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Planet Algol

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Posts posted by Planet Algol

  1.    recipe Dismantle Flashlight
       {
          destroy Torch,
          keep Screwdriver,

          Result:ElectronicsScrap,
          Time:30.0,
          OnTest:TorchBatteryInsert_TestIsValid,
          OnGiveXP:DismantleElectronics_OnGiveXP,
          OnCreate:TorchDismantle_OnCreate,
          Category:Electrical,
          AnimNode:Disassemble,
          Prop1:Screwdriver,
          Prop2:CDplayer,
       }

  2. 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. :)

  3. 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?

  4. 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

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