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Batalha

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  1. Like
    Batalha got a reaction from getstoopid in Look around while transfering/using   
    Hello, couldn't find any related, although I would expect to see, my bad if I missed.
     
    Like a dog pooping, transfering a big backpack into the car is a very vulnerable position to be in, refueling a car also.  I would like to be able to look around while doing that, instead of stoping, looking around and restarting.  I think being able to do that while fishing was a good decision (and I understand that they came on a later stage of the game) and I think every action should allow us to do that, even if that means halting the progress for some balancing reason.
     
    I think a 'look over the should' animation would come handy with this, but I believe most of us would simply go by with the turning body animation or none, safety first, right?
  2. Spiffo
    Batalha got a reaction from Jepsi in Look around while transfering/using   
    Hello, couldn't find any related, although I would expect to see, my bad if I missed.
     
    Like a dog pooping, transfering a big backpack into the car is a very vulnerable position to be in, refueling a car also.  I would like to be able to look around while doing that, instead of stoping, looking around and restarting.  I think being able to do that while fishing was a good decision (and I understand that they came on a later stage of the game) and I think every action should allow us to do that, even if that means halting the progress for some balancing reason.
     
    I think a 'look over the should' animation would come handy with this, but I believe most of us would simply go by with the turning body animation or none, safety first, right?
  3. Pie
    Batalha got a reaction from Nowthere27 in Look around while transfering/using   
    Hello, couldn't find any related, although I would expect to see, my bad if I missed.
     
    Like a dog pooping, transfering a big backpack into the car is a very vulnerable position to be in, refueling a car also.  I would like to be able to look around while doing that, instead of stoping, looking around and restarting.  I think being able to do that while fishing was a good decision (and I understand that they came on a later stage of the game) and I think every action should allow us to do that, even if that means halting the progress for some balancing reason.
     
    I think a 'look over the should' animation would come handy with this, but I believe most of us would simply go by with the turning body animation or none, safety first, right?
  4. Like
    Batalha reacted to Yana M.D. in Car Visual Glitch on the walls of the road   
    The team is aware of this cutaway problem, should be fixed later
  5. Like
    Batalha got a reaction from Nebula in Car Visual Glitch on the walls of the road   
    Hello,
     
    I may missed the words to describe it, but one image (or two in this case)...  Anyway, I've noticed that the car has some sort of  'bubble' going on where it glitches those little barricades on the side of the road at Valley Station.  I'm at 40mph on the first picture, it glitches 9 or so tiles.  If I stop, the number of tiles bugged goes down to 2 or 3.  After going out of the car (second image), if I'm looking it glitches as well.  If I'm not looking, it renders as usual.


  6. Pie
    Batalha got a reaction from Yana M.D. in Car Visual Glitch on the walls of the road   
    Hello,
     
    I may missed the words to describe it, but one image (or two in this case)...  Anyway, I've noticed that the car has some sort of  'bubble' going on where it glitches those little barricades on the side of the road at Valley Station.  I'm at 40mph on the first picture, it glitches 9 or so tiles.  If I stop, the number of tiles bugged goes down to 2 or 3.  After going out of the car (second image), if I'm looking it glitches as well.  If I'm not looking, it renders as usual.


  7. Like
    Batalha got a reaction from Magondivel in Car Visual Glitch on the walls of the road   
    Hello,
     
    I may missed the words to describe it, but one image (or two in this case)...  Anyway, I've noticed that the car has some sort of  'bubble' going on where it glitches those little barricades on the side of the road at Valley Station.  I'm at 40mph on the first picture, it glitches 9 or so tiles.  If I stop, the number of tiles bugged goes down to 2 or 3.  After going out of the car (second image), if I'm looking it glitches as well.  If I'm not looking, it renders as usual.


  8. Like
    Batalha got a reaction from PoshRocketeer in Double Skill Highlight won't show   
    I have a new character, some days in, fighting some zombies I've leveled up, opening the window, no skill highlighted.  I know that it was sneaking and lightfooted, and I believe this didn't show because it has two of them.  Its not common (altough this skills kinda level up together, at least for me), surely not game breaking, but a gentle bug still a bug, a lady bug if you prefer.
     
    On a side note, I'm loving coming back to the game, great work guys.
     
    EDIT:
    I've just started a new character (for reasons that I would prefer to not share :P), first day, watching tv, first cooking show, than woodcraft, only opened the menu after the woodcraft, no highlight on either.
     

  9. Like
    Batalha reacted to OffitMan in Wrong type of loot in containers   
    I don't see the problem here. Are you saying you DON'T keep your fishing rod in the fridge?
     
    Also, clearly someone with the fast reader trait put the book in the fridge for it cool off after reading so quickly!
  10. Like
    Batalha reacted to Faalagorn in Canned Tuna should not require can opener   
    Canned Tuna is packed in a can that shouldn't require can opener:

  11. Like
    Batalha got a reaction from Faalagorn in Bags Capacity Elasticity and Tailoring   
    Hi,
     
    I suggest that we should be capable of going beyond bags capacity at the cost of durability, and we should tailor patch them.
     
    So, first, bags should have durability like clothing and weapons.  Durability loss should be influenced by the activity (running/fighting damages much more than walking) and by going beyond its nominal value.  I'll use the schoolbag as example.  If we use it as projected (to keep below 15) even running shouldn't damage it and the durability loss is only noticeable on the long term.  But as we go above, it wears down quickier, exponentially quickier.  So, putting an extra pencil on a bag isn't a big deal, a extra axe is (20% on a schoolbag).  Going after 50% should be impossible or straight up destroy it on the first running you have to do.
     
    Well, we damaged our bags.  So, the storage limit is going to be lower until we fix it.  A poorly patched won't be back on its original value.  On the other hand, some reinforcement could help improve a bit.  Some leather strips on the bottom of a bhb will be a nice thing to aim for.
     
    I believe this is good at the beginning with the extra carrying potential and at the end as well, because it is an extra resource to be aware of (and go look for).  Adds more uses for extra bags and for tailoring.  Having options and making decisions is generally good and I can imagine some 'loot rescue mission' because our bag 'broke' and our loot is surrounded by the zed that made us run on the first place.
     
  12. Pie
    Batalha got a reaction from Blake81 in Bags Capacity Elasticity and Tailoring   
    Hi,
     
    I suggest that we should be capable of going beyond bags capacity at the cost of durability, and we should tailor patch them.
     
    So, first, bags should have durability like clothing and weapons.  Durability loss should be influenced by the activity (running/fighting damages much more than walking) and by going beyond its nominal value.  I'll use the schoolbag as example.  If we use it as projected (to keep below 15) even running shouldn't damage it and the durability loss is only noticeable on the long term.  But as we go above, it wears down quickier, exponentially quickier.  So, putting an extra pencil on a bag isn't a big deal, a extra axe is (20% on a schoolbag).  Going after 50% should be impossible or straight up destroy it on the first running you have to do.
     
    Well, we damaged our bags.  So, the storage limit is going to be lower until we fix it.  A poorly patched won't be back on its original value.  On the other hand, some reinforcement could help improve a bit.  Some leather strips on the bottom of a bhb will be a nice thing to aim for.
     
    I believe this is good at the beginning with the extra carrying potential and at the end as well, because it is an extra resource to be aware of (and go look for).  Adds more uses for extra bags and for tailoring.  Having options and making decisions is generally good and I can imagine some 'loot rescue mission' because our bag 'broke' and our loot is surrounded by the zed that made us run on the first place.
     
  13. Like
    Batalha got a reaction from sprkng in Horde/Mob/flock abilities   
    Hi,
     
    The Idea came out when I was sheperding a horde away from a gas station and the flock destroyed an small wooden white fence, than I ran and jumped the high metal fence, but they pathed around it.  I'm suggesting that a horde could break things that a single zombie can't.  This post kinda talks about the option of breaking doors in group (https://theindiestone.com/forums/index.php?/topic/28547-breaking-of-doors/), I made this one because the idea is broader.
     
    A single zombie probably wouldn't ever break a high metal fence, neither 5.  But several dozens would start to overcome the metal structures within a reasonable time.  Many things can't stand an horde pushing its body weights.  The idea is to take into consideration the number of zombies (and assign them an horde force, or something like it) and interact differently with some stuff, specially when they are atracted by something (cof cof player cof).  Some (crude) ideas:
    - Plastic tables/chairs: small hordes
    - Loot on the ground: medium (like water bottles and soup cans being trampled)
    - furniture: medium
    - high metal fences: large
    - forest: huge (could be linked to a massive migration event, where you can hear trees falling while the smellly ball of death creeps through the woods)
     
    EDIT: I forgot to put a 'cost' on this things.  When a horde is doing some of this actions, some members should be crushed.  The massive horde pushing its way throught the metal fence, some unlucky member on the front row, you can hear his ribs breaking but they don't even notice it, they are moved by only on desire.  You.
     
    Sheperding is quite effective to loot a part of the town, and with cars isn't much of a danger.  But if the massive numbers you meshed together could "morph" into something more destructible, well, we may think once or twice before grouping them, specially in the early game.
     
    Thinking about a possible  (positive) side effect, I've notice some lag before in very large groups ( many hundreds).  If the solution goes towards treating them as a single unit, decision and path making would be greatly improved.  Even graphics could bennefit if somehow you mesh the inner ones into a unique thing.  I'm aware that counting zombies close to each other and enabling some actions based on the number is way, way easier, but doesn't hurt suggesting this.
  14. Like
    Batalha got a reaction from ZAMNPlayerD in Horde/Mob/flock abilities   
    Hi,
     
    The Idea came out when I was sheperding a horde away from a gas station and the flock destroyed an small wooden white fence, than I ran and jumped the high metal fence, but they pathed around it.  I'm suggesting that a horde could break things that a single zombie can't.  This post kinda talks about the option of breaking doors in group (https://theindiestone.com/forums/index.php?/topic/28547-breaking-of-doors/), I made this one because the idea is broader.
     
    A single zombie probably wouldn't ever break a high metal fence, neither 5.  But several dozens would start to overcome the metal structures within a reasonable time.  Many things can't stand an horde pushing its body weights.  The idea is to take into consideration the number of zombies (and assign them an horde force, or something like it) and interact differently with some stuff, specially when they are atracted by something (cof cof player cof).  Some (crude) ideas:
    - Plastic tables/chairs: small hordes
    - Loot on the ground: medium (like water bottles and soup cans being trampled)
    - furniture: medium
    - high metal fences: large
    - forest: huge (could be linked to a massive migration event, where you can hear trees falling while the smellly ball of death creeps through the woods)
     
    EDIT: I forgot to put a 'cost' on this things.  When a horde is doing some of this actions, some members should be crushed.  The massive horde pushing its way throught the metal fence, some unlucky member on the front row, you can hear his ribs breaking but they don't even notice it, they are moved by only on desire.  You.
     
    Sheperding is quite effective to loot a part of the town, and with cars isn't much of a danger.  But if the massive numbers you meshed together could "morph" into something more destructible, well, we may think once or twice before grouping them, specially in the early game.
     
    Thinking about a possible  (positive) side effect, I've notice some lag before in very large groups ( many hundreds).  If the solution goes towards treating them as a single unit, decision and path making would be greatly improved.  Even graphics could bennefit if somehow you mesh the inner ones into a unique thing.  I'm aware that counting zombies close to each other and enabling some actions based on the number is way, way easier, but doesn't hurt suggesting this.
  15. Pie
    Batalha got a reaction from Pandorea in Water Filter bad Path (or bad interaction)   
    Hi, I'm playing 41.37 now,
     
    My character tried to fill the bottle from the back of the water filter, entering the small room instead of going straight.  The pictures are from McCoy's warehouse (the one most to the right).


  16. Like
    Batalha reacted to RoboMat in RoboMat's Modding Tutorials (Updated 12/11/2013)   
    RoboMat's Modding Tutorials
    - An introduction to modding for Project Zomboid -


     

    I - Introduction
    I1 - Where to start
    I2 - What is needed
    I3 - Lua Tutorials
    I4 - Other Resources
     
    II - The first steps
    II1 - Getting the connection
    II2 - The entry point: Events
     
    III - The first mod
    III1 - Preparations
    III1a - Folders
    III1b - Our mod's identification card
    III1c - The actual lua script
    III2 - Adding items to the inventory
    III3 - Handling keys
    III4 - Detecting the correct key
     
    IV - Custom professions
    IV1 - Creating a custom profession
    IV1a - The foundation
    IV1b - Creating the profession
    IV1c - Creating a new trait
    IV1d - Custom Spawnpoints
    IV1e - Custom Profession Clothing
    IV1f - Putting it all together
    IV2 - Linking Professions / Traits to game mechanics
     
     


    I. Introduction
    Hello there, this is my attempt to write a few modding tutorials for the community. I will try to update this whenever I have some spare time.


    1. Where to start
    First things first. When I started looking into the code of Project Zomboid and the different mods I was a bit confused. There was the source code in Java, the additional code in Lua and the scripting language and I didn't really know which one to look into. To spare you this confusion I'll explain their purpose shortly:
     
    Java: Most of the source code of Project Zomboid is written in Java. While you can modify the java files it is not recommended. According to the developers changing the java source code won’t be necessary in future versions of Project Zomboid, so we won’t look into that. Eggplanticus has made a nice post about how to spelunk in the Java source if you want to try it nonetheless. Lua: There already are parts of the source of PZ that have been ported to lua. If you really want to get into modding, you won't get around learning its syntax. Scripting: At the moment it is only used for easily adding items to the game. While we will cover some of the basics of the scripting language we will mostly work with lua coding.
    2. What is needed
    Basically to edit a lua file you can use any standard text editor that is capable of saving simple (unformatted) text files. So Wordpad (Windows) or TextEdit (Mac OS) will do. While it is possible to create a script with those programs they miss many features a specific IDE will give you (syntax-highlighting, auto-formatting, etc...).
    I prefered working with Eclipse IDE with an extra lua plugin installed for quite some time, but recently switched to IntelliJIdea - haven't been looking back ever since. There are other free alternatives like gedit, Notepad++, ZeroBraneStudio or XCode for example. Find one that works for you and stick with it. Remember: It's not the program that does the work. None of them will turn you into a RobertJohnson over night, they only make your life easier.


    3. Lua Tutorials
    If you have some experience with programming already Lua will probably be fairly easy to pick up for you. I mainly used the official manual to learn the language, but of course there are many other great tutorials out there. From time to time I check the lua wiki and of course stack overflow.

    Just to be as clear about this as possible: This won't be a tutorial about lua. It will be a tutorial about modding Project Zomboid. If you don't understand parts of my code, you probably should learn some basic lua syntax first. If there is one thing I don't like then it's people who don't even take the time to read through the tutorial notes, then copy&paste the code and finally spam the thread with questions about "why it doesn't work".
    Don't be that person (unless you are Rathlord).


    4. Other Resources
    For more tutorials you should visit pz-mods.net and the tutorial section on the indiestone forums. If you have further questions you can post them in the modding help section of the the indiestone forums and one of the many coders will help you for sure.
     
     
    TOC
     
     
    Last updated: 12.11.2013
     


    II. The first steps
    Okay now that we got that out of the way let's move on to the actual modding part.


    1. Getting the connection
    To mod the game we somehow have to interact it. Lua's main purpose lies on extending existing programs written in other programming languages. As mentioned in the previous chapter the main base of Project Zomboid was written in Java. That's where the connection between lua and the java source code happens. With lua we can access all the public functions written in the Java source code.
     
    -- lua function function doStuffInLua(_player) -- getSpecificPlayer() is a public method defined in the java source code -- that returns the player. We can access it through lua. getSpecificPlayer(_player); end  
    But how do we know which methods there are!? Well, we can look at the javadoc. It's basically a complete list of all methods in the Java source code and it has even been updated to 2.9.9.15 recently. If you want to be on the save side I suggest that you open the source code and look through it yourself. I use a small programm called JD-GUI for that purpose. It has a useful search function that can search through the whole source code. In the course of this tutorial I will mark methods we call from java so you don't have to worry too much about that at the moment.

    Eggplanticus also released a good tutorial on how to decompile the java source over here.


    2. The entry point: Events
    So now we know that we can call Java methods from our lua code, but we still don't know how we actually execute our lua code. We need something that runs our code, when Project Zomboid runs. This will be done with Events. You can think of events as entry points to the source code of the Project Zomboid source code. Once Project Zomboid encounters an Event from a mod it calls the associated function.
     
     
     
    -- the function we want to execute function sayStuff() -- Java: we get the first player local player = getSpecificPlayer(0); -- Java: let the player speak player:Say("I like turtles."); end -- this event will be fired every ten ingame minutes. -- In this case sayStuff() is the associated method and -- thus will be executed every ten minutes. Events.EveryTenMinutes.Add(sayStuff); This short "mod" lets the player talk about his love for testudines every ten minutes in the game. Nothing great but it gets the point across. There are already many different events added to the game which we can use for our mods and the developers are constantly adding new ones. For a somewhat complete list check out the Event Reference on pz-mods.net. Don't worry though, we will use some of them throughout this tutorial so you will slowly get the hang of it.
     
     
     
    TOC
     
     
    Last updated: 01.10.2013
     


    III. The first mod
    Let's continue with a little more complex example. We will create a small cheat script that adds some items to the player's inventory when a certain key is pressed.


    1. Preparations
    At first we're going to set up a proper folder structure and all the files we'll need to get the mod to work with Project Zomboid. Please note that this tutorial has Version 2.9.9.17 and later in mind and thus is going to use the structure needed to work with the modloader. If everything is done right our mod will later on appear in the game like this:
     
     
     


    The almighty RobertJohnson has released a more in-depth tutorial about the modloader and mod.info functions. Once that version is released I'm going to update this post too!


    a.) Folders
    Please note, that the folder structure might slightly variate depending on what IDE you are using. I'm going to show you the end-structure which I use when I release my mods:
     
     
     
     


    I named the topmost folder (we are going to call this the base folder from now on) after our mod: CheatMod. This base folder is going to contain ALL of our mod files. The "media/lua" folder is basically the location of the vanilla lua files. When we drop our mod into the modloader it is going to copy the files in our base folder to their specified location in the PZ source files. This way our mods don't overwrite any base files and the mod can be removed from the game at any time without breaking it. Yay for the nifty modloader!


    b.) Our mod's identification card
    The modloader needs some way of identifying the mods given to it. This is done by the so called mod.info file. It is a simple (unformatted!) text file which contains some important information about our mod. It must be put into the base folder:
     
     
     
     


    To make it work we will have to fill it with information of course. Copy this to your mod.info file:
     
    name=Cheat Mod (1.0.0) poster=poster.png description=This mod is used to explain modding for Project Zomboid. It is going to show several aspects of modding from start to finish. -by RoboMat id=CheatMod  
    name: The name of the mod. poster: The image file that is displayed in the mod menu in PZ. description: A short description of your mod. I am not sure how many characters this supports. id: The id of our mod. This is used to identify our mod. The id must have the same name as the base folder of our mod (in this case: CheatMod). If you drop you folders into your Project Zomboid "mods" folder now it would already display it as a mod in the game:


    Of course this isn't really a mod yet. We still need to give it some functionality


    c.) The actual lua script
    The last file we need to create is the lua script file. We are going to call it "AddItems.lua" and put it into "media/lua/Mods/CheatMod". Make sure that you really are using the correct suffix of ".lua".
     
     


    Now we are set and ready to begin working on our first mod!


    2. Adding items to the inventory
    We are going to start with a simple script that allows us to add a few items to the player inventory as soon as a certain key is pressed. Adding items is a fairly easy task as you will see. Open your AddItems.lua and enter the following code.
     
     
     
    local function addItems() local player = getSpecificPlayer(0); -- Java: get player one local inv = player:getInventory(); -- Java: access player inv -- Java: add the actual items to the inventory inv:AddItem("Base.Axe"); inv:AddItem("Base.RippedSheets"); inv:AddItem("camping.TentPeg"); end As with the previous examples our starting point is the player. We need to "get" him first with getSpecificPlayer(0). We then can access his inventory with the getInventory() call. "getInventory()" returns an ItemContainer which happens to be the player's main inventory. This means we now can use all the java functions defined for the ItemContainer.class and one of them happens to be the nifty AddItem(...) function.

    If you look at the javadoc of this function you will notice that it expects a String as a parameter. What it doesn't tell you is, that it actually needs the module of the item you want to add and the name of the item itself. You can read our example above as "add item Axe from module Base". The code above would give the player an axe, some bandages and a tent peg from the camping module.

    How do you find out the modules and names of the items? Of course by looking through the source files. All items are currently located in "/media/scripts/items.txt", "/media/scripts/newitems.txt", "/media/scripts/camping.txt" and "/media/scripts/farming.txt". Just take a look at these files - the rest should be self explanatory.


    3. Handling keys
    As we haven't defined an event yet, the function is pretty useless right now. We want the items to be added whenever the player presses a key and luckily the devs have given us the great OnKeyPressed event for that purpose. Let's add it to our mod:
     
    local function addItems() local player = getSpecificPlayer(0); -- Java: get player one local inv = player:getInventory(); -- Java: access player inv -- Java: add the actual items to the inventory inv:AddItem("Base.Axe"); inv:AddItem("Base.RippedSheets"); inv:AddItem("camping.TentPeg"); end -- Will be fired whenever we press a key. Events.OnKeyPressed.Add(addItems); This event will be called whenever a key is pressed in the game. The only problem is, that the event doesn't care which key that is. If we would leave our mod like this, the player would get spammed with countless items. We need to fix that!


    4. Detecting the correct key
    One of the great things about events is, that some of them pass useful parameters to the function which is called through the event. The OnKeyPressed event for example passes the number of the pressed key to the function. The called function in this case is of course "addItems()". To use the parameter we have to slightly modify our code another time:
     
    -- We added the parameter to the function which -- will be passed to the function as soon as the -- event fires. local function addItems(_keyPressed) local key = _keyPressed; -- Store the parameter in a local variable. print(key); -- Prints the pressed key to the console. -- We test if the correct key is pressed. if key == 25 then local player = getSpecificPlayer(0); -- Java: get player one local inv = player:getInventory(); -- Java: access player inv -- Java: add the actual items to the inventory inv:AddItem("Base.Axe"); inv:AddItem("Base.RippedSheets"); inv:AddItem("camping.TentPeg"); end end -- This will be fired whenever a key is pressed. Events.OnKeyPressed.Add(addItems); Notice the _keyPressed parameter that was added to our function. You might wonder about the leading undaerscore. It is just a thing of coding style that I like to do, to be able to distinguish parameters from local variables in the function's body. The same goes for storing the parameter in the local variable "key". It might seem superfluous at first, but if you want to change the content of this variable later on, you can easily do that by changing its declaration at the top of the functions instead of having to track down every single occurence.

    Anyway, they _keyPressed parameter will receive a number corresponding to the pressed key and pass it into our function. Unfortunately I'm not to sure which numbering method is used in Project Zomboid, but I think it might be the one from LWJGL. You can use the print(key) call in the function to easily find out all numbers you need to know anyway.

    Basically we just have finished our first real mod. Save the AddItems.lua and copy your base folder into the Project Zomboid-mods folder. Now you can go into the game and enable your mod (restart the game afterwards!). Once you are in the game now, you should be able to cheat items into your character's inventory by pressing the 'P' key on your keyboard.
     
     
    TOC
     
     
    Last updated: 12.11.2013
     


    IV. Custom professions
    Admittedly our first mod isn't very impressive so we are going to expand it a bit. The biggest problem at the moment is, that the player can cheat weapons into his or her inventory every playthrough, which might ruin legit savegames.

    1. Creating a custom profession
    That's why we are going to create a custom "Cheater" Profession and link the cheat code to it.

    a.) The foundation
    Of course we need to create a new lua script. I'm gonna call it "CheaterProfession.lua" and save it in its own folder (Note: Basically it doesn't matter where you save your lua files, but good structuring will make it easier for you and others to organize and understand your project).



    After creating the file open it and add the following lines:
     
     
    -- CheaterProfession.luarequire'NPCs/MainCreationMethods';require'NPCs/ProfessionClothing'; This basically makes sure that the file is loaded after those two files which enables us to use their functions. (If someone has a more technical explanation feel free to PM me or comment below!).

    b.) Creating the profession
    Now we can start with actually creating the new profession. Add these lines to your CheaterProfession.lua
     
     
     
    -- CheaterProfession.lua require'NPCs/MainCreationMethods'; require'NPCs/ProfessionClothing'; local function initProfessions() -- Java: Create a new profession. local cheater = ProfessionFactory.addProfession("cheater", "Cheater", "Prof_rm_Cheater"); -- Java: Add a custom trait called Undesireable (no one likes cheaters ). cheater:addFreeTrait("rm_undesireable"); -- Java: Add the vanilla trait Nightowl. cheater:addFreeTrait("NightOwl"); end  
    Lets go through the code. The part of it which actually creates / registers the new profession is:
     
     
    local cheater = ProfessionFactory.addProfession("cheater", "Cheater", "Prof_rm_Cheater"); It calls the addProfession(String type, String name, String IconPath) function of the ProfessionFactory. The parameters are used like this:
    type: Used to identify the profession internally in the game's code. name: Human readable name which appears in the game's menus etc. iconPath: Name of the custom icon to be displayed in the game. If we would leave the code here it would create a fine new profession without any traits though. That's where the remaining two lines come into play:
    cheater:addFreeTrait("rm_undesireable"); This adds a (you probably guessed it) trait to the profession we just created. "rm_Undesireable" is the trait we are going to create in a few seconds whereas "NightOwl" is one of the vanilla traits. Of course PZ doesn't know "rm_undesireable" yet, so we still have to actually create it. Lets do it.

    c.) Creating a new trait
    We add a new function above the one we created above to initialise the traits.
    local function initTraits() TraitFactory.addTrait("rm_undesireable", "Undesireable", 0, "Allows you to cheat.\nShame on you!", true); end Quite similar to the ProfessionFactory we used above, the TraitFactory class allows us to add a new trait by calling addTrait(String type, String name, int cost, String desc, boolean profession). Let me explain those parameters:
    type: This is the internal name used in the games code. It's also the name of the custom icon to be displayed in the game. ! Has to be lower case ! name: The human readable name displayed in menus etc. cost: Determines how many trait points it will cost to select this trait. desc: The description which appears when you hover over the trait. profession: If set to true the trait won't appear as a selectable trait but instead stays a "profession-only" trait. It really is as easy as that Now you actually already have a fully functional profession which you could play with. But it still is lacking two important parts of the profession system: Spawn points and custom clothing colours.

    d.) Custom Spawnpoints
    Spawnpoints determine where in the Gameworld the player will appear when the game starts. Before we can add a new spawnpoint though we of course need to find out its coordinates in the game. For this purpose I have created the "Coordinate Viewer", which displays the player's coordinates as a small overlay in the game.

    So if our cheater profession should start in the large warehouse (where else!?) the game will show us a player position of X: 3110 and Y: 1809. Unfortunately we can't use those "absolute" coordinates for the spawning code. We have to calculate the "relative" coordinates instead. Don't worry though - it is pretty easy. Basically you just need to divide the absolute coordinates by 300 to get the cells, but more importantly you have to ignore the remainder. Our coordinates for the big warehouse would be X: 10 and Y: 6 then. Now we have the cell in which the player should spawn. Relative to that position we need the exact coordinates and this is where the remainder comes into play. Still using the above coordinates the remainders of the division would be for X: 110 and for Y: 9.

    This probably sounds more complicated than it is. I suggest that you read through this post by The_Real_AI who maybe explains it a bit better.

    Now that we have calculated the coordinates, we need to tell the game to use them.
     
    -- Set custom spawn points for this profession. -- Modelled after spawn code by RegularX. Thanks to -- The_Real_Ai for his explanation on how to calculate -- them. local function initSpawnPoints() local spawn; -- Create a Spawnpoint in the large Warehouse. spawn = { { worldX = 10, worldY = 6, posX = 110, posY = 8, }, } -- Add our profession to the list of spawnpoints for Muldraugh. BaseGameCharacterDetails.spawnPoint.MuldraughKY.cheater = spawn; spawn = { { worldX = 39, worldY = 23, posX = 138, posY = 100, }, } -- Add our profession to the list of spawnpoints for West Point. BaseGameCharacterDetails.spawnPoint.WestPointKY.cheater = spawn; end Basically we have created a local table which holds our calculated coordinates and added it to the global table BaseGameCharacterDetails.spawnPoint.

    Take a look at the last line of the function:
    BaseGameCharacterDetails.spawnPoint.WestPointKY.cheater = spawn; We create a new index cheater and give it the value of our spawnpoint. It is essential that this index uses the type (check the parameters above) of your profession or else it won't work. It is probably self evident but MuldraughKY holds all spawns for Muldraugh, whereas WestPointKY creates spawns in West Point.

    e.) Custom Profession Clothing
    Finally we are going to add some custom colors for the profession clothing. The System is quite similar to the spawn points above: Basically we are going to create a table which holds all values for male and female "cheaters".
    ----- Set custom clothing and clothing colors for this -- profession. local function initClothing() local clothes = {} ProfessionClothing.rm_Burglar = clothes; end We create a table called clothes which will hold all of the necessary values. Then we have to make two nested tables to separate the "male" and "female" clothes (this means the guy can have blue and the lady pink colors for example - yay ).
    local function initClothing() local clothes = { male = { }, female = { }, } end Now we will add all the values need to create the clothes. First we declare which type of clothing item the character should wear. The male character is going to wear a Shirt and Trousers and the female character gets a Blouse and Skirt.
    ----- Set custom clothing and clothing colors for this -- profession. local function initClothing() local clothes = { male = { topPal = "Shirt_White", top = "Shirt", bottomPal = "Trousers_White", bottom = "Trousers", }, }, female = { topPal = "Blouse_White", top = "Blouse", bottomPal = "Skirt_White", bottom = "Skirt", }, } end You probably are wondering why there are two variables (top and topPal) for each item for example. As far as I understand the system the "pal" stuff just sets the color palette for the specific item. Why we have to do that ... I don't know It is something we gotta have to ask the devs.

    Last but not least we are going to give some colours to those clothes. Those values will be stored in two seperat tables called topCol and bottomCol. As you probably figured the first determines the colours of the top the character wears, whereas the latter determines the clothes for pants, skirts, etc.

    PZ uses the three values Red, Green and Blue (RGB) to calculate the final colour. Those values have a floating point range from 0 to 1 which was a bit strange for me at first considering that most programs and games I've used use values from 0 to 255 I will leave it to you to figure out which values return which colour. In my example here all clothes will be black:
    ----- Set custom clothing and clothing colors for this -- profession. local function initClothing() local clothes = { male = { topPal = "Shirt_White", top = "Shirt", bottomPal = "Trousers_White", bottom = "Trousers", topCol = { r = 0.1, g = 0.1, b = 0.1, }, bottomCol = { r = 0.1, g = 0.1, b = 0.1, }, }, female = { topPal = "Shirt_White", top = "Shirt", bottomPal = "Trousers_White", bottom = "Trousers", topCol = { r = 0.1, g = 0.1, b = 0.1, }, bottomCol = { r = 0.1, g = 0.1, b = 0.1, }, }, } ProfessionClothing.cheater = clothes end Just like the spawnpoints we add the table of our cheater profession to the global table called ProfessionClothing with the last line of the function.

    f.) Putting it all together
    We still need to tell PZ to call our functions once the game boots so that our custom values are initialised. We wlll use our beloved Events for that. Add these lines to the end of your CheaterProfession.lua file:
     
    Events.OnGameBoot.Add(initTraits); Events.OnGameBoot.Add(initProfessions); Events.OnGameBoot.Add(initSpawnPoints); Events.OnGameBoot.Add(initClothing); We are done here. Congratulations you have created your first custom Profession

    The complete file should look like this:

     
    TOC
    Last updated: 12.11.2013
     

    2. Linking Professions / Traits to game mechanics
    What we want to do now is link a special game mechanic to the trait of the profession we just created. Of course this isn't a must, but it doesn't make much sense to implement a trait that doesn't have any effect in the game, does it? You will see that it is actually pretty easy. Let's get to it.
    Coming soon™...
     
     
     
    TOC
     
     
    Last updated: 08.11.2013
  17. Pie
    Batalha got a reaction from Pandorea in 41.31 Big Hiking Bag and contents deleted   
    Hi.  I'm with only with the build 41 (no mods, ever) and I had a similar problem.  I was with the duffelbag equiped (probably empty, but not 100% sure) and found a big hiking bag in a wall locker.  While the bag still in the locker I selected the replace option, an error counter popped on the right bottom of the screen and my duffelbag disapeared (the BHB is equiped in my back).
     
    I tried to find the log, seems that for me:
     
    STACK TRACE
    -----------------------------------------
    function: refreshBackpacks -- file: ISInventoryPage.lua line # 1281
    function: perform -- file: ISWearClothing.lua line # 32.
    [07-06-20 03:23:22.994] ERROR: General, 1591511002994> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: setVisible of non-table: function toggleStove:239 at KahluaThread.tableget line:1684..
    [07-06-20 03:23:22.995] ERROR: General, 1591511002995> DebugLogStream.printException> Stack trace:.
    [07-06-20 03:23:22.999] LOG  : General, 1591511002999> -----------------------------------------
    STACK TRACE
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