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turbotutone got a reaction from kaizokuroof in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from KarenB88 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Decay in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Gustav in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Reblar in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from ThatUser in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from mads232 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from 956Texas in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from coleakeegan in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Dahugo in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Thuztor in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone got a reaction from Rathlord in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
ApCom [sP/MP]
Apocalypse Communications
code: TurboTuTone, artwork: Nasko
Features:
HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.
Look at the information section at the bottom of this post for more detailed info and usage,
it also showcases some of the awesome artwork Nasko made!
Make sure to send him some love when he posts in this thread
Thanks to:
Twiggy for testing, suggestions, support, streaming, awesomeness
Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
LogiHack, a fellow country man who helped out testing!
EnigmaGrey, testing and correcting my grammar error's
dko112, gameplay convenience suggestions
A special thanks to:
Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
[incase i forgot to mention someone, gimme a poke!]
Thanks twiggy and subscribers for testing the mod with a bunch of people!
A save of the stream can be found here:
Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
Twiggy @ twitch.tv
Twiggy's twitter
Download
Requires build 27 and a fresh world for the items to spawn in containers.
On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
Also works in single player but chat is limited to the lines produced by pressing 'q'.
Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
Apcom version 1.0
Up to date version can be downloaded here. (last update 13 june 2015)
Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!
Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
previous versions:
Public servers running ApCom mod:
Information
HAM Radios
This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
When receiving transmissions this device shows a animation.
This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
Walker Talkers
Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.
Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.
Note that when a device is unequipped or picked up it is turned off.
Walker Talker GUI
When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.
Insert a battery and it will display battery status:
When equiped as secondary, you can rightclick the inventory icon and turn the device on.
When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:
When the device recieves text it will also indicate it in the hud:
The hud will display different stages of battery life as such:
Finally when the battery is about to die, the item icon will start blinking a red led:
About chat behaviour
The mod follows a pair of rules to prevent spam and local duplication of text, they are:
Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
Interference
Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
Power consumption
Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
Cassette's
These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.
Tape Recorder
Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
The next line your character says will be recorded on the cassette.
Cassettes can record a maximum of 5 lines.
Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
Currently every 2 in game hours one line of the cassette is played.
Device tiers and properties:
The item properties below can be read as follows:
- broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.
HAM Radio:
broadcastrange: GLOBAL
voice detect range: 5
can hear range: 16
weight: 15
loot chance: very rare
zombie attraction: extremely high
battery consumption: extremely low
Tier1: Walker Talker Budget
standard
broadcastrange: 500m
voice detect range: 6
can hear range: 12
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
colored
broadcastrange: 1000m
voice detect range: 8
can hear range: 10
weight: 0.5
loot chance: high
zombie attraction: high
battery consumption: very high
army
broadcastrange: 1500m
voice detect range: 10
can hear range: 9
weight: 1.0
loot chance: normal
zombie attraction: high
battery consumption: very high
Tier 2: Walker Talker Standard
standard
broadcastrange: 2000m
voice detect range: 12
can hear range: 8
weight: 1.5
loot chance: medium
zombie attraction: medium
battery consumption: medium
silver
broadcastrange: 2500m
voice detect range: 14
can hear range: 5
weight: 2.0
loot chance: medium
zombie attraction: medium
battery consumption: medium
Tier 3: Walker Talker Black Edition
standard
broadcastrange: 3000m
voice detect range: 16
can hear range: 3
weight: 2.25
loot chance: low
zombie attraction: low
battery consumption: low
army
broadcastrange: 3500m
voice detect range: 18
can hear range: 2
weight: 2.5
loot chance: low
zombie attraction: low
battery consumption: low
Tier 4: Walker Talker Tactical
standard
broadcastrange: 4500m
voice detect range: 20
can hear range: 1
weight: 2.75
loot chance: rare
zombie attraction: very low
battery consumption: very low
army
broadcastrange: GLOBAL
voice detect range: 25
can hear range: 0
weight: 3.0
loot chance: very rare
zombie attraction: ZERO
battery consumption: very low
-
turbotutone reacted to tommysticks in Spiderman Skin Mod
Mod Created by Tommysticks This mod replaces some skin textures with custom ones. It only works with 3-D models enabled. Place the mod folder in the following directory: users > username > Zomboid > mods o When you start a new game, choose a male character and the furtherest right "Body Type" and "Hair Type" for Spiderman.o Choose the furthest left body type and furthest right hair type for Captain America.o Choose the 2nd body type from the left for Scorpion.o Choose the furthest left female body type for Spiffo.o You will only be able to see the custom skins in-game if your character is not wearing clothes. Enjoy! DOWNLOAD NOW I will accept requests for custom skins.
Keep in mind, it will only look good if the skin is a "body suit" like Spidey's.
-
turbotutone got a reaction from SpaceJunk in Erosion - Nature takes over
So maybe i lied a little when i said i wouldnt continue this version before mp, however i wasnt sure yet at the time if the fix would work. But, it seemed it did, and it seems the version is stable
To be clear: This is a SP only build that works with PZ build 26, MP is under construction still.
Many kuddos to the following people:
- RJ & Lemmy, for adding a event that was crucial to fixing that dreaded reload bug!
- EnigmaGrey, for helping me out with decompile/recompile of java.
- RoboMat, for allowing me to hack and slash parts from his lockpicking mod to quickly create the Sickle.
And ofcourse Sir Twiggy! for having the balls to live test the mod without it being properly tested
For those of you who missed out on, his last attempt of 100 days Erosion ended prematurly due to a big bug i failed to catch before releasing.
Check out his channel if you havent already:
http://www.twitch.tv/sirtwiggy/
Hes currently on a challenge to survive atleast a 100 days with Erosion mod enabled, Part II.
Download:
Erosion Alpha v0.2 [sP-ONLY][PZ BUILD 26]
* when activating the mod in the menu, make sure you restart your game once afterwards.
Changelog v0.2:
- Added, Thutzor sprites! Loads of winter stuff (roofs, snowed under vanilla objects), new bushes, more vines etc
- Added, small background for time controls (better visible with snow)
- Changed, a bunch of sprites (grass, small trees)
- Changed, a bunch of stuff in seasonal color code.
- Fixed, Erosion added trees can now be cut (with regular tools)
- Fixed, All grass, and erosion bushes can be cut with new item: Improv Sickle (see below for recipe)
- Fixed, the dreaded bug that firked up the world on reload.
- Fixed, bug that would reset the time to december on reload.
Possibly other things, but it seems i accidentally deleted my changelog file, if i remember more ill add later
Improv sicke recipe
Some screens @ full erosion:
P.s. will update main post asap, its a mess and outdated with infos.
-
turbotutone got a reaction from Austin in Erosion - Nature takes over
The idea
To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
What will the mod do?
Currently the planning is for Erosion to add the following effects to the game:
Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.
Textures by Thutzor
Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
build 27 version:
pz build 27 click here
Post 25 march 2014 steam update:
pz build 26B click here
Pre 25 march 2014 steam update:
pz build 26A click here
Download Erosion Alpha 0.1
Modding Erosion
Videos
Screenshots
Screenshots Archive
Outdated screenshots from the very first functional version:
-
turbotutone reacted to Connall in Buying & Running a Linux Project Zomboid Server
YOU DON'T NEED TO DO THIS ANYMORE YOU CAN RENT A READY TO GO SERVER. LIST HERE: http://theindiestone.com/forums/index.php/topic/9856-project-zomboid-server-hoster-sites/
AUTO-INSTALL SCRIPTS NOW AVAILABLE: http://theindiestone.com/forums/index.php/topic/7504-linux-server-auto-install-project-zomboid-scripts/
Hey there, so I’m writing this guide as an attempt to help people who might be setting up their servers on a Linux server (such as a VPS) yet are relatively new to the entire game of server hosting. I’m going to be pretty in depth in this tutorial, however I will gloss over a couple of sensitive subjects. I’ll point you in the right direction for everything.
Buying A Server
So first off if you don’t own a VPS, you’re going to want to buy one. You technically have two choices, a VPS or a proper dedicated server. However… eh… You won’t be buying the dedicated server. Trust me. Unless you have an insanely popular server, not only is it expensive it’s a bit overkill all considering.
There are plenty of places to get a VPS but there’s not a lot of places that allow game servers. This is the most important thing you must check before purchasing a VPS. While I know people usually don’t care about Terms & Conditions, you MUST read them. You can usually just CTRL + F “Game” or “Game Server” and you will swiftly find out whether they allow a game server or not. Rule of thumb for me usually is, the cheaper server providers usually don’t allow game servers since they draw too much resources. Don’t be fooled by pricepoint though, just because they are expensive doesn’t mean they allow game servers either. Your best bet will usually be buying from a provider that is specifically catered to gaming. I bought from NFOServers and I’m pretty happy with it so far, everybody has their preferences and different experiences, so just make sure to do the research.
Regarding system settings, bandwidth wise I got about 3TB to work with and from the projections I might break 1TB by the end of the month, but I really doubt it. From indications around the forums my guess is the bottleneck would come down to RAM as that seems to be dictating how many players are able to get in. So take that into account. As for CPU I’m not entirely sure right now as to what is best and what isn’t.
When ordering the server you’re going to want to make sure that there are linux OS’es available to install. This guide is geared towards those running a Debian (Wheezy) but the differences to this and Ubuntu should be minimal. Do not install Debian 6, the minimum if you install a Debian OS is Debian 7.
Base Server Setup
For the most part the provider should configure the OS and passwords and what not. So that shouldn’t be a problem. You’re provider will most likely provide a very random looking password for a user called “root”
Now something we should have probably covered earlier. You’re going to want to download a program called PuTTY
http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html
(Just download PuTTY, nothing else.)
This is the program we will use to access the terminal side of the server. This is basically the main way in which you will interact with the server. You can sometimes get an equivalent in the server providers control panel, however I believe it’s best to use this. Another handy little thing you might want to think about getting is FileZilla
https://filezilla-project.org/
IMPORTANT: DO NOT USE QUICKCONNECT WHEN USING FILEZILLA, GO THROUGH "Site Manager" AND CHOOSE SFTP RATHER THAN FTP FOR PROTOCOL. FAILURE TO FOLLOW THIS RULE WILL LEAD TO REFUSAL OF SERVER CONNECTION
This allows you to access the file side of your server which will be handy later on when we start mucking around with databases and server options. it’s an easy way to navigate the folders without using the terminal program.
Anyway, open up PuTTY and in “Host Name (or IP address)” put the server IP that should have been provided by the server provider. Leave the port as it is. Leave the connection type as what it’s set at (should be SSH) then click open. You can save the session if you don’t want to input this info all the time. Just name it in saved sessions and click save.
When you first connect it you’ll see “login as:” type “root” and hit enter. Next it will ask for the password, so provide the one that was provided for the server (not your control panel password) when typing it will look like you’re not entering anything, but I guarantee that you are typing something. You can paste the password as well by copying the password and just right clicking in PuTTY (CTRL + V isn’t set as paste, it’s right click by default. Have fun with that.) so now you should be in.
Now there are a couple things you're going to want to do if it’s your first VPS. Certain security features you might want to think about installing and what not. You can google “First VPS setup Debian” or something along that lines if you’re really interested. Strictly speaking you can skip this part, but it’s your call.
First thing you will want to type is these two:
apt-get install default-jdkapt-get install screenThe first is basically installing Java while the second one I will explain in due course.
Now we need to grab the Steam CMD so we can download the actual Project Zomboid software. It’s recommended that you run SteamCMD on a seperate user.
You should add a new user by doing:
adduser steamOnce that’s sorted we need to switch over to the new user. It should be noted anytime I refer to “steam” in the file directory context, then it means the user folder. If you decide to name the user something else the directories change also. Something to keep note of. “Steam” is not the same as “steam” in the directory context as well.
su - steamthis will switch the user from root, to steam.
We are going to create a steamcmd directory to keep things tidy.
mkdir steamcmdcd /home/steam/steamcmdNow we need to actually get the SteamCMD. To do this we run this command:
wget http://media.steampowered.com/installer/steamcmd_linux.tar.gzIt should eventually download and once it does we need to actually get the contents out of the folder. To do this we run
tar -xvzf steamcmd_linux.tar.gzIf you're running a 64 bit version of the OS then the code in the spoiler applies to you. Otherwise, ignore.
Now we got to run SteamCMD
To do this we can do:
cd /home/steam/steamcmdthen
./steamcmd.sh +login steamusername steampassword +force_install_dir directory/you/want/to/install/to* +app_update 108600" validate +exitWARNING
You can choose to opt your server onto the beta branch instead, after running the above command run this:
"app_update 108600 -beta iwillbackupmysave -betapassword iaccepttheconsequences" validate +exitKeep in mind that not all players will be using the beta branch so not everyone would be able to connect. The decision is of course yours.
For login you will get a steam guard e-mail as should be expected, unfortunately you need the game in order to get the server software, so trying to log in as anonymous for SteamCMD will not work.
*I can’t remember where I installed it to and whether I created the Steam folder or if SteamCMD did it itself. I personally installed it in /home/steam/ I think, but I honestly can’t quite remember.
This is where FileZilla comes in handy, as now what we want to do is navigate to the project zomboid folder which should be something like /Steam/SteamApps/common/ProjectZomboid. Check this folder, does it have projectzomboid.sh? Does it have the projectzomboid folder? Does it have only these two things? Then sigh. You don’t have all the files.
When you download the program you need to have the projectzomboid folder, projectzomboid-dedi-server.sh file and a projectzomboid.sh file. If you are missing the server file then you are missing one of the most important things. You’ll have to keep running the steamCMD command. Just keep running those until the file appears.
If running it a few times doesn't work, then you need to run steamcmd.sh, then each command preceeded by plus, so -
login steamusername steampasswordthen
force_install_dir directory/you/want/to/install/to*etc
We now need to make a Zomboid folder in the user home folder we’ll be running the server from. In this case for me it’s steam (but depending how you did it, it’ll vary.) So now we’ll do:
cd /home/steamThen
mkdir ZomboidThen
cd /home/steam/ZomboidThen
mkdir dbNow reconnect FileZilla and go download this empty db file: https://dl.dropboxus...553835/world.db
Whether or not you will whitelist the server it’s best to put the file in. You’ll now need to edit the projectzomboid-dedi-server.sh and set your RAM values. This is dependant on how much RAM your server has, I personally didn’t set them to use my complete server capacity, I did about half but the choice is up to you. (Kirrus: Don't set more than 80% of your VM's capacity.) Use FileZilla and double click on the file and it should open it up in an editor, find these two lines:
-Xms1024m \
-Xmx1024m \
And edit the values to your choosing. Save and close the file and it will prompt you for the root password of FileZilla so put it in and it will be updated.
Now something I specifically left for last, since I screwed it up. I guarantee you though this step is unmissable. We need one more thing and all you have to do is
wget http://kirrus.co.uk/stuff/pz/wheezy-glibc-sid.shbash wheezy-glibc-sid.shThis is only required for those who are running a Debian OS, Ubuntu (I am told) should be fine.
Nearly Home!
We’re almost there. So here’s what we got to do now.
cd /home/steam/Steam/SteamApps/common/ProjectZomboidthen
./projectzomboid-dedi-server.shIt will start the server. You celebrating yet? Don’t. We’re not quite done yet, do CTRL + C and it’ll shut down the server program. We can’t use the usual things like exit (yet - it’s on the todo list) so for now CTRL + C will close the server. So now we got to boot up fileZilla and navigate to the Zomboid folder we created. As long as everything went smoothly you should have a lot more files now. Go into the server folder and you should see a serverOptions.ini
It will contain:
PVP=true
PauseEmpty=true
GlobalChat=true
Open=true
Most should be self explanatory but if not, here we go.
PVP - Allow or don’t allow players to hurt/kill each other.
PauseEmpty - I’m not certain but I believe it basically suspends the server when there are no players around.
GlobalChat - Whether or not to allow the players to speak to all the players through the /all chat command.
Open - Whether it to be whitelisted or not. If you want the server to be whitelisted I would love to help, but at this point in time I have been unable to get whitelisting to work on the server.
Right. Do what you wish save, password then exit.
Now here’s where that Screen we talked about in the beginning comes in handy. You see if you start the server without it and just do what we did above but didn’t close the server you would find that in order to keep the PZ server running, you would need to keep the PuTTY terminal running. Which would mean you would need to keep your computer running, which would kind of defeat the purpose of having the VPS.
When back home type:
screenYou will be taken to a wall of text, just hit enter until the text goes away and your left with a blank screen except for your user
steam@server.co.uk thing.
Now what you do here is
cd /home/steam/Steam/SteamApps/common/ProjectZomboidThen
./projectzomboid-dedi-server.shThe server should start up and eventually be greeted with:
"*** SERVER STARTED ****". At the bottom.
You can now close PuTTY and play on your server.
If you ever need to get back to that screen, when you log back into root type:
screen -drand it should take you back to server screen. Don’t initiate multiple versions of the screen, otherwise you’re going to have a bit of a problem down the line.
Thanks for reading, that’s the bulk of the tutorial so now here’s some FAQ and handy tips.
Server Screen Controls:
CTRL + C - Closes the server.
FAQ
Q: “I get a missing file/folder error when I boot the server.”
A: “Usually means you didn’t put the “Zomboid” folder in the right place. Remember to create a “db” folder and put in the “world.db” file in there.
Q: “There appears to be some error regarding RakNet. What’s that about?”
A: It’s probably to do with kirrus’s script as linked above. Probably means you didn’t install it correctly.
Q: "I got a long confusing password, I think I'll change it..."
A: NO! Don't. Chances are the password given is incredibly secure, if you change it you could make the server more vulnerable. Personally I suggest just leaving it as default, at the very least your root password should remain unchanged.
Q: How do I upgrade the server when a patch is released
A: Shut down the gameserver (Ctrl-C), and then run the steam command.
A video version of the guide will follow later.
Thanks to Kirrus for double checking the info and giving pointers.
MAKE SURE CLIENT AND SERVER ARE RUNNING THE SAME PROJECT ZOMBOID BUILD IF YOU WISH TO CONNECT!
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turbotutone got a reaction from Suomiboi in Custom texture packs and tile definitions
Just converted all images for a mod to tilesheets, packed them and loaded...
Works like a charm and a great convenience for both spriter and coder when having to deal with lots of sprites.
Great work easyp!
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turbotutone got a reaction from Brannty in Radio Communication
Impossibruh! the system has smart detection. So if you stand near multiple machines viable for transmitting it will check frequency and transmitrange amongst other things. For each frequency the machine with the longest transmitrange is selected to do the actual transmission, eleminating spam problem.
As for the who's who, let me dispense how system works right now:
The game already assigns different random chat colors for each player normally. However what ive found is that for now it does this at random on each client and server. So first thing mod does is syncing the chatcolors of clients with that of server. Secondly it will save the chatcolors for a user on server, so in case of server reboot, death, reconnect etc you will remain having your own chatcolor unless the world resets totally.
The machine's simply transmit and display chatter with the appropiate chat color for the sender's voice (the color is saved inside the message packet).
Ive pondered about prefixing the chat automatically with names earlier on, but it didnt seem right... like Nasko mentioned if a person youve never met before transmits something over the waves it would be odd if youd knew their name right away
This way youd have to meet a person, get to learn how their voice "sounds" and then remember it like you would in real life. It may be possible for people to have colors that are almost the same by chance, but voices can sound the same too so. If it turns out to be problematic the system could always switch to assigning colors per table with preset distinctive colors i guess.
As for the things mentioned in other posts like people trying to take advantage of this system or trying to track down walkie talkie users, this could happen in real life The mod will try to simply supply the system as close as we can get it to real life mimic. How players use it will determine their success.
First rule imo should be: Never ever give away your location unless absolutly needed. Perhaps agree on codewords with mates for locations?
To prevent people listning in you could switch frequency every once in a while i guess via a pattern or based on code word.
Here's another little teaser thingy:
As you can see, in image 11 the walkie talkie receives a message from the tape broadcasting on the stationary radio. It displays that message in my players chatcolor, this isnt a default setting or such, chat colors for a particular voice are even recorded on the tapes!
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turbotutone reacted to EasyPickins in Custom texture packs and tile definitions
Custom .pack files
If you have custom map tiles, you will need to create a .pack file containing those tiles for the game to load. This can be done using the "Create .pack file..." command, found in the Tools menu in TileZed.
Place your tilesets into a directory, then click the + button to add that directory to the list.
The .pack file should be saved to your mod's media/texurepacks directory:
Zomboid/mods/MyMod/media/texturepacks/NAME.packAdd a line to your mod's mod.info file:
pack=NAMEYou can add one pack= line for each .pack file.
Custom .tiles files
Some tiles require special properties to be set, to handle rendering or collision for example. This can be done using the "Tile Properties (.tiles)" command in the Tools menu in TileZed.
Place your custom .tiles files in your mod's media/ directory:
Zomboid/mods/MyMod/media/NAME.tilesAdd a line to your mod's mod.info file:
tiledef=NAME NUMBERThe NUMBER is important, it controls the unique ID numbers assigned to every sprite.
NUMBER can be from 100 up to about 8000. The game reserves all numbers under 100 for itself. All .tiles files loaded by the game and every active mod must have a unique NUMBER. Don't use the same NUMBER as another mod, if that mod might be active at the same time as yours. Once you choose a number for your .tiles file, do not change it, otherwise it will break savefiles using your custom sprites. This is because the savefile records the ID number for each sprite. Don't remove a tileset from your .tiles file and then add it again. Doing so will change the sprite IDs assigned to tiles in that tileset. If you look at the game's newtiledefinitions.tiles file in the editor, you will see that there is a number next to each tileset name, and a unique "gid" in the tooltip for each tile. Those numbers must remain the same if you edit the .tiles file.
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turbotutone reacted to RobertJohnson in RELEASED: Build 27
Updated post :
[NEW STUFF]
Public server list, info here : http://theindiestone.com/forums/index.php/topic/8768-how-to-public-server/ If you don't have the required mod to login a server, the name and url (if present) of the mods will be displayed. Little UI Change on Mods Selector (easier to use, added a "Get mods !" button that link to the modding sub forum). -
turbotutone got a reaction from daorkboypl in Erosion - Nature takes over
The idea
To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
What will the mod do?
Currently the planning is for Erosion to add the following effects to the game:
Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.
Textures by Thutzor
Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
build 27 version:
pz build 27 click here
Post 25 march 2014 steam update:
pz build 26B click here
Pre 25 march 2014 steam update:
pz build 26A click here
Download Erosion Alpha 0.1
Modding Erosion
Videos
Screenshots
Screenshots Archive
Outdated screenshots from the very first functional version:
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turbotutone got a reaction from SpaceJunk in Erosion - Nature takes over
The idea
To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
What will the mod do?
Currently the planning is for Erosion to add the following effects to the game:
Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.
Textures by Thutzor
Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
build 27 version:
pz build 27 click here
Post 25 march 2014 steam update:
pz build 26B click here
Pre 25 march 2014 steam update:
pz build 26A click here
Download Erosion Alpha 0.1
Modding Erosion
Videos
Screenshots
Screenshots Archive
Outdated screenshots from the very first functional version:
-
turbotutone got a reaction from Suomiboi in Radio Communication
Impossibruh! the system has smart detection. So if you stand near multiple machines viable for transmitting it will check frequency and transmitrange amongst other things. For each frequency the machine with the longest transmitrange is selected to do the actual transmission, eleminating spam problem.
As for the who's who, let me dispense how system works right now:
The game already assigns different random chat colors for each player normally. However what ive found is that for now it does this at random on each client and server. So first thing mod does is syncing the chatcolors of clients with that of server. Secondly it will save the chatcolors for a user on server, so in case of server reboot, death, reconnect etc you will remain having your own chatcolor unless the world resets totally.
The machine's simply transmit and display chatter with the appropiate chat color for the sender's voice (the color is saved inside the message packet).
Ive pondered about prefixing the chat automatically with names earlier on, but it didnt seem right... like Nasko mentioned if a person youve never met before transmits something over the waves it would be odd if youd knew their name right away
This way youd have to meet a person, get to learn how their voice "sounds" and then remember it like you would in real life. It may be possible for people to have colors that are almost the same by chance, but voices can sound the same too so. If it turns out to be problematic the system could always switch to assigning colors per table with preset distinctive colors i guess.
As for the things mentioned in other posts like people trying to take advantage of this system or trying to track down walkie talkie users, this could happen in real life The mod will try to simply supply the system as close as we can get it to real life mimic. How players use it will determine their success.
First rule imo should be: Never ever give away your location unless absolutly needed. Perhaps agree on codewords with mates for locations?
To prevent people listning in you could switch frequency every once in a while i guess via a pattern or based on code word.
Here's another little teaser thingy:
As you can see, in image 11 the walkie talkie receives a message from the tape broadcasting on the stationary radio. It displays that message in my players chatcolor, this isnt a default setting or such, chat colors for a particular voice are even recorded on the tapes!
-
turbotutone got a reaction from EnigmaGrey in Erosion - Nature takes over
The idea
To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
What will the mod do?
Currently the planning is for Erosion to add the following effects to the game:
Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.
Textures by Thutzor
Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
build 27 version:
pz build 27 click here
Post 25 march 2014 steam update:
pz build 26B click here
Pre 25 march 2014 steam update:
pz build 26A click here
Download Erosion Alpha 0.1
Modding Erosion
Videos
Screenshots
Screenshots Archive
Outdated screenshots from the very first functional version: