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RoboMat

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Everything posted by RoboMat

  1. This would require an InventoryContextMenu option. The mod should then iterate over all items in the same container as the bag, ignoring the bag itself and any items that are equipped on the player. It should then transfer each item into the bag until the bag is full. There shouldn't be any time bonus for using this method, so the default TimedAction can be used for the transfer. Will see if I can get this done today.
  2. Pushed another small update ### Version 1.4.0- Added a world context menu for unpacking items on the floor
  3. Ah, I see. That's a .rar archive. It's like a .zip file.
  4. Pushed Version 1.3.0 ### Version 1.3.0- Duration of the TimeAction is now dependent on the amount of items in the bag- Bags can now be partially emptied if the target container is too small to hold all the items (Closes #4)- Fixed #2: Items are now placed on the bag's IsoSquare
  5. Yes that's by design. If I'd allow people to unpack items into containers with insufficient capacity it would be an exploit, since you could fill a bag way over its originally intended maximum. A possible "fix" would be to only allow parts of the bag until the container is full. This way you could empty a huge bag over multiple containers.
  6. Just tested it to be sure and it works as expected: (Although I noticed that the items are currently placed at the player's position. Will push a fix today).
  7. You can use this to add a new key binding, but you'll have to dig through the source files yourself to find where the aiming code is located. I'd probably start with the Character classes. You can use JD-GUI to easily search through the source and look for keywords. A warning though: If the aiming code is handled on the Java and not on the Lua side, it will be hard(er) to mod it, because you'll have to decompile, mod and recompile the necessary files (and the mod will constantly break with new versions of PZ). No need to be sorry, after all that's what the Help forum is for
  8. It should. When the bag is on the floor it comes up in the world inventory window and you should be getting the "Unpack xy items" option when you right click on it.
  9. Yes, should be do-able.
  10. Can you give us the download link please?
  11. PZ KeyInjector An example of how to add custom keybindings to Project Zomboid. To add custom keys for your own mod you will need to modify the constants CUSTOM_SECTION and CUSTOM_KEYS in KeyInjector.lua -- The custom section which will be used as a separator in the options.local CUSTOM_SECTION = 'RMTESTMOD';-- The keys we want to register at the beginning of the game.local CUSTOM_KEYS = { { value = 'TOGGLE_STUFF', key = 24 }, { value = 'TOGGLE_OTHER', key = 25 }, -- Add more keys here}These need to correspond with the entries in your translation files: UI_DE = { UI_optionscreen_binding_RMTESTMOD = "Custom Mod", UI_optionscreen_binding_TOGGLE_STUFF = "Toggle some functionality", UI_optionscreen_binding_TOGGLE_OTHER = "Toggle other functionality",};To avoid conflicts with other mods you should try to choose unique identifiers for your translation files / strings. P.S.: I know the instructions are a bit short, but the code should make everything clear. If not, just leave a message and I'll go a bit more into detail.
  12. No idea to be frank. It shouldn't be too bad since no new tiles etc. need to be loaded?
  13. One (brute force) approach that comes to mind would be constantly teleporting the player to his "current" coordinates.
  14. RoboMat

    Confusing Mods

    Not with the current modloader. You could set up your own folder structure and mod.info, but the mod is probably outdated anyway. Can you give us any concrete example?
  15. Has RJ already finished all his previous sit-ups? If not, I'm sure he'll be happy about this topic
  16. Just a small suggestion for more convenience: It would be nice if PZ would detect and use the steam language settings when launching (with the option to override them ingame if necessary). It's what most games do.
  17. I think PZ uses different encodings depending on the language. You'll have to make sure to encode the different files correctly. For German, French and Finnish translation files I use the Windows 1252 encoding. For the Russian translation I use Windows 1251.
  18. Updated to version 1.2.0: ### Version 1.2.0- Added translations for the warning modal- Added russian translations- Changed the background color of the warning modal- Update the preview image
  19. Because I just downloaded the latest version of JD-GUI: You simply have to .zip the files - then you can view them just like before.
  20. Just convenience. Would've been nice to just make it read files from the mod folder automatically instead of having to specify their paths in a separate file.
  21. So is there a way to get all files in a mod's directory (or a list of the paths of all those files)? Something like getModFileReader just more extensive I guess
  22. Updated to work with the latest version of PZ. Modding utilities are no longer needed. ### Version 1.1.0- Added special menu entries for one and multiple objects- Added possiblity for translations - Added german translation - Added finnish translation - Added french translation- Fix #1: Items are no longer deleted- Updated folder structure to make the mod work with the latest version of PZ- Remove utility dependencies (no extra files are needed to run the mod)
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