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  1. I've set up a dedicated server using Azure's Ubuntu 20.04 LTS image, and I have ufw disabled. I've allowed all inbound traffic on ports 8766, 8767, and 12621-12301. However, my server isn't appearing on the public server list. Does anyone know why this might be happening or how to resolve this issue. People can join my server by entering the IP and port directly, but it's frustrating that it doesn't show up in the public list.
  2. I've been thinking of making some project zombiod animations but I don't know where to start, like you know an SFM or something of that sort.
  3. Hello, I posted some time ago about me not being able to get any part of my mod to work in game. A removable Back Up Beeper will be added to the game's Step Van, which will make noise when the player puts the van in reverse. You would need a little electrical skill to remove it. I was also planning on giving it a little extra storage, to balance. It is a very big vehicle, after all. I managed now to get the Back-Up Beeper part to function as a part in the world. It is not in the van yet. I now need to have it be a part that's in the Step Van, which I could not seem to work properly. Back up beepers on real vehicles seem to be mounted on the underside, out of sight, so I'm not concerned about having a model that appears on the Step Van. What I'm asking is this: How can I modify the base game's Step Van so that it will include this part, a Back Up Beeper? I have looked at similar mods which have added new cars with new parts, but I wasn't able to figure out the specifics. If it would help, I have attached below the files in which the Back Up Beeper is defined. If it is necessary, I could send more of what I have currently written. Simply adding "template BackUpBeeper," to the Step Van's script did not seem to work. I will greatly appreciate any insight that you may be able to offer. Have a good evening. Thank you for reading, Blockbot20 BackUpBeeper.txt BackUpBeeper_models.txt template_BackUpBeeper.txt
  4. H-H-P

    Rooms/spawns

    ok so from my understanding there are "rooms " that determine the loot that spawns in the containers if this is the case does anyone know where to find a list of all the different names to call the rooms for different loot if this is not the case can someone please explain the way this works and many thanks for any help
  5. Hi, I'm making a mod that adds a removable (with some electrical skill) back-up beeper to spawn with the game's step vans, while adding a little extra trunk room (the downside being putting the vehicle in reverse will make a looping loud beep from the vehicle, which will attract zombies until the part can be uninstalled). This will not be visible from looking at the step van, but checking at the mechanics tab will reveal whether it's installed or not. It will always be installed when the vehicle spawns into the world. I know of older versions of the game where something very similar was on all commercial vehicles, but I couldn't find the code for that in those versions files, and the seemed to have a problem where the sound would play as soon as the reverse button was pressed, and rapidly tapping would quickly, repeatedly play the sound. My goal was to avoid that and place a minimum time limit between each beep. Hopefully, this is understandable and enough information. This is my first mod, I have a little familiarity with coding, but not much with lua, so I'd like to apologize, I had to take inspiration from similar vehicle mods already on the workshop. Unfortunately, I'm not quite sure what exactly is causing this issue. Booting up the game with only this mob enabled shows no change from the base game. The step vans in the world will not have the part on them and will not beep in reverse. The console give the following: ERROR: template "BackUpBeeper" not found. (The name I have used throughout the code to specify this back-up beeper.) I have below attached files I suspect to be causing the problem. "beeper_vehiclesitems" gives the qualities of the back-up beeper itself, while "template_beeper" explains the qualities of the item in the vehicle, if that's the correct information. I also have attached the revised step van code for the game. The changes I have made it to where the back-up beeper ("template = BackUpBeeper") and an increase of 10 to the step van's trunk size, increasing it to 170. These were taken after the example of the base game's code for adding vehicle items, so I'm not quite sure what bits are necessary for this item. For example, some of the code that specified an item of a vehicle had a "lua" segment at the end, which I believe gave the variables such as "create" and "update" and I believe all of them had "test" under the specifications for uninstalling the part. This can be seen as the last written code in my "template_beeper". Is this necessary? What, exactly, does it do? I have additionally attached below the code which specifies what functions of the back-up beeper (I have my intended functions for the beeper at the top of this message) The code runs through the game as the mod is but it may cause errors in the future once the mod's functionality changes. I apologize if this was too much to read, I just wasn't sure how to get the mod functioning properly. Thank you. beeper_vehiclesitems.txt template_beeper.txt vehicle_stepvan.txt ReverseBeeper.lua
  6. When I open the game on steam it does not appear and closes the process alone, but it works in cmd, I wanted to understand why projectzomboid64.exe does not work and if there is a way to solve it. I already tried to uninstall, check the files and move the game to another hd. This all started after i formatted the computer (I'm using windows 10).
  7. Hi, I have problem with translating mods into polish, the error occurs in special characters and i don't know how to fix it. Translation file looks like this: For example Simple Overhaul: Traits and Occupations (SOTO) have orginal polish translation and it work correct (my txt files with translation look the same)
  8. How can I easily reload mode entirely? Without needing to go back to main menu and reload mod there. I want to reload mod directly from the lua debugger. I already saw you can reload files.
  9. Hello! I would like to create a replica map of my hometown from real life into Project Zomboid. I would like to know what 1 pixel in the game map would be equal to in real life. How many feet/meters is 1 pixel equal to?
  10. Hello, Is it normal that loading bullets to gun while driving affect actions (can't turn left/right or slow down), but unloading bullets from gun doesn't affect anything?
  11. So I've heard that the NPCs are mainly being scripted in numerous timelines from various backgrounds, traits, and other conditions that are essentially being hand-made. Which I can absolutely respect as that would allow more "human" responses in comparison to AI. I understand the idea of event chains that act like a logic system in a way, but I can't fathom anything short of a small army of writers to make it possible. Atleast without years of development. So I propose the following; why not let us, the community and gamers help write scripts or events? I'm sure we've all been through a number of situations and reacted to them differently depending on our own character builds or goals. If they allow the player base to contribute to this end, it would allow the devs to focus on the mechanics end to aid in speeding up the final release of NPCs. Not only that but it would allow some great diversity in the PZ world as of course, not every writer is the same. This could be accomplished by giving the community some form of template and maybe bracket it into categories of responses, reactions, or goals. Or a similar tool to properly and effectively integrate it seamlessly into the game. Essentially give us the guidelines and a relatively basic tool to help create the NPCs you, the devs, envisioned. Because trust me, we the players would love deep, lore rich NPCs. One way I could think of implementing this is breaking it down by traits or prebuilt classes. This way we could formulate different NPC reactions and goals that could potentially mesh together with other traits depending on their capabilities or limitations. Maybe even adding in reliance on other NPCs (such as potential family members) for negative traits such as deaf, weak ect or vice versa for bonus traits. Maybe have npc cops, firefighters, soldiers ect try to do their jobs at first and maintain the crumbling civilization. The possibilities are endless. A way to allow us access to this could be a form of massive logic chains. Where inputs from the beginning of the game could be handmade by thousands of players. Such as family members, goals, occupation, and some background information such as preferences, relationships ect. Perhaps even slap on a labeling system such as traits, personality ect to easily organize and piece together multiple chains. Finally a team of moderators to accept or decline certain inputs/outputs or entire chains for rating purposes or feasibility. It could be something as simple as a blog similar to this one, or more complex as a plug-in or game extension. Or even a bit of basic coding. Anything that would allow us to effectively help the core game.
  12. When I get the player class getPlayer() then I want to index a field it gives me nil. Why can't I index fields from class but only methods? Example The java IsoPlayer closestZombie field in a public float But in a lua script below getPlayer().closestZombie --Gives me nil
  13. Hello there fellow non-brains eaters! Please let me introduce myself, my name is salvixd I'm 23, i've been playing project zomboid for about 280~hours now. After playing for a long time i decied to try and make a mod. Have you ever struggled to go out scavenging, exploring, travelling...etc. Leaving your base with your generator running and once you are back you are out of fuel and all your food is wasted. It happened to me and after looking a lot. I have not found any mod that allows me to connect fuel barrels to generators. So i will try to do it by myself so others survivors won't have that issue. The problem is that... I don't know which script is the one that i need to copy and modify for it. I supose the one that allows you to connect the barrels to sinks, but where is it? I don't know. Could some of you please tell me where to look? I would really appreciate it! Thanks in advance, looking forward your replies Salvixd
  14. I'm playing with friends and we want to survive to/trough winter but I just realise that it will be too much real time and some propably will get bored with playing so I wanna skip 1 month or more but without time warping, just change date with all zombies, loots erosion same like we started month later. Maybe there is a config with server time, I cannot find something like it. Thanks
  15. If your BuildingEd screen often looks like this, and you don't know why - make sure you select the correct layers often. The layer you've got selected (and checked or unchecked) will impact the way your tiles render as you create your building.
  16. Hello, I am a long time Zomboid player and a couple days ago I started learning the mapping tools, at first things went smoothly, the image to vegetation map on WorldEd is intuitive and smart, the BuildingEd is powerful and I was having a good time. But since yesterday it has been a slow descent into madness as I tried to make more complex stuff. I thought to myself "hey wouldn't it be nice if I put a big radio tower there" or "hey let's put some military stuff over there for narrative purposes" and I was deeply disturbed by the fact that a lot of furniture is unavailable in the Iso mode of the BuildingEd. So I checked more tutorials, dug into the editor and the tilesets stuff. Apparently a lot of furniture is straight up not available as furniture but only as a bunch of tiles and I have to manually assign and assemble them as furniture in the furniture window. Needless to say that this is incredibly tedious. But even worse is the fact that some stuff like radio towers is straight up not doable in this window since some parts are meant to be on the same tile but different layers which is not possible there. So I thought "maybe I am meant to draw it manually in Tile mode, make it a tbx and place it in WorldEd instead of as furniture" which would be fine if I wasn't faced with this issue: I tried everything, drawing on different layers, different floors, make part of it furniture and part of it tiles but I CANT GET THIS DAMN RED BEAM UNDERNATH THE WHITE ONE, and it's driving me crazy, it's like it's automatically drawn on top or underneath other tiles depending on it's position on the x/y axis regardless of the layers. Aside from that, am I the only one finding it weird that a lot of stuff is not available as furniture? Like I can understand that a huge radio tower that can be assembled in different ways isn't available as just "furniture" but what about the military crates, industrial vats, tent walls etc? Also, if anyone has a BuildingFurniture.txt or something to give me those missing furniture I'd be forever grateful.
  17. Good Morning all, I am having some performance issues with my gtxgaming dedicated server. This issue only occurs when there are a lot of my friends in the server and while either fighting hordes of zombies or while traversing around the hordes in vehicles. Quick Info about the server; Slots = 12 (Average 10/11 slots used at peak time) Memory allocation =12GB Hard drive = SSD CPU = 4.6ghz (8Cores/16Threads) Currents Mods on Server All of KI5 Vehicles, 5x XP from Exercise Admin More Tiles, Organized Literature Mod Arsenal(26) GF Mod, Authentic Z AutoStar MotorClub AutoStar Trailers,Autostar Tuning Bus Autostar Tuning Atelier -[Dadge Steals, Fjord Mustard and Jaap Wrungel] Playable Guitar Mod Become Desensitized Bedford Falls - [MAP addon] Befs professions and traits Better belts Better sorting Better Towing Blackwood - [MAP addon] Brita's Weapon Pack Brita's Armor Pack Combat Text Containers Crematorium Daddy Dirkie tiles Danger Moodes [Cold and Flu) Danger Moodles (insanity) Dragon Slayer Dylans Tiles Pack Easy Config Chucked Ekron - [MAP addon] eris_minimap Extra Map Symbols Fix XP View (Build41) Fort Benning - [MAP addon] Grapeseed - [MAP addon] Invisible Clothing Patches Item Tweaker API - Still Works in Build 41.65 Jump Through Windows Just throw them out the window Ladders Lone Wanderers saving grace Map Legends UI Map Symbols Size Slider Minimal Display Bars Mod Manager Mod Options (Build 41) Moodle Fractions Moonshine More Seats (Van and Stepvans) More Traits NightVision API Night Vision Goggles Pitstop - [MAP addon] Player Traps Mod Profession Framework Rain Wash Raven Creek - [MAP Addon] Repair any clothes Repair metal weapons Rifle sling fix Save out station Scooby Doo mystery machine Share your map symbols Simple playable pianos Snow is water Soul Flichers Building time Soul Flichers Cooking time Soul Flichers Exploring time Soul Flichers Drinking time Soul Flichers Farming time Soul Flichers Foraging time Soul Flichers Learning time Soul Flighers Turning time Spear Traps Tactical Weapons 41.65 Teha's Zomboid Expansion The only Cure BETA - UI update The workshop Throttlekittys tiles Time to cook True Actions - Dancing Tsars Common Library [MP updated] Undead Survivor Vilesprings M113a1 [B41] Weapons Condition Indicator [41.60+] Wringout Clothing Zombie Cure medical cocktail [41.65+] Alternative Crosshair Cheat Menu V2.9.1 Skill Recovery Jornal 1993 American Vehicle Pack fhqwhgads Vehicle Pack - The motor Zone Professional Framework Build 41 Patch Reliant Robin Mk2 STALKER Armour Pack Behicle Spawn Zones Expanded UH-60 Black Hawk Better Lockpicking GEAR - Graphic Equipment Appearance Rig Mod Manager: Server Two Weapons on Back Two Weapons on Back With Brita's Armour Pack Over the River - [MAP Addon] Over the River second route - [MAP addon] More Builds Random Zombies Server settings Zombie amount = Very high Population multiplier = 3.0 Population start multiplier = 2.0 Population peak multiplier = 2.0 Respawn hours = 30.0 Respawn unseen Hours = 16.0 I am unsure whether the server does not have enough RAM to support 11 players with all these mods running and the high zombie settings. I have searched through the browser console with not much luck. Any ideas would be greatly appreciated and if you require any further info I shall try my best to get it. Many thanks, Hunter
  18. I just experienced an event, going to loot in another city I found a road closed by two police cars and four policemen, I kill them and leave the useful things dropped on the ground so that they can pick them up on the way back, including pistols, shotguns, helmets and bulletproof vests. It turns out that after two days in the game, I went back along the same road to pick up the loot and I realized that the helmets weren't there, they had disappeared (at all this I checked my entire truck to see if I hadn't already picked them up, but no), only weapons and bulletproof vests were found. I did something quite strange since the objects do not usually disappear from the ground (the game is in sandbox but remember I did not modify anything about the objects that are on the ground disappearing). To all this I remember that in a house near my refuge he had killed other policemen who were wearing police motorcycle helmets, so I went back there to verify if they had disappeared or not and it turns out that they also disappeared. I don't know if this is a bug in my game or someone else has already happened to it, I currently have some mods in use but none that modify the game's clothing, I remember only one that adds a sling for weapons. For now I only noticed it with police motorcycle helmets and riot helmets, I don't know if it happens or it happened with some other object since at this point in the game I usually drop several things on the ground but I don't think I've ever had a problem like this. ps: there may be spelling errors, I'm translating from google translate hehe. Greetings from Argentina and I hope you can give me a hand to clarify this issue. ps2: - 41.71 - Singleplayer - I have mods - It happened in an already created game, I don't remember if it was in version 41.69 or 41.71 - kill a zombie with a helmet throw his helmet on the ground go somewhere else far away for +48 hours go back to the zombie and the helmet on the ground disappeared logs.zip ps3: I just tried this error in debug mode. I first did the test in a new world with the mods I have, it turns out that the problem with the helmets is still present. then I did the test without the mods in another new world, again the helmets disappear again when I walk away for about 48 hours.
  19. skeples_

    mods not working

    So I'm playing on a multiplayer server and it requires you to have the "Cheat Menu: Rebirth" mod installed. The problem is that when subscribed to on steam, it doesn't show up in my mod folder or in my game files. If you have any information about this happening please let me know ASAP.
  20. Regret

    Modding issue

    I am trying to make a mod that makes you vomit on throwup I have an idea of everything, but my problem is with checking if the player has ate a food item that is (Rotten) or (Uncooked) Is there a method that allows me to check that under a boolean? Am I using the constructor wrong? here is my novice code: for playerIndex = 0, getNumActivePlayers() - 1 do local player = getSpecificPlayer(playerIndex) local food = Eat("Peach (Rotten)") if food then player:Say("I'm gonna be sick") end end
  21. Go to your Library and then select "Tools". Scroll until you see "Project Zomboid Dedicated Server" and download/install it like you would with a game. Once downloaded, you start it. Start the game from the host option in PZ Did that. So I started a server earlier today as a test. Just to see if it would work. I went through the settings to configure a quick game setup. Played around in game a bit. I had invited someone to see if they could get in but at the time they were busy. Hours later I wanted to run another test. I can not host a game. It tries to load the game but then stops at the point when it says loading map. I went through and created a new server. Still not able to get in. I tried deleting the old server. NP there. Created new game settings and still nothing. I went through searching public games and I found 1 that let me in. However thats about as far as I can get.
  22. Animal

    Not-Walkable box

    Hey there I am trying to make a new box with different capacity(a bigger one), and for now I am able to use option "place on floor" - My problem is that i can walk through them and that they not glue to exact square(randomly moves a little like a dropped item) The problem looks like in screenshot I got file structure like this: scripts/SneakyBOX.txt and lua file ISSneakyBox.lua which is test copy of ProjectZomboid\media\lua\server\BuildingObjects\ISWoodenContainer Did i miss something? - Please any advice or help I am stuck on this.
  23. Connecting one cell is easy, but when i try connecting a 2x2 cells i have a big problem. I rly dont know how, i am stupid or what? i try everything, but still something is missing. I feel like i search all the internet for one anwser about it. so my question is easy for (i think) all people who making custom maps: How snap more than one cell? I would be grateful for a thorough explanation
  24. I'm new to modding. I'm trying to get the specific player's IsoPlayer by the author name of a chat message. For now, the only way I think up is to compare the author name with all player's username. Is there better method? Edit: Seems like I was referencing old javadoc... There is actually getUserName() in the new version. By the way, I haven't got a idea how to create a sound on the world space with lua code. I'm figuring it out.
  25. Salve, ho bisogno di un aiuto, non riesco a far partire il gioco da quando si e aggiornato alla 41.66 cosa posso fare ??? Hi, I need help, I can't start the game since it updated to 41.66 what can I do ???
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