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Chuckleberry Finn

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Everything posted by Chuckleberry Finn

  1. -- checks to make sure using Liquor ro make a Molotov Cocktail requires a full bottle; could be changed to a set amount so the game could have mini-bottles of liquor, for example. function Recipe.OnTest.FullLiquor(item) if not item:hasTag("Liquor") then return true end return not (math.abs(item:getBaseHunger()) > math.abs(item:getHungerChange())) end -- checks to make sure using Liquor ro make a Molotov Cocktail requires a full bottle; could be changed to a set amount so the game could have mini-bottles of liquor, for example. function Recipe.OnTest.FullLiquor(item) if not item:hasTag("Petrol") then return true end return item:getUsedDelta() == 1 end `server/recipecode` I think the second should be FullPetrol as the function name? Also, unsure/unrelated but I don't see a getTypes for lowAlcohol - but alot of items seems to interchange alcoholicBeverage and lowAlcohol so I'm not sure if those tags are for things that can be or are alcoholic. Wine has neither liquor or alcoholic tags.
  2. Doing some tests and I noticed another image that is 384 x 338 does not have this issue. I'll try to tweak the boards to not be squared. This is in fact not true. Seems like the object was saving the texture.
  3. Textures that are larger than the max texture limit are getting shrank more than needed when that limit is hit. Example: The backgammon board texture is 266 (the limit is on 256) - the size being rendered is 133 (half of 266) Is this intentional?
  4. I have a very specific request 🙏 I wanted to use getScriptManager():ParseScript() to generate scripts on the fly, but WorldDictionary does not like that very much - could there be a way to feed scripts in using Lua alone? The sanity check that appears in the log: `WorldDictionary: Warning script item loaded after WorldDictionary is initialised` `java.lang.RuntimeException: This shouldn't be happening.` Going through the Java the WD is flagged as loading for a duration and then returns to loading=false. I don't see a way to sneak or time a generated script due to this.
  5. Also, selecting the transform/scale arrows fail insanely often.
  6. The other components to vehicles, tires, passengers, attachments, are anchored to the center of the model but areas are not.
  7. The IsoGameCharacter methods related to movement seem to be very hit or miss as to which works with IsoPlayer and IsoZombie. I was only working with movement so I don't know if this extends to the whole class. Some examples: getMoveSpeed() works fine with IsoZombie returning a float which reflects their speed, the float for IsoPlayer is always 0.0599~ regardless if they're sprinting or not. isSprinting()/isRunning() only works for IsoPlayer and not IsoZombie - IsoZombie seems to have their own set of variables related to their running/speed. There is no isWalking() and I couldn't get `IsoGameCharacterj:getVariableBoolean("isWalking")` to work. isMoving() only works for Zombies consistently, as it is actually checking to see if the IsoGameCharacter is moving on a path or not and there doesn't seem to be a point in which its changed to true for player inputted movement. I don't know if this will help but I ended up copying the underlying math used in getMoveSpeed() and got the correct floats even from IsoPlayers.
  8. I opted to use Vector3's but there seems to be a few issues with how they're written in Java. A few Vector3 methods (like aimAt(), distanceTo(), etc) have params/args typed to Vector2 - is this intentional? Cause it prevents some usage in Lua due to the above stated bug. edit: even tostring refers to Vector3 as "Vector2" and is missing the Z. Furthermore, Vector3's lack getters/setters for XYZ so it, even if you opt to circumvent the broken methods, becomes extremely limited.
  9. I appears Vector2 is meant to be exposed but it can't be utilized because of this lua file: `ProjectZomboid\media\lua\shared\Util\Vector2.lua' The lua file in question defines Vector2 (={}) and includes two functions which can't really be used and are already within the Vector2.class. So it is probably safe to remove this file.
  10. Totally not a big deal (and easily fixable with a mod) but wines/beers have a few issues. 1. BeerEmpty use the Wine2Empty icon. Beer bottles do not have an unused empty icon that I can find. 2. Wine2 uses the WineEmpty icon. 3. Wine2 does not have a equivalent to the WineWaterFull item so the item turns into Wine(1) empty bottle/water bottle. 4. Unrelated to Beer/Wine but PopBottleEmpty is translated into "Empty Orange Soda Bottle" so it does not stack with the rest of the (Beer/Wine/Whiskey/Water) Empty Bottles. item WineEmpty { ReplaceOnUseOn = WaterSource-WineWaterFull Icon = WineEmpty, } item WineEmpty2 { ReplaceOnUseOn = WaterSource-WineWaterFull Icon = WineEmpty, } item BeerEmpty { ReplaceOnUseOn = WaterSource-BeerWaterFull Icon = Wine2Empty, } item BeerBottle { ReplaceOnUse = BeerEmpty, Icon = BeerBottle, } item Wine { ReplaceOnUse = WineEmpty, Icon = WineFull, } item Wine2 { ReplaceOnUse = WineEmpty2, Icon = Wine2Full, } item WineWaterFull { ReplaceOnDeplete = WineEmpty, ReplaceOnUseOn = WaterSource-WineWaterFull, Icon = WineEmpty, }
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