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ToastedFishSandwich

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Everything posted by ToastedFishSandwich

  1. They can't add mechs until they've added dragons, otherwise it would be op.
  2. Okay, didn't feel like making another thread but how the hell does one generate random numbers? This: require "math"x = math.random()print(x);crashes my game as does any other use of the function. It isn't the math function itself because the debug window thing tells me that it's on line 2. What gives?
  3. The problem is that the NPCs would just kill it straight away or the devs would have to make them completely defenceless.
  4. Well the weapons do have those kinds of stats, but they aren't visible in the tool-tips. For example, the baseball bat has more range than the knife. There won't be any tough zombies or special player abilities outside of mods though, the devs want the game to be somewhat realistic and to follow Romero lore.
  5. Adding police would just be even more work. They've have more time eventually, sure, but I can't really see this being added for at least a decade or two officially. The idea comes up a lot though, so perhaps a mod could come about?
  6. Because it would be a lot of work, and players could just horde massive amounts of supplies with no zombies to stop them. It would also require a lot of changes to be made to the NPC's AI.
  7. Guys. You can build walls. If you can build walls you can build tree stumps (in the world).
  8. How do you place sheet ropes? I haven't been able to do it since they added context menus.
  9. Yep, handling multiple zombies, and killing a zombie with fire permanently kills it. The new question is about sandbox options, namely how to add a new one so that rather than having to download a bunch of different mods and fiddle about with the modloader every time they want to change something, people can just choose the relevant option in the sandbox menu. I've looked around in the lua files but all I can find is hundreds of files called IsUI, none of which seemed very relevant.
  10. I agree that there should be a grey tint. Not completely black but definitely something. Perhaps it could even change colour when you're in pain, just to portray that feeling a little more prominently since pain is more noticeable than, say, being peckish or bored yet is treated exactly the same by the moodle system.
  11. What's not forceFakeDead? I'm guessing it makes them lie down until they notice the player, right? That sounds really awesome. Right, I looked at the Javadocs and found two variables. fake dead and force fake dead. What's the difference? It makes them into crawlers.
  12. I don't know. I'm sure I heard that they were though. I guess I was mistaken. Also everything works now so I have a new question, should I ask in this thread or make a new one. It's still about the mod, but a completely separate part of it.
  13. Pretty much this. You can run past a few zombies without trouble (though they may well start following you) but once your path is blocked by a horde, you can't expect to charge head-on into them. By default individual zombies should be utterly stupid but make up for it with their huge numbers.
  14. As long as the co-ordinates are in the currently loaded cell, it will work fine.... Otherwise you will need to create a virtual zombie And how would one create a virtual zombie?
  15. I think it may just have been the timer. Even 1000 is quite a long wait when you're eager to see if it works. 10000 must be at least a few minutes. Also, it is while loops we aren't allowed to use right? And for loops are fine?
  16. Quoting for visibility. Done! Unfortunately the way it works for now is rather hacky and might crash the game. I haven't tested it yet and I'm still working on a better way. Ignore, I don't think that this will work. I am almost done with delaying the spawning though. Should I include that in the main download or offer it as an alternative? Delay is finished.
  17. I don't really like the idea of giving them more intelligence. If it were added in some form I'd rather it be in the sandbox options but really it'd be better as a mod since it could take quite a bit of work on the devs' part which they could spend working on other features.
  18. I'll try to make a new version just for you then. It shouldn't be too hard. It was surprisingly hard. I'll keep at it though.
  19. I will test now! They definitely do. That was completely terrifying. I killed a zombie with a kitchen knife, then when the new ones spawned they instantly started attacking me so I spammed the kitchen knife insta-kill attack which created a small horde in seconds. I'm not sure that playing this mod with running zombies would even be possible without finding a firearm in the starting house.
  20. Nope, during testing I killed a zombie to see if the mod was working. I then killed the next lot of zombies. By the time my hammer broke I had amassed a sizeable horde. It's impossible to reduce the number of zombies at the moment (though I might upload an alternate version where fire perma-kills them.
  21. As of right now the zombies are spawned right where you killed the zombie instantly but I'm working towards the possibility of a 10-30 second delay and a random, locational, offset could be included too, I'm not certain if they're fresh or rotten but I'd assume they'd be fresh. The looting issue is something that didn't even occur to me but now you've mentioned it I might just have to change it up a bit. Although the amount of zombies you'd have to kill to get anything useful would go on to create a massive horde which you obviously then wouldn't be able remove. I'm glad there is some interest and I'd love to see some kind of challenge run.
  22. Hi all. I've made a mod in which killing a zombie spawns two zombies nearby after a short delay unless the original zombie was on fire. There will soon be options for whether fire should stop them respawning, the delay before the new zombies are spawned and the distance they should spawn at. My hope is that this could lead to some interesting gameplay by forcing you to think about whether it's worth killing one zombie now only to have to deal with more in a few seconds. If you have any suggestions or feedback then please do voice them so that I can improve the mod. This works on the latest IWBUMS (as of the 20th of June 2017). To install all one must do is put the zip into their Username/Zomboid/mods/ folder, right-click it and select "Extract All" in the drop-down menu. Download (Full Package) Other versions returning soon... Download (Kill it with Fire {No positional change}) Download (Delay Only {No position change} [No Fire]) Download (No Delay {Or positional change} [Or Fire]) Download (Build 23)
  23. Horay! It works now! Also, why don't mods work on build 25? Also, also What's wrong with this? I've tried to implement that counter thing but it's just not working at all.
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