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RegularX

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  1. Pie
    RegularX got a reaction from Lightning Flash in Insomnia   
    So Insomnia works by constantly setting your fatigue to zero in the PlayerUpdate (which is constantly getting run as the game runs).  Since you have no fatigue, the game won't let you sleep.  So if you remove that line I think fatigue should work as normal, but yeah if you made it one you would be constantly tired.

    The day blindness works by setting the visible range to 1, which doesn't entirely make them blind - they will still attack if you get too close.  IIRC setting it to zero was effectively ignored by the game.

    The night works by setting the visibility crazy high and then finding zombies and herding them to the player.  That's why it's not just a couple that show up at your door, but a decent mob.  The night stuff was easily the most complex part of writing it.

    And hey - taking a mod and breaking it a few times is a great way to get started with modding
  2. Pie
    RegularX got a reaction from Lightning Flash in Insomnia   
    Right so with this code:


     
    Insomnia.OnPlayerUpdate = function(player) gameTime = GameTime:getInstance(); gameTime:setViewDist(1); end
    I think you would blind all the zombies, all the time, and be able to get tired normally.  If that's your kind of thing

    Again though, I don't have my setup where I can test this against the latest build so your mileage may vary.
     
  3. Pie
    RegularX got a reaction from EnigmaGrey in Insomnia   
    Right so with this code:


     
    Insomnia.OnPlayerUpdate = function(player) gameTime = GameTime:getInstance(); gameTime:setViewDist(1); end
    I think you would blind all the zombies, all the time, and be able to get tired normally.  If that's your kind of thing

    Again though, I don't have my setup where I can test this against the latest build so your mileage may vary.
     
  4. Like
    RegularX got a reaction from RichCoconut in Insomnia   
    This is a pure gameplay mod, no new items or weapons or the like.
     
    The gameplay goes like this:
     
    You don't sleep.  You don't even get tired. You start with a hiking bag, a flashlight, some batteries, a hammer and some nails. During the day, zombies are blinded.  You can walk right past them.  They will react to sound. When night falls, not only do zombies go from being blind to eagle eyed - most of them will probably know where you are.   Hopefully you spent the day wisely.  
    The intention is for fairly high difficulty at night.  Fortify yourself well, or be prepared to stay on the run for the entire night.
     
     
    Stable build up on pz-mods:
    http://pz-mods.net/gameplay/Insomnia/
     
    Most recent test build will be here: http://insomniamod.herokuapp.com/Insomnia.zip
     
    These are currently the same.  Watch this thread/OP for updates.
     
    UPDATES:
     
    March 23rd, 2015: I have put Insomnia in the proper directory structure and tested it successfully against build 31.9.
     
     
    Installation: For the Desura version of Zomboid, you'll need to unzip, go into the Insomnia folder and copy the media/lua/Insomnia.lua file into your source directory.
     
    For the Steam beta build supporting modloader, you can add the Insomnia folder to your mods directory and then enable the mod from the mod menu.

  5. Like
    RegularX got a reaction from Lionheart2 in Insomnia   
    This is a pure gameplay mod, no new items or weapons or the like.
     
    The gameplay goes like this:
     
    You don't sleep.  You don't even get tired. You start with a hiking bag, a flashlight, some batteries, a hammer and some nails. During the day, zombies are blinded.  You can walk right past them.  They will react to sound. When night falls, not only do zombies go from being blind to eagle eyed - most of them will probably know where you are.   Hopefully you spent the day wisely.  
    The intention is for fairly high difficulty at night.  Fortify yourself well, or be prepared to stay on the run for the entire night.
     
     
    Stable build up on pz-mods:
    http://pz-mods.net/gameplay/Insomnia/
     
    Most recent test build will be here: http://insomniamod.herokuapp.com/Insomnia.zip
     
    These are currently the same.  Watch this thread/OP for updates.
     
    UPDATES:
     
    March 23rd, 2015: I have put Insomnia in the proper directory structure and tested it successfully against build 31.9.
     
     
    Installation: For the Desura version of Zomboid, you'll need to unzip, go into the Insomnia folder and copy the media/lua/Insomnia.lua file into your source directory.
     
    For the Steam beta build supporting modloader, you can add the Insomnia folder to your mods directory and then enable the mod from the mod menu.

  6. Like
    RegularX got a reaction from Jase_X in [WIP] SICmod (AKA Beer and Duct Tape)   
    OK, the release I've got up (check OP) is probably near complete.  I'm trying to test for balance now on 9.15, but that might be hard until they've debugged the zom population/density.  I've increased the rarity for both rat traps, duct tape and grain alcohol - based on how useful they were on the last run.  I also went ahead and made catching rats harder since I don't want them to become an unlimited source of food (or not easily at least).
     
    There are also config variable in both SICmod.lua and SICLootTable.lua if people want to turn things on / off (or increase rarity).
     
    Will move to Completed forum after the next Desura release.
  7. Like
    RegularX got a reaction from aidankiel in [WIP] Xmod   
    So I'm wrapping up SICmod, which I tried very specifically to keep to stuff which I thought blended in to the vanilla game itself.  SICmod might make things a little easier in some ways, but nothing was over the top.
     
    Xmod - Xmod should be over the top.  Balance schmalance.  If the weapon doesn't instakill - something is wrong (OK, near instakill.  Instakill is .... difficult post 9.15).  Did you read somewhere that a nail gun is a poor zombie weapon?  Don't care.  
     
    Course, SICmod was a little easier because it played by the rules.  Most of the things in SICmod are based on something that already exists in the game somehow.  So I'm not really sure what can and can't be done here - but here's a proposed list:
     
     
    Update: Changing some of the design based on general limitations and also approaching it from a more Profession-centric way.
     
    XProfessions:
    These will be professions selectable at the character create screen.
     
    Former SMart Employee
    -Sawed off Shotgun
    -Plenty of Shells
    -Copy of Necronomicon
     
    Bonsai Chef
    - Carbon Steel Knife
    - Good with Knives Trait
    - Full cooking XP
    - Starts with plenty of canned food
     
    Wandering Samurai
    - Katana
    - Good with Everything Trait
    - Tiger Blood
    - Various Physical traits
     
    Evil Genius
    - 10x MURDR Grenades
    - 5x Romero’s Tonic
    - 5x No Damage Tonic
    - SUPR Pistol
     
    Escaped Psychic
    - Exploding Brain Wave Attack
    - Various negative psych traits
    - All good awareness traits
     
    Shaolin Master
    - Kung Fu
    - Tiger Blood Trait
    - Various positive physical traits
     
    Hitman 42
    - Silverballer
    - Good with Everything Trait
    - Way of the Gun Kata Trait
    - Full Aiming XP
     
    The Handyman
    - Starts with every tools and lot of nails
    - Full Carpentry XP
     The Farmer
    - Starts at a farm, with loads of gardening stuff
    - Full Farming XP
     
     
     
    XWeapons:
    Very Rare (configurable) items
     
    Necronomicon
    Reading from the Necronomicon may destroy/injure nearby zoms.  Reading too much of it may be dangerous to your health...
     
    Nail Gun
    Uses nails in your inventory for ammo.  Moderately deadly, faily silent.
     
    Katana / Carbon Steel Knife
    Decent range, extremely durable. 
     
    MURDR Nade
    Designed specifically to harm zombies
     
    SUPR Gun
    Solar powered Undeath Ray pistol.  Dodgy when rainy.
     
    Romero's Tonic
    Cures everything.  Even dries you off.
     
    No Damage Potion
    For a short period, everything is healed instantly.
     
     
     
    XTraits:
    Free with an XProfession, otherwise quite expensive
     
    Tiger Blood
    Zombies don't scare you.  They might be scared of you.
     
    Kung Fu
    With your hands, who needs a chainsaw?
     
    Good with Knives
    You can attack continuously with a blade while aiming
     
    Gun Kata
    You can attack continuously with a pistol while aiming
     
    Good With Everything
    Any melee weapon in your hand is deadlier
     
    Psychic
    Your mind is a weapon
     
    Really Handy
    Full Carpentry XP
     
    Gourmet Chef
    Full Cooking XP
     
    Master Green Thumb
    Full Farming XP
     
     
    Most of this I've got working in some capacity, but needs a lot of testing.  Won't release a build until after 9.17 comes out with the new modding framework.  
     
    Due to some questions about how Xmod might be doing x or y (especially when it comes to efficiently killing zombies) - I'll go ahead and post a 9.16 friendly version.
     
    Please note:
    This code is untested It's also kind of ugly and a bit shy.  It may well bite. It may very well crash your game or corrupt your save.  You've been warned. I'm only about half way through trying to "balance" the Professions.  By "balance" I mean somewhere leaning towards "wildly overpowered" while being knee deep in "still fun".  But don't complain if you pick a profession that starts of with a zombie cure, or by reading the Necronomicon too many times you find yourself suddenly infected (cough cough). That said, please wait until after I can test this against at least 9.17 before commenting on things like "the Psychic is way overpowered".  
    Some of the tricks in this version which might be of note to other modders:
    The KillAllZombies function in XWeapons will instakill all zombies in a radius.  The Necronomicon, MURDR Nade and Pyschic attack all use it. If you look at the "KungFu" and "Psychic" related stuff, you'll see how you can override the default hand attack The Silverballer weapon is my best effort so far to play nice with the ReloadManager. XProfessions shows how to add your professions and control them without having to rewrite any existing Lua files. Necromonicon and Romero's Tonic has some bits on curing/causing infection.  Necronomicon is untested, I think I added it around midnight last night. The "attack while aiming" code might be curious to weapon mods, but again - very untested.  This is one bit that will probably need a lot of tweaking.  
    There is a strong chance that much of this might change post 9.17.
     
    Fellow modders please feel free to grab, copy, paste, modify, outright steal or otherwise take advantage of the code.  Since none of this rewrites existing Lua, as long as you're putting it back into your own object/namespace there shouldn't be any conflicts.  All due credit, yada yada - more important if you're trying to do something fun with the game.  All I really ask is if you see that I'm doing something horribly wrong, or otherwise have a suggestion to improve X or Y let me know.
     
    Feel free to shoot questions here or via PM.
     
    Download link here:  http://xmod.herokuapp.com/Xmod.zip
  8. Like
    RegularX got a reaction from omarrrio in Insomnia   
    This is a pure gameplay mod, no new items or weapons or the like.
     
    The gameplay goes like this:
     
    You don't sleep.  You don't even get tired. You start with a hiking bag, a flashlight, some batteries, a hammer and some nails. During the day, zombies are blinded.  You can walk right past them.  They will react to sound. When night falls, not only do zombies go from being blind to eagle eyed - most of them will probably know where you are.   Hopefully you spent the day wisely.  
    The intention is for fairly high difficulty at night.  Fortify yourself well, or be prepared to stay on the run for the entire night.
     
     
    Stable build up on pz-mods:
    http://pz-mods.net/gameplay/Insomnia/
     
    Most recent test build will be here: http://insomniamod.herokuapp.com/Insomnia.zip
     
    These are currently the same.  Watch this thread/OP for updates.
     
    UPDATES:
     
    March 23rd, 2015: I have put Insomnia in the proper directory structure and tested it successfully against build 31.9.
     
     
    Installation: For the Desura version of Zomboid, you'll need to unzip, go into the Insomnia folder and copy the media/lua/Insomnia.lua file into your source directory.
     
    For the Steam beta build supporting modloader, you can add the Insomnia folder to your mods directory and then enable the mod from the mod menu.

  9. Like
    RegularX got a reaction from JJStorm in [WIP] Xmod   
    That is entirely likely  I'll ping when I'm getting back up to speed.
  10. Like
    RegularX got a reaction from sid9420 in [WIP] SICmod (AKA Beer and Duct Tape)   
    So I used to mod a lot with the Unreal engine, back in the Unreal Tournament (through about UT2004 days) - but since got a job, made a living programming "serious" things, etc.  Zomboid, however, seems a great chance to crack back into it.
     
    I'm working on SICmod ... or Stuff I'd Change AKA Beer and Duct Tape.  Basically just minor gameplay tweaks.  Since I just cracked open the Lua scripts, not entirely sure what's realistic yet.  But I'll use this post as a status/TBD update.
     
    Kinda working:
    Beer - just what you would think.  It's beer.  Comes in a can, refreshes thirst. Duct Tape - Repairs melee weapons in a way similar to bandages. Custom Magazines - Like normal magazines, but specific titles which you can actually learn things from. Diluted Bleach (Disinfectant) Grain Alcohol (Booze or Disinfectant) MouseTraps (Rat Traps, actually) Simpler kindling (I think having an axe or a saw is really req enough for a Park Ranger) Reloading Key Proper config / version  
    Planned/TBD:
     
    Tons of balancing and tweaking  
    Releases
    Tested against 9.15 Download here: http://sicmod.herokuapp.com/SICmod.zip
  11. Like
    RegularX got a reaction from RoboMat in Insomnia   
    Post Thanksgiving I'll be trying to make sure everything is Steam friendly (Insomnia, Xmod and SICmod).
  12. Like
    RegularX got a reaction from LeoIvanov in Map: Where to next?..   
    I think it would be interesting to have smaller, more focused areas: like a prison camp, government base, etc.  Compounds that could take up a much larger area than the current buildings, but smaller than a whole new town.
  13. Like
    RegularX reacted to MashPotato in Map: Where to next?..   
    STARTING WORK ON PYGMY HIPPO SANCTUARY RIGHT NOW.
  14. Like
    RegularX got a reaction from Seustace89 in Map: Where to next?..   
    I think it would be interesting to have smaller, more focused areas: like a prison camp, government base, etc.  Compounds that could take up a much larger area than the current buildings, but smaller than a whole new town.
  15. Like
    RegularX got a reaction from Walther in Map: Where to next?..   
    I think it would be interesting to have smaller, more focused areas: like a prison camp, government base, etc.  Compounds that could take up a much larger area than the current buildings, but smaller than a whole new town.
  16. Like
    RegularX reacted to Stormy in Event Scheduler   
    Originally posted in this thread: http://theindiestone.com/forums/index.php/topic/1931-how-to-delay-processing-of-a-function/#entry29744
     
    I've been needing something like this and thought it might be useful to other folks.
     
    Zomboid essentially runs a loop and updates the game world every cycle of the loop. Each cycle is commonly referred to as a 'Tick'. So on each 'tick', zomboid does things like detecting whether any keypresses have been made, calculates AI, draws the world, animates things etc etc.
     
    When you use the event hook onTick you are essentially adding an additional function to those that zomboid is already executing each tick. Some things, like detecting keypresses, are likely intended to stay in there indefinitely. However there are certain events that you may wish to fire once when a certain condition is met. Adding these to the onTIck mean that after that condition is met and the event fires, the check will continue to made afterwards, even if the conditions are never met again, or perhaps, the conditions are met again and the same event fires unintentionally.
     
    To counter this I've written these utility classes. By creating ScheduledEvents and adding them to the ScheduledEventsManager, you can have the events remove themselves from the onTick hook or chain events together.
     
    Instead of the adding functions to onTick and letting zomboid's loop handle the execution of events, you add them to the ScheduledEventsManager which will handle them in its own loop.
     
    Here's an explanation of how to work it:
     
     
    As an example mod that could be a treasure hunt, where the conditions check for the presence in the players inventory of an item. Upon finding the item, a new event is created that starts checking for the next item. The final item found then triggers a reward event or whatever.
     
    http://download1591.mediafire.com/tf9c84cj3jkg/lk48iyy5e178fhg/Scheduler.zip
     
    [url=http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/#entry36476]
  17. Like
    RegularX reacted to MashPotato in Inventory - too much space   
    PZ will never be 100% realistic in this regard for the sake of gameplay, but we do have plans for rebalancing encumbrance at some point
  18. Like
    RegularX reacted to lemmy101 in Steam Beta Release - 07th Oct 2013 - Interim Build   
    Good news is with some major google digging and the awesome Rathlord's help it seems Mac is now working.
     
    Uploaded a new build now. You may need to restart Steam to grab it. No other changes, as platform compatibility is top priority atm.
     
    Next, you Linux folk!
  19. Like
    RegularX reacted to The_Real_Al in Turn Tail - Hotkey to drop equipped bags   
    Did you ever run into a horde after shopping at the groceries?
     
    Are you into B&E but unable to choose between the flatscreen and the piano?
     
    Have you ever wondered how to easily access your inventory and get rid of that piano while frantically using your mouse to smash said horde?
     
    If you can answer all three questions with 'yes' then this little script might just be the solution for you.
     
    Description:
    This mod adds a hotkey ( 'x' by default) to swiftly dump an equipped bag in order to reduce encumberance. It will only acknowledge bags and only those equipped in your hands or on your back. The order is Primary Hand -> Secondary Hand -> Back; one push for each item.
     
    Installation:
    1. Copy zip to the PZ root-directory, right click on the file and select 'Extract Here'.
    2. Hit 'Yes' if asked to overwrite folders.
    3. Delete zip.
     
    Future Plans:
    Probably a weight-flavoured system. Or even better menu-based which allows for dragging the order.
     
    Known Issues:
    Not working with .10 Desura build
    TurnTail.zip
  20. Like
    RegularX reacted to RobertJohnson in How to use the modloader   
    As I said in the last line of the OP, it'll be up for the next version
     
    I post it now, so people can start to change their mod a bit if they want to use the mod loader.
  21. Like
    RegularX reacted to RobertJohnson in Steam Release - 08th Nov 2013 - Version 2.9.9.17 (0011)   
    Hello there ! This is the upcoming Steam release
     
    PLEASE READ THIS : Don't post your bug report of the previous version in there, please do bugs report in the Bug forum section but please make a research before posting it to see if it's not already reported.
    Use this thread to talk about the upcoming features
     
    NO ETA ! And also : http://theindiestone.com/forums/index.php/topic/1786-question-re-non-beta-steam-build/
     
    Thanks a lot
     
    Change list :
     
      [bug Fix]
    Fixed some camping bugs/crash. Fixed a bunch of skill books bugs (never ending books, bug in the multiplier calcul..). Fixed some bugs in the sheet rope use. Now remove the xp multiplier after reaching the next level. Added cheese sandwich and peanuts sandwich icons. Fixed world item grab context menu. Fixed infinite ammo for firearms. Fixed "sticky" UI scroll bar. No more duplicate bucket when making a plaster bucket. Fixed some bugs with the torch light context menu. No more "sticky" tooltip in the skill panel. Fixed bunch of farming bugs, thanks to Skallagrim. Fixed some bugs in the crafting (mainly with stairs). Fixed "Climb Through" right click context option not always working. Fixed inventory tooltip resizing on certains items. Fixed items detail placement (remaining, nutrition...) in inventory. Fixed some fire saving bugs. Fixed some random thump zombie bugs. Fixed some bugs with the rain collector barrel. Fixed some fire saving bugs.   [balance]Balanced the books XP Multiplier : changed the multiplier to 3/5/8/12/16 from 20 for all levels. Changed the weight of the Bandaids to 0.1 from 0.5. Cooking skill now multiply the hunger reduction when you craft something with food (level 1 = 1.1 multiplier, level 2 = 1.2, etc.). Reduce the unhappy/boredom bonus of cooked food. You can now drill your plank (to make a wood kindle to light your fire) with a butter knife or kitchen knife (previous was only with a screwdriver). Crafted soup can now be rotten. Non-fresh food now reduce the bonus for food by 1.3, rotten by 2. Slightly up the chance to find a hammer inside house counter. Lower the condition of the shovel to 10 from 200. Tweaked a bit the conditions of some weapons (axe/baseball bat are now more resistant, but baseball bat will now be destroyed faster than the axe and other stuff ). Changed the weight of the golf club to 2 from 4. The stabbing will now generate less noise and less blood splat, go crazy NINJA ! Changed weight of gas can to 5 from 10.   [New Features]Added a tooltip on the skill book. You can now light yourcampfire with a literature items (books, newspaper..) and a lighter or matches. Added "dd-MM-yyyy_hh-mm-ss" date format for the name of the save when you create a new game. Added a bindable key to display the FPS in top left corner (default key is "k"). Axe, Baseball bat, golf club and sledgehammer are now "two handed weapon", you can still equip them in one hand but it'll be much less effective, and it'll cost more endurance to swing them. Added the Eggplanticus's better menu mod as a mod in the vanilla game (checked by default). Bunch of new sounds from awesome NJ Apostol !   [Modding stuff]Now use the unemployed spawn point for custom profession if no custom spawn point as been set. Added getters and setters for IsoWindow permaLocked variable. Added event when a new fire is created : OnNewFire. Added setters and getters for Fire : setLife (higher number mean higher fire duraction) / setSpreadDelay (lower number mean spread faster). Added Robomat's Profession Clothing system : http://theindiestone.com/forums/index.php/topic/1867-custom-profession-clothing-colours-cpcc/ Fixed a bunch of stuff for moddersnow your custom *.txt for items will be loaded, so you can overwrite existing items or make new one. It still have to be in mods/yourmods/media/scripts/ (you can add more folders in there) load the custom traits icons. (need to be in mods/yourmods/media/textures/trait_yourtrait.png). Load the custom profession icon (need to be in mods/yourmods/media/textures/yourProfessionType.png). added a require and id field in mod.info. (I'll make a thread about how to use the mod.info).   [Translation]Added Czech, Danish, Portugese and Dutch translation. Not really a bug but, now "Strawberries" will be spelt correctly (I'm pretty sure you gonna miss Strewberry...). Fixed a bug in the Italian translation. Added a message in the console when there's a bug in the translation (displayed in first). Fixed some bugs in the Survival Guide translation on some languages (Survival Guide stop working after some page if your translation had "..." or "=" inside it). Fixed the skill panel with custom translation. Automatically resize the add/remove trait button. Added the health panel to translation stuff. Fixed "save name" width on certains translations. Fixed the Nederlands UI translation.
  22. Like
    RegularX reacted to Stormy in how to delay processing of a function?   
    Okay so here's a little program I've tested in zomboid:
     
    http://www.mediafire.com/download/lk48iyy5e178fhg/Scheduler.zip
     
    Essentially, the effects can largely be summed up from the temp.lua and you don't really need to pay much attention to the other two classes. The code there is as follows:
    local checkFunction = function(ticksAtCreation, ticks) print("ticksAtCreation"..ticksAtCreation) print("ticks"..ticks) return ticks - ticksAtCreation> 5endlocal performFunction = function() print("Action performed")endlocal postFunction = function() return nilendlocal newEvent = ScheduledEvent:new(ticks, checkFunction, performFunction, postFunction)EventManager.onTickTable[1] = newEventI create three local variables that each hold a function. The check function should return a boolean. It checks the conditions at any given moment and returns true or false. For example, in the above example it checks if 5 ticks have passed (this is a very short amount of time).
     
    The ScheduledEventManager is forced to pass those exact parameters to that function. However, if you could access a global variable (like the in-game date, or the player) you could have any type of condition here (e.g. the player has an item in their inventory or a certain date has been reached).
     
    The performFunction is the action that is performed when the condition is met. In this case, it just prints out to the console.
     
    The postFunction should return the next ScheduledEvent that you want to execute. After the performFunction executes, the postFunction is called and the value it returns replaces the 1 index in the onTickTable.
     
    A ScheduledEvent takes those functions in its constructor. So if you want a new function to execute after the current one you'd write three more functions, add them to a ScheduledEvent, have the postFunction of the first one return that object. If you don't want any more to execute, do as I do and return nil.
     
    The last step is adding the ScheduledEvent we wish to execute first to the EventManager's onTickTable.
     
    I've left some debug statements in there for assistance.
  23. Like
    RegularX reacted to Rathlord in [WIP] Entomophagy Mod   
    You should probably keep as "cockroach" since more people will understand. Just figured I'd point it out since unfortunately, being a southerner, I know about all of the fantastically gross insects we have.
  24. Like
    RegularX reacted to The_Real_Al in Mighty Pirate   
    Ahoy there, fancy pants. I be workin' on me own custom profession with lots of monkey business. This is what i have me done so far:
     
    A pet parrot who is wary of incoming zombies. A handy little bugger indeed; remember to feed him or else he might give yer reason to be alarmed. The SLASHMASTER™ lower arm prosthetic with top-notch PnP-technology for some serious knife-business. The true art of swordfighting which is kind of like making love: It's not always what you do but what you say. Press 4 and see, but beware of zombies who are wittier than you. Speaking zombies and some all-time favourite references to the best graphic adventures of the early 90s.  
     
    Extract into game-folder. Now go and have jolly good time.
     
    Requires RoboMat's Utilities:
    http://theindiestone.com/forums/index.php/topic/930-lua-utils-modding
     
    Thanks to RoboMat and his excellent PlayerTaunt mod for guidance and inspiration.
    Also RegX, i took your lines for killing zombies as booty and i won't give 'em back. ...wait ...put down the hot tar. Let's handle this like the half-witted monkeys we are.
     
    Coming up next:
     
    VooOoodooOoo.
     
     
    Edit:
    This is supposed to be run and gun gameplay and the hook will stick to your hand no matter what. For those who insist on building or farming, i made it compatible to the Swap-Equipped hotkey here:
    http://theindiestone.com/forums/index.php/topic/1761-swap-primarysecondary-equipped
    Even though it defeats the purpose of being stuck with one weapon only.
     
    Also: fixed a typo so it will actually work.
    MightyPirateMod.zip
  25. Like
    RegularX reacted to RoboMat in Custom Profession Clothing Colours (C.P.C.C.)   
    THIS MOD WAS ADDED TO THE VANILLA GAME. YOU DON'T NEED IT ANYMORE
     
    Custom Profession Clothing changes the way in which the game loads colours for the professions. Allows modders to easily insert custom professions to the game.

    How to use? Well you need to distribute it with your mods which shouldn't be a big problem. Then you need to create a custom profession (might do a tutoria on that in the near future). I included the thief profession of my lockpicking mod as an example how to use this. What you have to do is set the custom clothing as a table just like the spawn points. Example given:
     

    ----- Set custom clothing and clothing colors for this-- profession.--local function initClothing() local clothes = { male = { "Shirt_White", "Shirt", "Trousers_White", "Trousers", }, female = { "Blouse_White", "Blouse", "Trousers_White", "Trousers", }, -- Colours for top top = { 0.1900, 0.1900, 0.1900, }, -- Colours for trousers / skirts bottom = { 0.1900, 0.1900, 0.1900, }, }; ProfessionClothing.rm_thief = clothes;endEvents.OnGameBoot.Add(initClothing); ! Only tested with 2.9.9.17 ! 
     
    Have fun!
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