DEBUG
     
    - Added a Reload button to the lua debugger file list.  It appears next to the file name of the item the mouse is hovering over.
    - Added an in-game animation-clip viewer accessed by CTRL+F7 in debug mode.
     
     
    TUTORIAL
    - Quality of life changes and fixes
    - Updated with new controller icons from Binky
     
     
    MODDING
    - Moved the code for clicking on curtains, doors and light switches from Java to ISObjectClickHandler.lua so modders can change this behavior.
    - Added back code to IsoPlayer.removeSaveFile() to delete map_pN.bin savefiles to help Nolan on SuperSurvivors and other minor changes to make his life easier
    - Added a new item property called Tags. Tags is a list of strings that can be used to specify what the item is used for.
     Instead of checking lists of item types such as Hammer/HammerStone or Saw/GardenSaw, the game can check for items
     that have certain tags. These tags are: ChopTree, ClearAshes, CutPlant, DigGrave, DigPlow, Hammer, Saw, TakeDirt. Also, digital watches have the tag Digital which affects how the clock is displayed.
    - Moved recipecode.lua functions into a global table called Recipe.
     The functions are organized into sub-tables Recipe.OnCreate, Recipe.OnGiveXP, and Recipe.OnTest.
     This is similar to how vehicle-script lua functions work.
     For example, CutFish_TestIsValid is now Recipe.OnTest.CutFish.
     The old function names are still available to avoid breaking mods.
    -  Error messages are printed to the console when loading a game if any recipe's OnCreate, OnGiveXP, or OnTest methods are undefined.
     
     
    BALANCE
    - Reduced crit chance of knives.
    - Ignore the slowdown from injures, negative moodles, etc when closing or opening vehicle doors.
    - Reduced the distance at which light switches can be clicked on.
    - Ball-Peen Hammer can now be used for carpentry etc.
    - Spears used for fishing lose condition when damaged, and don't disappear from the player's inventory.
    - If you were about to do a close knife kill (jaw stab) forbidden when zombies are attacking - but your alternate normal attack will deal more damage. This avoids risk of unwanted jaw stabs when you have high small blade skills.
    - Increased reloading/aiming XP gain when level is under 5.
    - Increased minimum damage of M14 from 1 to 1.2.

    ANIMS
    - Hide left-hand items when reloading firearms.
    - Hide any left-hand item when chopping down trees.
    - Tweaked normal glasses UV's so the arms show, male and female versions.
    - Tweaked drinking anims to be a bit more natural.
    - Tweaked gun recoils, loading and racking blends to eliminate some popping.
    - Adjusted recoil of handgun and rifle a bit.
    - Tweaked Trousers.xml, Trousers_Black.xml and Trousers_NavyBlue.xml masking to avoid clipping.
    - Tweaked Shorts_ShortFormal.xml to avoid clipping.
     
     
    FIXES
    - Fixed non-empty containers sometimes looking like they had no items in them (in random toilet-paper-filled buildings).
    - Fixed lua error with the "Rest" context-menu option when extremely tired and no bed/chair was clicked.
    - Fixed being able to fish from infinite distance, you'll now need to be at max 6 tiles from body of water with a rod and 2 tiles with spears.
    - Fixed various issues with moveables - primarily metal ones.
    - Fixed vehicles not colliding with zombies after the engine shuts off while the vehicle is still moving.
    - Fixed zombies sometimes attacking instead of playing their hit-reaction animation. (Difficult to reproduce, somehow this person had it happen twice in a row!
    https://clips.twitch.tv/HonestMagnificentGaurKlappa)
    - Fixed animation event garbage collection.
    - Fixed ActiveAnimXXX events occurring every frame after a new node is started in the same AnimSet.
    - Fixed two DebugLog.txt files being created during startup. One of these files was being closed via garbage collection, which has caused problems on Linux in the past.
    - Fixed not being able to jaw-stab a zombie from behind when the zombie was playing the Zombie_DoorClaw animation.
    - Fixed action animations (like reading) not playing when sitting on the ground after trying to attack while sitting.
    - Fixed timed actions continuing while getting up from sitting after pressing a movement key.
    - Fixed parts of clothing not being visible through a hole in a layer above sometimes.
    - Fixed zombies playing their aggression sound after killing the player. It kept playing during the eating-body sound.
    - Fixed multiple death screams playing sometimes when the player is killed by zombies.
    - Fixed zombies sometimes playing their bite animation again after dragging the player to the ground.
    - Fixed the player-info avatar animating more slowly at higher framerates.
    - Fixed the animation-clip viewer animation running more slowly at higher framerates.
    - Fixed not being able to interact with tents placed by the map-maker.
    - Fixed rooms sometimes appearing unlit when the light switch was on. This happened when loading a part of the map with room light switches but no lamps or porch lights.
    - Fixed wearing each item of clothing in a stack, when those items have the same name but different underlying types (like Jacket).
    - Fixed favorited items being used for campfire fuel.
    - Fixed a bug with reusing zombies which could result in a zombie trying to walk toward a sound it heard before it was removed
     from the world.
    - Fixed the player info avatar not updating when hats and glasses are knocked off the player.
    - Fixed the loot window not updating to show hats and glasses knocked off the player.
    - Fixed the player-info avatar animating while the game is paused..
    - Fixed the carpentry menu Door submenu appearing disabled when a doorframe can be built..
    - Fixed food in a bag in a Fridge/Freezer not cooling or freezing.
    - Fixed Big Garage Doors / Windows showing as doubled normal sized doors / windows in cutaways.
    - Fixed logging out and back in with the "Winter is coming" challenge (and others) resetting the timer.
    - Fixed some item weight discrepancies.
    - Fixed not being able to start a BBQ with any other materials apart from paper.
    - Fixed unlimited sugar being allowed to be added to a beverage.
    - Fixed lockers not cutting away correctly.
    - Fixed lunch box always spawning with fresh food even a long time into the apocalypse.
    - Fixed pouring water from bottle to bottle not reserving empty bottle's favourite status.
    - Fixed Filling up broken Saucepan repairs it.
    - Fixed sandbox option "Infection Mortality" set to "Never" not working.
    - Fixed placing and removing bait from a trap duplicating it.
    - Fixed the crafting ui "Name Filter" entry and "Filter All" checkbox displaying different values in each tab.
    - Fixed the fishing ui not being tall enough to display the caught items sometimes.
  8. Spiffo
    leon2356 got a reaction from Beard in Can't update my mod.   
    Update: I updated the wrong files! I was updating it in the mod folder and not the workshop folder. This is what happens when you stop playing this game for like 3 months!
  9. Spiffo
    leon2356 reacted to Dr_Cox1911 in Profession Framework Mod   
    @WATTOThose are the perks for the current stable build 40.43:
     
  10. Pie
    leon2356 reacted to Kappatao in What is 'Corn' means?   
    There are some corn fields ingame. I'm  no programmer, but i'm pretty sure that refers to the corn in those fields, as they are "containers" that you can loot to simulate picking corn.
  11. Pie
    leon2356 reacted to Thewhitewolf in rain inside warehouse   
    Hey again (I feel like I'm a bug mine damn ^^)
     
    As you can see Rain enters inside the Warehouse, and there's the crimson filter (I'm not wet on the picture but I can be if I stay long enough) but only on the down part, the square with the stairs is okay 


  12. Like
    leon2356 reacted to Thewhitewolf in Can't place beds and couches   
    Oh ok, I didnt knew about this. I only saw one part, maybe I only got one and need to find the other one.
     
    I'll try this next time. Thanks
  13. Like
    leon2356 got a reaction from Lambda65 in Downpour will washing blood?   
    Yes. This needs to be a thing!
  14. Spiffo
    leon2356 reacted to Lambda65 in Downpour will washing blood?   
    Make rain wash away blood from walls and ground!
    It is logical and useful.
  15. Like
    leon2356 reacted to AndrewNikolaenko in 41.37 Can't barricade   
    You must have a hammer in your inventory, but not in a backpack. In addition to the hammer, you must have a plank and 2 nails. Check again, because everyone I know can have barricades.
  16. Like
    leon2356 got a reaction from ZAMNPlayerD in Arcade Mode?   
    Currently in game there is a challenge called "House In The Woods - Last Stand Accumulator" Which gives you points when you kill zombies and you can use those points to buy items, weapons and skills. I think is idea has been EXTREMELY overlooked. This could be rebranded as an arcade mode where you start on the kentucky map but XP gain is turned off and item spawns are turned off. With the only way to get items or skills is to buy them at certain locations. Want to level up a skill? Better find that bookstore in town. Want to get some body armor? Welp time to break into the police station. Need some food? Burgers are 15 points at your local spiffo restaurant. 
     
    I think this mode needs to be looked at again. It could be a hidden jem.
     
    What it could do is, Right now containers have marks that say what can spawn in them. Crates in warehouses will have tools, Lockers in police station will have guns and ammo.  Fridges in a cafe will have different food then fridges in supermarkets.
     
    So, lets say you walk into the police station and open a locker it spawns ( Box of 9mm, Pump Shotgun, Duffle bag.) You can buy as many of these items as you want then you can click loot all ( would be renamed to reroll) for a cost to shuffle the items. Now you can buy: (hunting knife, ham radio) If you don't like it you can reroll it, Now you get: ( box of shotgun shells, 9mm magazine, 32. revolver, box of .556,)
     
    Or the existing one could just be expanded on to include all skills all weapons more items and stuff like nails and thread, and lets you play on more maps. But i think this could be a super opportunity.
  17. Like
    leon2356 got a reaction from MartinFNV in Arcade Mode?   
    Currently in game there is a challenge called "House In The Woods - Last Stand Accumulator" Which gives you points when you kill zombies and you can use those points to buy items, weapons and skills. I think is idea has been EXTREMELY overlooked. This could be rebranded as an arcade mode where you start on the kentucky map but XP gain is turned off and item spawns are turned off. With the only way to get items or skills is to buy them at certain locations. Want to level up a skill? Better find that bookstore in town. Want to get some body armor? Welp time to break into the police station. Need some food? Burgers are 15 points at your local spiffo restaurant. 
     
    I think this mode needs to be looked at again. It could be a hidden jem.
     
    What it could do is, Right now containers have marks that say what can spawn in them. Crates in warehouses will have tools, Lockers in police station will have guns and ammo.  Fridges in a cafe will have different food then fridges in supermarkets.
     
    So, lets say you walk into the police station and open a locker it spawns ( Box of 9mm, Pump Shotgun, Duffle bag.) You can buy as many of these items as you want then you can click loot all ( would be renamed to reroll) for a cost to shuffle the items. Now you can buy: (hunting knife, ham radio) If you don't like it you can reroll it, Now you get: ( box of shotgun shells, 9mm magazine, 32. revolver, box of .556,)
     
    Or the existing one could just be expanded on to include all skills all weapons more items and stuff like nails and thread, and lets you play on more maps. But i think this could be a super opportunity.
  18. Like
    leon2356 got a reaction from RockHand in Strength exercises   
    Until they do add this to base game you should give this mod a try. 
    https://steamcommunity.com/sharedfiles/filedetails/?id=1844075722
     
    I have not tested it with the IWBUMS build, but it looks like it works on that build.
    It lets you do pushups and jumping jacks to raise your strength and fitness and also help you too gain or lose weight, the balance is that exercising cost a lot of food and water. And it is limited by the level of your strength or fitness (If your strength is level 1 you can only do 10 push ups at a time).
     
    You should give it a look.
  19. Like
    leon2356 got a reaction from Bourbon in [41.34] Not possible to use Rifles in Knox.   
    I had to go into the game files and make the rifles round fed instead of magazine fed to fix them.
  20. Like
    leon2356 got a reaction from trombonaught in [41.34] Not possible to use Rifles in Knox.   
    I had to go into the game files and make the rifles round fed instead of magazine fed to fix them.
  21. Like
    leon2356 reacted to Nativel in [41.34] Not possible to use Rifles in Knox.   
    Siply there is no ammo magazine for MSR788 Rifle and MSR700 Rifle.
    You will find ammo and rifles, but you will never use them, because such weapons need ammo magazine to operate.
     
    I started game 100 times, with maximum on all items spawn and lucky perk. 10000+ rifles 9,9*10^9999999999999 ammo, no ammo magaine
  22. Like
    leon2356 got a reaction from Nativel in [41.34] Not possible to use Rifles in Knox.   
    I had to go into the game files and make the rifles round fed instead of magazine fed to fix them.
  23. Like
    leon2356 got a reaction from Geras in Small but Important Suggestions Thread   
    1093
     
    When you scroll over a weapon, Add a few words saying what weapon type it is. Would help new players know that spoons are a small blade, and also help us for when you add more ambiguous weapons in the future like the pickaxe or the machete.  Did not know until I looked on the wiki that a machete is a long blade.
  24. Like
    leon2356 got a reaction from Faalagorn in Small but Important Suggestions Thread   
    1093
     
    When you scroll over a weapon, Add a few words saying what weapon type it is. Would help new players know that spoons are a small blade, and also help us for when you add more ambiguous weapons in the future like the pickaxe or the machete.  Did not know until I looked on the wiki that a machete is a long blade.
  25. pillow
    leon2356 got a reaction from AuthenticPeach in Drag-down animation can be cancelled   
    I had this happen one time as i was dying. I quited, reloaded and my Character was naked over his own dead body at full HP with all the same skills. I sprinted away looped back and looted my dead clone for all my gear.
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