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frootloopers

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  1. I thought it might've already been known. But the zombies still for some reason get stuck when all possible paths to a target have at least two thumpable obstacles in the way. I couldn't find that bug reported anywhere. Does any one know about the pathfinder in Zomboid? Im planning to make a java mod that will fix this bug temporarily since I like to play with horde night and this exploit is easy to accidentally abuse
  2. Using Pathfind.PathToMouse.Enable + Pathfind.PathToMouse.AllowThump. For some reason the pathfinder thinks it can go through the invincible wall when a thumpable is beside it
  3. https://drive.google.com/file/d/1anLTEOG3kyERFYbvrnP1VxujVyUJluZM/view?usp=sharing When all possible paths to a target have at least two thumpable obstacles in the way, zombies will begin trying to run through walls with a thumpable behind them, getting stuck. In general, having more than one thumpable between the zombie and player appears to introduce bugginess in pathfinding. - Version: 41.78.16 - Occurs in SP and MP - N/A - Custom buildables, weapons mod; occurs with no mods as well - Occurs on a new save - Reproduction steps: 1. Go into the game with apocalypse settings 2. Hole yourself up and put at least two tiles of thumpables between you and any zombies outside 3. Put a thumpable behind a non-thumpable wall 4. Spawn zombies outside 5. Zombies will behind to pile on the indestructable wall with the thumpable behind it.
  4. Hey everyone. I'm trying to apply the accelerator through a lua script, but when I do cc = vehicle:getController() cc:accelerator(true) It errors out because cc is apparently not a table, when in the lua docs it says getController will yield a CarController. I have confirmed this as well. Does anyone have experience manipulating the CarController?
  5. It's difficult to replicate these conditions in purely vanilla circumstances, but zombies that get killed offscreen by other survivors (using just the the superb survivors mod) seem to lose all of their information (clothing, inventory, appearance) and are just naked with random generic corpse loot. I suspect this could also occur with fire spread and explosives. There does not seem to be anything in the mod about survivors looting corpses for loot or clothes to rip into bandages despite speculation, and it seems to be a problem of the game not loading the info of the zombie into the game when it has become a corpse before it could be rendered as a zombie. Edit: So it seems that player zombies are an exception, since I've just discovered one of my player corpses for the first time in a lot of playthroughs, but its still weird to see a lot of naked dead zombies.
  6. I've been trying to fix the Poncho and Vest masking issue that's been around for a while. However, I am stuck on what exactly m_Masks and would like to know exactly what the numbers mean. For example, the hunting and bulletproof vests all have a m_Masks tag with value 12.
  7. Editing an existing animation is very finicky. The animations are .x files which means you can't use any of the popular versions of blender to do it. I had to use fragMotion (it's free but it makes u recite the bible to use it), and my experience with it was not that great. The bones for the items in your hand are not attached to them, so its time consuming to make the weapons move with the arms, as it seems theres no equivalent to the 'Child Of' constraint in Blender. I also attempted to import the .x files into fragMotion and then export it in an intermediate format so u could import it into blender, but the bones were not properly setup when I attempted to use milkshape3d as the intermediate format, and there seemed to be no other options, so I gave up and endured putting a bit more work into working with fragMotion. If anyone else has more experience with fragMotion or .x files and would like to correct me, please do, as I'd like to know if theres a better way.
  8. I've been testing stuff out related to attachments in debug mode, but having to repeatedly quit and continue to see the effects is time-consuming. Textures are worse because I've gotta close the game as well. Is there a better way? I know you can just reload lua files and models auto-update when the file is updated, but I cant find a way to do the same with .txt files and textures.
  9. Please fix the clothing runspeedmodifier field before B42. Unfortunately it still doesn't work. There's some cool mods out there that introduce clothes that speed the player up but they're useless at the moment since run speed increases and decreases both don't work.
  10. I've been playing with the Driving Skill mod and Braven's Auto Engineering mod while at the same time trying to develop my own mod that allows a player to upgrade features of a car's engine. Recently, I noticed that doing: >vehicle:setEngineFeature( vehicle:getEngineQuality(), vehicle:getEngineLoudness(), vehicle:getEnginePower() ) then doing >print(vehicle:getEngineLoudness()) will result in a loudness value that is approximately the original / 2.8 This also happens with the Driving Skill mod. You can tell without debug by inspecting the vehicle engine, getting in the car, and driving. The loudness will fall sharply even with level one driving. Does anyone understand why this happens, or where this 2.8 modifier comes from, or if its some sort of bug? I've also noticed that in Vehicles.lua in the original game files, they multiply engine loudness by (SandboxVars.ZombieAttractionMultiplier or 1) before calling setEngineFeature, but adding this to my own code or the Driving Skill mod's code doesn't make the loudness value equal the original. I've also double checked in vanilla and the engine loudness does not appear to randomly decrease.
  11. Not sure if this is a bug, but it doesnt really make sense: stitches arent vulnerable to infection either. In fact, stitching wounds removes infection (stitched then removed stitch). Tested with the same methods.
  12. - Using V 41.77.9. - Single and Multiplayer - Host - No Mods - Occurs on New Saves - Reproduction Steps: Tested in debug by adding laceration then wound infection. No wound infection appears. Same thing with a bandaged and without a bandaged wound. Also tested by standing still for a few hours with a dirty and bloody laceration from zombie with dirty bandage, but no infection occurred. Just to clarify, this is not talking about zombie infection, but normal wound infection.
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