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RoboMat

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Everything posted by RoboMat

  1. I haven't been actively modding the game for quite some time now and with all the changes the game has undergone since the release of the mod it would probably need to be rewritten from scratch. So I'm afraid I won't update it in the near future. But of course if somebody wants to pick up the development of this mod they are free to do so.
  2. Past me probably meant "Soon" in dragon years... maybe.
  3. In one of my old mods it was a feature though there were some engine limitations back then which caused the gameworld to stop updating while you were passed out. So zombies didn't attack your character while he was asleep. Personally I'd love to see this in the current game.
  4. RoboMat

    New UI window

    require('ISUI/ISPanel'); require('ISUI/ISRichTextPanel'); require('ISUI/ISCollapsableWindow'); UIStoryPanel = {}; function UIStoryPanel.new(title, text) title = title or 'test' text = text or 'Bacon ipsum dolor amet strip steak drumstick shankle jerky frankfurter short loin sausage. Short loin hamburger landjaeger turducken. Pork belly bresaola pork drumstick picanha. Rump capicola pork chop ball tip pork loin.' local self = {}; self.tut = ISRichTextPanel:new(0, 0, 500, 500); self.tut:initialise(); self.tut:setAnchorBottom(true); self.tut:setAnchorRight(true); self.moreinfo = self.tut:wrapInCollapsableWindow(); self.moreinfo:setX((getCore():getScreenWidth() * 0.5) - (self.tut.width * 0.5)); self.moreinfo:setY((getCore():getScreenHeight() * 0.5) - (self.tut.height * 0.5)); self.moreinfo:setTitle(title); self.moreinfo:addToUIManager(); self.tut:setWidth(self.moreinfo:getWidth()); self.tut:setHeight(self.moreinfo:getHeight() - 16); self.tut:setY(16); self.tut.autosetheight = false; self.tut.clip = true; self.tut:addScrollBars(); self.tut.textDirty = true; self.tut.text = text; self.tut:paginate(); return self; end This is from an old mod of mine and *should* create a simple text window.
  5. RoboMat

    35-Alive

    I don't know what you speak of!
  6. I meant if you looked at the actual IsoPlayer.class / .java file? You can use JD-gui to look at it. Your problem is the update() method: this.TimeRightPressed += 1; } else { this.TimeRightPressed = 0; } if (this.bNewControls) { if (!this.isCharging) { this.isCharging = (((Mouse.isButtonDownUICheck(1)) && (this.TimeRightPressed >= 8)) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim")))); } else { this.isCharging = ((Mouse.isButtonDown(1)) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim")))); } } else if (!this.isCharging) { this.isCharging = ((Mouse.isButtonDownUICheck(0)) && ((this.TimeLeftPressed >= 13) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim"))))); } else { this.isCharging = ((Mouse.isButtonDown(0)) && ((this.TimeLeftPressed >= 13) || (GameKeyboard.isKeyDown(Core.getInstance().getKey("Aim"))))); } this.bRunning = ((!PZConsole.instance.isVisible()) && (GameKeyboard.isKeyDown(Core.getInstance().getKey("Run"))) && (!this.bSneaking)); } this.Waiting = false; Looks like the controls are actually hardcoded into the player class. Haven't found anything that could disable it... so my guess is you can't fix it without touching the java side.
  7. Hm ... totally forgot about splitscreen. Did you take a look at the IsoPlayer class itself yet?
  8. Please avoid the off-topic next time. The NPC affair has been discussed time after time so there is no need to derail this topic which is actually about getting modding help @nolanri: I suspect the code for getting the player to move is hardcoded into the actual IsoPlayer class (I don't have the time to check this right now, so don't take my word for granted). If this is the case, then it probably isn't easy to fix without some major refactoring to the whole system. I can't think of any way to fix this on the Lua side. You might be able to write your own NPC class by extending the IsoPlayer class and removing the input related code in there (by overriding the parent methods)... No idea how that would work in reality though. Anyway I hope you are able to fix this.
  9. RoboMat

    Discord Channel

    If you want to discuss modding related topics join our Discord channel! https://discord.gg/7C5uA4z May the Spiffo be with you!
  10. RoboMat

    Discord Channel

    If you want to discuss modding related topics join our Discord channel! https://discord.gg/7C5uA4z May the Spiffo be with you!
  11. I like the idea. P.S.: I deleted your other topic Next time, you can just "report" your own thread and we can move it to the right place.
  12. Too late tommy san. Wax on, wax off, wax on ...
  13. It doesn't "destroy" the item. It just removes it from the inventory it is located in. Of course, if you don't have any reference to it (aka stored it in a variable in your code somewhere) it'll be lost. It's been quite some time since I worked with the inventory code so unfortunately, I can't give you more information than the code above.
  14. You could probably just create a TimedAction with 0 execution time. On the other hand you can just write a function to directly transfer the items. Maybe this helps.
  15. Definitely a game with Spiffo as the main character. Maybe something like Styx just more on the cute side.
  16. For the hive of mine I gaunt find my watch ... I'm bad at this
  17. Hive mind ... Hive mind ... Hive mind ... Hive mind ... Hive mind ... Hive mind ...
  18. Moved out of the WIP section. Great work!
  19. Lua doesn't use && like java ... you have to use and local player = getPlayer(); local px = getPlayer():getX(); local py = getPlayer():getY(); if (px == 10994 and py == 9647) then player:Say("here i am"); end
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