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Daevinski

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  1. Yes. I spent the whole day, yesterday, checking the game files and mods that maybe do something similar. The closest I got was with Timed Actions, but I only managed to disable item transfer at all, without an actual condition. lol I think it's related to the inventory portion of the Timed Action system, because there is pieces that define source and destination containers, the player and the world, but I'm not sure how to write the correct function to achieve what I need.
  2. This list could really use an update and some more detailed descriptions for each event, so we have a better idea of the right to way to use each.
  3. I need to stop the item transfer from any container to the character's inventory once the inventory weight limit is reached and surpassed, but it can continue once the inventory have room. Similar to when a backpack is full and you can't add anything new, for example. This is what I did so far: stoptransfer = {} stoptransfer.init = function() -- Stop Item Transfer if the Character's Inventory is full local player = getSpecificPlayer(0); if player:getInventoryWeight() > player:getMaxWeight() then -- Stop Transfer else -- Continue Transfer end end Events.OnRefreshInventoryWindowContainers.Add( stoptransfer.init ); EDIT: In this case I want to forbid only item transfer from world containers to the character's inventory. Be able to equip or drop things from the inventory or from containers inside the inventory should remain the same, with the encumbrance status as the only "penalty". I believe this code is right, because I tested with AddItem and every time the weight limit was reached, an item was added to the inventory. But I'm not sure about what to put on "Stop" and "Continue" to control the transfer. I guess it's related to Timed Actions, but I'm not sure. I looked online, I looked other mods... but I can't find a clear solution.
  4. I found the solution in the mod "MaxWeight Mod" by Starscream. After hours looking for a solution, at the end it was part of a mod that does the opposite of what I'm trying to achieve. lol I'm gonna add it to my mod, with the proper credit. Thanks anyway.
  5. Huuum... I believe this is a start for what I want to do. I'm new to modding this game, so any extra guidance of how to achieve such change is more than welcome.
  6. Huuum... I believe this is a start for what I want to do. I'm new to modding this game, so any extra guidance of how to achieve such change is more than welcome.
  7. I'm trying to reduce the initial Carry Capacity of the character from the default 12 to something like 6, so the first thing you need before starting looting is a bag. How can I target that? There is any specific file I need to change? Seems like it's related to Strength, but I'm not sure how to target that either.
  8. Hi! I created a small mod to restore the Vanilla Main Menu when other mods changes it. Everything is working as expected, except for the Opening Text that still loads the custom text from a different mod in my list. I already created the default structure (media\lua\shared\Translate\EN\UI_EN.txt) with the three intro-related lines containing the default text, so I wonder if I'm missing something, maybe an extra file or piece of code. Or maybe it's a matter of force my mod to load as the highest priority possible? By the way, my mod is on "Zomboid\mods\" while the other mod is from Steam Workshop. I wonder if it makes a difference when comes to overwriting things. How I can solve that? Thanks!
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