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Planet Algol

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Everything posted by Planet Algol

  1. Well, this one is kinda hard to replicated without mods 😉 But when kill() is used on zombies, their clothes are removed. Here's an example pic, using the Blindcoder's Gravity mod (patched); it uses the kill function on zombies in it's AOE
  2. Thanks for the shout-out Lemmy! Was really wild seeing that in the notes, although I kinda feel bad that Filibuster did the real work with making the models that I used.
  3. The F key turns flashlights on and off. Use headphones or earbuds if you want to use a radio quietly.
  4. 41.30, no mods Having a running car inside a building causes damage to the character, similar to a generator running inside. However, after the car engine is turned off, the damage effect inside the building still persists. Leaving and returning to the cell does not end the effect. But quitting and reloading does.
  5. I don't know if this is the case in your instance, but, in the java code for PZ, sleeping events/nightmares have a chance of spawning zombies close to you. Maybe that's what happened?
  6. Have you tried playing with the sandbox setting? If you adjust stuff like zombie toughness and speed you may be able to dial in something that suits your preferred playing style?
  7. Naw, there's an issue with the amount of memory allocated for vehicles in the database that causes this. All one can do for now is try to avoid storing too many individual items (ie tons of small items) in a vehicle.
  8. Ah, shit, sorry, didn't realize you were the author. My speculation is that it could have to do with the right-clock context menu?
  9. Honestly, I don't have any problems with melee in b41? Sure, it's less forgiving, but as long as I pick my fights and don;t make sloppy mistakes, I'm not having issues. Relearning how to do something after significant changes is always challenging however.
  10. Ugh, I realize that this is a very niche request, but, as a modder, I've really hit a wall with not being able to use dressInNamedOutfit on corpses. I'm trying to implement this for a mod that allows the addition of more Vehicle-Story-like content. Been banging away at this problem for a while, and all the workarounds I've tried have been dead ends. Any method I've used to kill zombies that have been dressed in an outfit will also remove the outfit from the body, for example. Honestly I wouldn't bother you guys with this, but I've dumped so many hours into this problem that I'm willing to give a Hail Mary a shot.
  11. Continue works fine however. No mods. console.txt
  12. elseif random > 95 then data.zombieType = "runner"
  13. in the latest IWBUMS, only a couple of the steam workshop mods are displaying in my mod selection interface? I looks like all the mods I have in my my User/Name/Zomboid/Workshop are displaying, but only a couple of the downloaded mods in C:\Program Files (x86)\Steam\steamapps\workshop\content\108600 are showing up? Nevermind, not sure what happened but after playing a bit, quitting, and checking the mod interface, all the mods are displaying again. I guess it just took the game a while to populate the list?
  14. At Rosewood prison I can see through the cell doors, but not the actual barred cell walls.
  15. I know you used to be able to send say() and sayShout() to zombies, but subsequent builds removed that. It would be nice to have that back in, in that there's a bunchf different things that could be used for in mods, such as - action descriptors - having Evil Dead/Return of the Living Dead style talking zombies
  16. To enable fakedead zombies: zombie:setFakeDead(true) To make sure a zombie isn't a crawler before toggling crawler: if zombie:getSeppedMod() >= 0.55 then zombie:toggleCrawling() end Note that fakedead and crawlers zombies are persistent, so between moving between to cells, and loading saves, the population of them will accumulate. I find that I have to redo, and possibly reset the zombie speed when moving between cells. So I do this at then end of the equivalent function I use to do what you do: if data.SpecialZedType == "Shambler" then if ZombRand(999) == 0 zombie:changeSpeed(3) zombie:DoZombieStats() end end if data.SpecialZedType == "Runner" then if ZombRand(999) == 0 then zombie:changeSpeed(1); zombie:DoZombieStats() end end
  17. Sounds like you have a promising future as a modder with all these great ideas you want to implement!
  18. I believe that it just sends the global chat to a discord channel and also sends post in that discord channel to global chat? Redboid uses it.
  19. Anyone know how can I point a sounds script entry at a file that isn't in the sound .packs?
  20. I noticed that HAM Radios are working properly again? Thank you very much devs, for implementing that!
  21. I would second the request for this feature.
  22. Sorry for the necro, but I've been having no luck making broadcasts that actually loop? I'd like to make a station with hints for my MP server, and have it loop indefinitely.
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