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NightScale5755

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Everything posted by NightScale5755

  1. Heyo. Apparently this is a bug with vanilla, as with no mods it still happens. Easiest way to reproduce it is to give yourself a gun, TP to Louisville on insane pop. And fire away.
  2. Ok, so. Zombies seem to be able to attack vehicles even after you drive away. Only seems to affect the lightbar for some reason. Yes, I tested this with a vanilla install. Anyways, keep up the great work TIS, really enjoy the game!
  3. Hi there. Co-author of "SmallTownResponders" here with a request of sorts. The ability to define multiple textures in the script, based on the skinIndex. Say "textureLights1" for SkinIndex1, "textureLights2" for Skin2, and so on. This would help tremendously with defining multiple skins for a vehicle, rather than a whole new vehicle script for each texture. Anyways, I wish ya'll the best! And keep up the amazing work!
  4. Well, you see. Old habits die hard. So wearing the same old clothes, even in a zombie apocalypse, is a very real possibility. Someone who wore say, a police uniform before the end times would obviously become attached to at least part of the uniform. Look at WalkingDead, Rick Grimes was a sheriff. He kept his badge long into the show. Heck, Carl Grimes, his son, wore his battered sheriff hat even into the final seasons. So the whole "Surviving is more important than fancy clothes" thing wouldn't add much depth to the game, right? Also, not everybody armors up. Just because some players wear as much armor as possible in their runs doesn't mean everybody does. Which ties into my whole "It would be very likely" point. Moral of the story: please don't judge other people's suggestions, even if you don't like them.
  5. Heya people. It is I, the fellow with suggestions nobody reads. Lol. This one's regarding the upcoming NPC update. I feel one's outfit says a lot about them in PZ, so I truly believe NPCs should be clingy with their spawn outfit itemIds, for example, preferring ShirtPolice, so they can replace the shirt if needed without losing whatever buff they get from wearing the preferred clothes? NPCs would also prefer certain weapons over others, based on their occupation. For example, a police officer would prefer pistols, shotguns and nightsticks over other weapons. Each item would have a tag (or multiple!) of sorts. With the ability for modders to make their own. Each tag would be something like "Police", or "Firefighter". Basically just occupation stuff. There would also be the "Generic" tag, for clothing items that don't count as an "occupation item". So to put this in laymen's terms, with a vanilla setup: The nightstick, pistols, shotguns, and police clothes would all have the tag "PoliceItem", which would mean an NPC that spawns with the PoliceOfficer occupation would prefer to use and wear these over other clothes and weapons. Perhaps also have a chance for NPCs to have a "disliked" item/clothing tag too? For example, a police officer would prefer police stuff, but have a small chance of disliking firefighter stuff? Oh! And last but not least... Why not add a stat boost (happiness maybe?) for NPCs wearing their preferred clothes and/or using their preferred weapons? Anyways, thanks for reading this. I wish you the absolute best!
  6. Hey fellas. I've been metaphorically bashing my head against a rock again. So, I've got code that works perfectly fine in Singleplayer, and used to work in Multiplayer a few updates ago. Unfortunately, something changed. And I can't seem to fix it for the life of me. For the custom loot zones: STR_Zones.lua For the other related stuff STR_ProceduralDistributions.lua STR_Distributions.lua Any and all help would be greatly appreciated. Thanks for reading.
  7. Hi there. It's me again. Today I'm here with a feature for my mod that's been giving me tons of trouble. What I've gotten working in singleplayer just refuses to save the changes in multiplayer, and I'm flat out of leads for a fix. I'm not the best with words, so if any extra information is needed, do tell. The files in question: STEV_VehicleOverrides.luaSTR_ZombieOverrides.lua EDIT: I completely forgot what the point of this code was: In essence, I'm trying to dynamically replace zombies and vehicles that match certain criteria. I.e. vanilla police to my mod's police, but based on XY coords.
  8. Ahhhh. So I just confirmed the bit about the armory, my loot's spawning in there. I do want it to spawn in the locker rooms though. So I'll fart with it more, and I'll get back to you if I make it work or not. Thanks so much, my guy! Edit: Huzzah!!! I figured it out!! Thank you so much!!! I'll make sure to credit you in the mod description.
  9. Oh??? I'll do some tests right now. Thanks man. EDIT: Does this zone in question need to be a LootZone??? It keeps using the vanilla loot tables?
  10. Mmm. Seems like an excessive amount of work to overwrite one container... You sure I can't just define the loot zone with Maps/MODNAME/objects.lua? There's got to be an easier way...... Well, thanks for the info, guess I'll stick with the items in question spawning in vanilla loot zones. Sorry to have been a bother.
  11. Oh? So using the new-ish objects.lua feature in the maps/MODNAME folder won't work? During my tests, when using Debug mode's ChunkDebugger, I found the zone was registered, albeit at the bottom of the list? Either way, How would I recreate this cell? You got any tutorials??? Thanks for the info.
  12. Hi there. I'm a beginner modder with a question: How does one override loot in a specific container at a specific location? I took a look at and well, my zone was registered. Though the containers in question keep using the vanilla loot table. Here's my code: Distributions.lua: Distributions = Distributions or {}; local STPOdistributionTable = { policestoragerw = { lockerrw = { procedural = true, procList = { {name="StorageOutfitRosewoodSD", min=10, max=99, forceForZones="RosewoodSDL"}, }, dontSpawnAmmo = true, } }, } table.insert(Distributions, 2, STPOdistributionTable); PoceduralDistributions.lua: local function preDistributionMerge() ProceduralDistributions.list.StorageOutfitRosewoodSD = { rolls = 4, items = { "Bag_DuffelBagTINT", 0.5, "Bag_FannyPackFront", 0.8, "Bag_Satchel", 0.2, "Belt2", 2, "Briefcase", 0.2, "Disc_Retail", 2, "Earbuds", 1, "Glasses_Aviators", 1, "Hat_CrashHelmet_Police", 1, "Hat_EarMuff_Protectors", 1, "Headphones", 1, "HolsterDouble", 0.5, "HolsterSimple", 2, "Lunchbox", 1, "Lunchbox2", 1, "Nightstick", 2, "Radio.CDplayer", 2, "Radio.WalkieTalkie4", 1, "Shoes_Black", 8, "Shoes_Brown", 8, "Suitcase", 0.2, "STPO.Hat_Police_Rosewood", 4, "STPO.Jacket_Police_Rosewood", 4, "STPO.Shirt_Police_Rosewood", 10, "STPO.TShirt_Police_Rosewood", 10, "STPO.Trousers_Police_Rosewood", 8, "Vest_BulletPolice", 1, }, junk = { rolls = 1, items = { } } } end Events.OnPreDistributionMerge.Add(preDistributionMerge); Again, I'm a tad new to the modding scene. The most advanced I've been able to get working has been custom zombie zones. 0 XP with lua before I started modding PZ. And to recap: I want to override a vanilla police locker room's loot. I'd be ok with vanilla stuff spawning there, I just need my custom items to be area-specific. Thanks for reading, and any help would be greatly appreciated. Here's the best answer:
  13. Hey all, it's been a bit. I'm still alive. So I read the latest Thursdoid, and I had an idea. Most MP servers in B40 tend to need world resets, due to stuff getting destroyed/taken for skill points. I think I know a way to fix that. Like the loot respawn system, there'd be a configurable option to allow vehicles and/or tiles/furniture to respawn. As well as the further option to allow buildings to restore themselves in case their destroyed by griefers/fire. I have no idea why this idea hasn't been suggested in the past, as it's an amazing idea in my opinion.
  14. the balancing piece is a curious question. I think either A. Making the power grid need maintenance like generators, but ONLY after it goes down, or B. Make it so once the grid goes down, implement the part I suggest at the end, where you can't have the entire grid running at once anymore. Otherwise you'll overload the system and cause a blackout. Possibly both. As for "Save Our Station"? It's a neat mod, and I feel something akin to it should be implemented in such a "power and light" update as well. Anyways, thanks for commenting!
  15. Ok, so. I've noticed that when the power shuts off, it's map-wide. Realistically (from what I gather!), there would be substations, and as the power plant fails, the grid would go down in sectors. I really don't know how difficult such a thing would be to code in. But assuming it's feasible, perhaps add not only substations, but a regional power plant? Basically so adventurous solo survivors, or even a group on a server (When MP drops) could restore power? Heck, make the substations require maintenance like the generators, as well as once the power shutoff happens, there'd only be X substations able to be online at a time without overloading the system and causing another blackout? Maybe put this max substation amount in the sandbox options? Idk, just thinking of some ways to make the game more immersive.
  16. So today I was binging TheLastOfUs2 on youtube, and the level design got me thinking. Perhaps, since Louisville, an actual city, is being added... Make the streets get overgrown with grass around the map. And eventually collapse in this new urban environment? I know most cities have an extensive underground to them, and if left unchecked, it would indeed collapse. I really don't know how feasible this would be to implement, as parkour's REALLY hard in PZ. But it'd be a nice attention to detail, I think. To expand on this, add a function or something for map makers to have various features of a map locked to how much time has passed? So like, buildings could imitate rot and collapse if the map maker so chooses. Maybe in this hypothetical scenario you could indeed add a building rot system. Like mold. Or maybe where vines can actually hurt structural integrity? I don't know if there is a downfall of vines on your walls as it is now. But in real life vines can hurt a structure, if left unchecked. Thank you for reading, and please feel free to comment!
  17. Of course, the following ideas will have to wait for official NPCs... ------------------------------------------------------------------------------------------------------------------------------- I know it's been voted no by the community, but for those, like me, who enjoy immersing themselves into the game, an option in sandbox settings to start the game on the day or perhaps the day before the infection starts would be amazing. First example: A police officer starting on infection day would spawn in the police station of their spawn town, with the uniform chosen in the character creation menu, a baton, keys to a random police car outside, and maybe an M9+1 mag. They'd then have a chat bubble describing an order from dispatch that backup's needed at a nearby "riot". Which would really just be the zombie outbreak. Another example: A firefighter would spawn in the local fire station, with a fireaxe, and the keys to a firefighting-vehicle outside. They would then recieve the order from dispatch to respond to a fire, which in reality is just a flaming house of zeds. Yet another example: A doctor/Nurse would spawn in the local medical center, with a medkit. Which the scene would have an NPC doctor tending to a patient, with the player assisting, when the patient then turns and kills the NPC doctor, giving the player a chance to escape. This would not only add to immersion, but also a hint of strategy to what your profession is. As some could yield dangerous starts. -------------------------------------------------------------------------------------------------------------------------------- On the note of "the smex". I know that's been suggested, and well... I think it could be feasible to add it, but it'd be limited to a moodle. NO animations. Just a moodle. In sandbox settings, there should be an option to spawn with a wife/husband. Who is automatically max affinity for the player. Upon sleeping with the spouse/NPC with max affinity next to the player (Assuming NPCs won't need sleep, if they will, it'll only happen if the NPC spouse is in the same bed), the player would then recieve a moodle upon waking up from a good night's sleep. I got this idea from Fallout4's "Lover's Embrace" status effect. --------------------------------------------------------------------------------------------------------------------------------
  18. So, today I got gears grinding in my brain, and I got the bright idea to suggest a supernatural themed B41 mod! Anyone is free to use any of these ideas for their own PZ mods! Also feel free to comment with your thoughts! The 3 main focuses would be: A race system. Werewolves. Vampires. Regarding the race system. Each race would have a buff, and a weakness. Not to mention their own player models. Possible races to start with: Catfolk. Omnivore. (Calico skin likely.) Dogfolk. Carnivore. Immune to werewolf-ism (Corgi skin likely.) Lizardkin. Carnivore. Immune to werewolf-ism (Leopard gecko skin likely.) Human. Omnivore. Susceptible to both werewolf-ism and vampirism Birdkin. Omnivore. Immune to werewolf-ism, but susceptible to vampirism (Eagle skin likely.) Rabbitfolk. Herbivore. Immune to vampirism Foxborn. Carnivore. Immune to vampirism ALL races, even vampires and werewolves, are susceptible to the zombie virus! To become a werewolf, one will have to make a wolfsbane soup out of alcohol, and wolfsbane (A new herb found by foraging). They can also infect others (When MP comes out!) by simply attacking them. (Configurable chance). There is no cure. No way to silence the inner beast. Only death can stop the wolfman's rampages. Werewolves would (hopefully) have their wolfman forms activate on full moons during a new full moon system? Where every X amount of days, defined in the options/custom sandbox menu, a full moon would occur. When in wolfman form, a werewolf cannot enter vehicles. Can only eat raw meat. Has buffed damage, takes reduced melee damage, and is more susceptible to bullets (Cuz 'Murica). Plus maybe count the claw attacks as short blade? When the wolfman form wears off, a werewolf will receive nausea, pain, and sometimes take minor damage for a short time. (Because 99% of werewolf transformations are portrayed to HURT!) Vampires on the other hand. Vampirism can be achieved by combining Garlic, Black Sage, and a bloodbag. Creating a "bowl of liquid death". Like the werewolves, this is a one-way trip. The only cure is the sweet embrace of death. Vampires would receive debuffs during the day. (Perhaps reduced carry weight/movement speed? Sickness as well.) But increased speed, the inconspicuous trait, and extra carry weight at night. The daytime debuffs would (Hopefully!) be able to be avoided by staying indoors. Vampires can only drink from bloodbags (a new medical item), or when Multiplayer comes out, other players. Vampires would have their player model's skin be a shade or two lighter, as if they were zombified.
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