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turbotutone reacted to ModdedTibby in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
better yet how do i active them on the server? in the .ini file
mod=ApCom, LuaNet ?
im at a loss and wanna try it
server.ini file needs to have this added. Figured it out!
EDIT: Mods=turbo-apcom
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turbotutone reacted to Aoide in Crochet Spiffo!
I decided having an in-game spiffo plushie wasn't enough, so I made up a pattern to make an irl crochet one. I'm considering making a second one to mail to the devs, any thoughts?
Also if anyone else's into crochet (not sure if there are many in this crowd lol) I could send pics of my pattern, however it's handwritten and kinda rough so it might be a tad hard to figure out
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turbotutone got a reaction from ORMtnMan in Still having problems with context menus
Eya, you want to add stuff to the inventory context menu right?
Works almost the same as worldcontext but uses a different event, you'll need something like this:
MyCustomMenu = {}MyCustomMenu.createMenu = function(player, context, items) -- main function that gets called when the OnFillInventoryObjectContextMenu event is triggered.endMyCustomMenu.someOtherFunction = function()endEvents.OnFillInventoryObjectContextMenu.Add(MyCustomMenu.createMenu); -- add main function to event -
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
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turbotutone got a reaction from Dr_Cox1911 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Updated post with download for a fixed version courtesy of Dr_Cox1911!
It appeared there were two fixes about, one by Dr_Cox and one by ThatUser. The one by Dr_Cox turned out to be more convenient tho as no extra file copying is required. Thanks both for sharing the fixes
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turbotutone reacted to MonaBabii in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
This mod sounds amazing No pun intended though!
I don't want to install it on my single player game, mainly because I wouldn't want to start over so soon or reset it, but also because the single player option is rather limited.
However I've set up a personal server for a friend of mine and I to play in as in co-op, and after reading the OP I don't even want to give it a second thought... I want this mod to replace global chat lol. It sounds excellent!
Question though...: Can anyone confirm if the mod works correctly on version 30.12 of P.Z.?
Thanks a ton in advance, and again major kudos for the great unique mod Cannot wait either to see it in the main game \o/
Cheers!
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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
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turbotutone got a reaction from Kitt Frostpaws in The Indie Stone Community Secret Santa
Thank you secret santa! Looking forward to try the game soon
Also, thanks Connall and crew for organising this fun event!
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turbotutone got a reaction from Painkins in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)
If i had more time on my hands i would have given it a shot, but atm im a tad bit preoccupied so sadly i must decline
Perhaps some time later if its still not picked up by anyone at that time.
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turbotutone got a reaction from Wasteland in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Definatly! ive sent you a PM.
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turbotutone reacted to ThatUser in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
No problem, glad to contribute!
Also, that may or may not thing sounds intriguing...
I agree man. It would make the game way more immersive.
Well, it didn't seem to work for either me or my friend on multiplayer, although single player seemed fine. I hosted a brand new server and both of us had the mod installed the normal way, i.e users/zomboid/mods and it didn't seem to work for us. So we ended up going this route of putting the files over to /media and its corresponding folders inside the main directory and things changed.
Perhaps we slipped in some of the testing and it was fine? We tested quite a bit though and only this fixed things for us...the installer also sends the files over the users/zomboid/mods since we thought it would be safe to have it there too.
At any rate, the installer is an easy thing to use and you dont have to go through all the jumping through folders anymore.
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turbotutone reacted to Batsphinx in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
*INTRIGUING MUSIC PLAYS*
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turbotutone reacted to Dr_Cox1911 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Hey ThatUser! Could you explain to me why you have to move all the ApCom-files to the main game dir? ApCom still works fine for me with Build 29.3 and for Build 30.9 I altered the item spawn a little bit (the ZomboidGlobals/SandboxVars have changed, so the lootspawn from ApCom was bugged).
Is it OK if I upload the changed version here? Need some testers to see if I didn´t fu**ed something up. -
turbotutone reacted to Reblar in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Like erosion, this would be an absolute awesome mod to put in the actual game. Would be much better than the global OOC crap we have now.
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turbotutone got a reaction from ThatUser in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
That's awesome! thanks for posting it here, ill drop you a pm about possibly updating the main post with it.
Also, seems ive neglected this thread a bit (sorry Dr.Cox and dko )
So a little update on the status of the mod, it will likely receive no updates in the near future, however it may or may not reappear in one form or another.
-
turbotutone got a reaction from Dr_Cox1911 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
That's awesome! thanks for posting it here, ill drop you a pm about possibly updating the main post with it.
Also, seems ive neglected this thread a bit (sorry Dr.Cox and dko )
So a little update on the status of the mod, it will likely receive no updates in the near future, however it may or may not reappear in one form or another.
-
turbotutone got a reaction from syfy in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
That's awesome! thanks for posting it here, ill drop you a pm about possibly updating the main post with it.
Also, seems ive neglected this thread a bit (sorry Dr.Cox and dko )
So a little update on the status of the mod, it will likely receive no updates in the near future, however it may or may not reappear in one form or another.
-
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
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turbotutone got a reaction from Rathlord in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
That's awesome! thanks for posting it here, ill drop you a pm about possibly updating the main post with it.
Also, seems ive neglected this thread a bit (sorry Dr.Cox and dko )
So a little update on the status of the mod, it will likely receive no updates in the near future, however it may or may not reappear in one form or another.
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turbotutone reacted to Wasteland in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
This mod needs an update and some additions too
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turbotutone reacted to Dr_Cox1911 in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Got it working! Looks like the HAM-Radio doesn´t work right of the bat when spawned in inventory as an admin. After dropping the HAM-radio and picking it up with a normal player I can place it when equipped as secondary.
So the mod works flawlessly with Build 29.3 so far.
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turbotutone reacted to ThatUser in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Hello there! A friend and I have been working on an installer for the mod so that the installation process is as easy as possible and with no complicated steps, in order to make a smooth install for anyone interested in our server. Another reason for the installer is that the mod needed some slight modification to make multiplayer work with build 29.4, in terms of where certain files go to certain folders. Its all smooth sailing from now on! Anyways, here is the link for the installer: https://www.dropbox.com/s/s1lin9q9rd927bj/ApCom%20-%20Radio%20Mod%20Installer.rar?dl=0 These are the simple steps in order to install the mod: 1) Make sure that Project Zomboid is closed.2) Double click on "Install ApCom - Radio Mod". Don't worry, no viruses at all. We promise. 3)Run Project Zomboid. Once on the menu, close the game, then start the game up again. 4)Enjoy! Its as simple as that! Be aware that when you wish to play in other servers that do not use the ApCom radio mod, you will need to run the uninstaller, which is of course included in the link up there. Use the installer/uninstaller as you wish and if you are interested in our server then take a look at our server topic on the forum: [Roleplaying][ApCom Radio Mod] [Co-op/PVP] Days of the Dead [build 29.4]
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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
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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:
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turbotutone reacted to Viceroy in Viceroy's Lots and Cells
Viceroy's Lots and Cells.
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Hello there strangers and regulars alike! Here I shall post my lots and cells as I make them or find time to release them. I reserve the right to remove lots after uploading should I deem them improper due to user feedback or as the map of PZ changes and I need to relocate them. But hopefully I'll be able to do that without too much trouble in the future so hooray for the future!
Also, all my works are made with Erosion in mind, they are thus unaged and undamaged by default. If you want to break a window feel free to do so!
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Cells
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These are packaged cells that overwrite a base game cell. You install them just like you would a mod. Hopefull all works well and as intended. If not, PM me or post down below!
Cooper's Peanut Packaging Plant
Coordinates.
This is a peanut packaging plant that is added to Dixie, it is positioned on the railroad located proximally to the South. Not a major feat of engineering, but hey, adds another creepy place near to Dixies.
Viceroy's Asylum
Coordinates.
This is my asylum, same one that is featured in RingoD123's map. Although this is a stand-alone and with the yard done by me, with the particular feel I had imagined for it. Fence might bee too OP, let me know.
TO INSTALL:
1. Click title of the cell you want.
2. Download *.zip.
3. place exctacted folder into your mods folder.
4. Activate mod in modloader.
5. Start a new world.
Feel free to chew on my ears, comment and change the world!
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Lots
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[reserved]