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ToastedFishSandwich

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Everything posted by ToastedFishSandwich

  1. function duplicateFunction(this) X = this:getx(); Y = this:gety(); Z = this:getz(); ZeD = getVirtualZombieManager():createRealZombieNow(X, Y, Z);endEvents.OnZombieDead.Add(duplicateFunction);Any idea why this doesn't work?
  2. Thanks! This is what I have now, is it along the right sort of lines? function duplicateFunction(zombie) X = zombie:getX(); Y = zombie:getY(); Z = zombie:getZ(); zed1 = getVirtualZombieManager():createRealZombieNow(X, Y, Z); zed2 = getVirtualZombieManager():createRealZombieNow(X, Y, Z);endEvents.OnZombieDead.Add(duplicateFunction);New question, if that's okay, how could I add a random delay as in you kill the zombie, the game continues as normal for between 10 and 30 seconds and then the zombies spawn? Is there some kind of delay function and random function, do I use random function from Lua or from Java? Edit: I just realised that the spawn a zombie thing was on the front page. I'm going to assume that it was there the whole time and I'm a complete idiot. Hur dur.
  3. Hi all. I've just started making a mod in which killing a zombie will spawn two zombies. Unfortunately I don't know how to spawn even a single zombie. So far literally all I've got is: function duplicateFunction(player,item) zombie.scripting.commands.World.SpawnZombie(); zombie.scripting.commands.World.SpawnZombie(); end Events.OnZombieDead.Add(duplicateFunction); Edit: I was searching through the JavaDocs and I found the bold parts, are they right? How do I tell the game where to put them? I've got pretty much no prior knowledge of modding or, indeed, lua so please don't overcomplicate things. I basically just need some kind of function to spawn a zombie and I guess I'll need to find the position of the original re-dead'd zombie. Halp pls.
  4. Luckily for you much of this is planned. Not finishing moves though, you can do a slightly stealthy chin stab with knives though.
  5. They could do it a la Rust, where you sleep when you log off. That seems to work pretty well from what I've seen.
  6. Bicycles are planned, probably not skateboards though. Horses might appear at some stage.
  7. I love these ideas, especially the attribute points one.
  8. I would like this, it would add a lot to Last Stand since the whole point is to chop 'til you drop. Offtopic I like this guy.
  9. Whilst I feel it would be annoying, if somebody could create a simple, little test mod and let a portion of the community try it out then maybe I could change my mind. I just don't like the idea of having my control taken away in a game like this one.
  10. I've got to admit that I agree with OP. However, it is probably too late at this point.
  11. Spit it out? Hell no! Surely one would simply begin to chew quicker?
  12. I think sock-bottle silencers would be a great anti-suggestion though.
  13. Better for a mod I think, but a fine mod it would be.
  14. I think it may be that there are lots of gunshots you can't hear, so when you can hear them it seems like there are lots right next to your house.
  15. The animation work is actually done, there just isn't any point in including it right now. It will probably arrive at the same time as NPCs so when they're hanging around the safehouse they aren't standing there staring at walls.
  16. Hasn't been discussed before, no.
  17. Police officers might be more likely to spawn in or near a police station, and they will often "good" but the apocalypse changes people, so I'm sure some of them would just go crazy and start shooting people.
  18. Yes, this and allowing more room for error when clicking on items, I would rather have a nice big hitbox than a per-pixel alpha thingy thing.
  19. Sorry to be a bother but, unfortunately, the game still isn't working for me.
  20. I have never heard of it, at all, and I am a citizen of the United Kingdom. It sounds weird.
  21. I deleted every single file, double-checked I was in the beta and re-installed. Still nothing.
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