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  1. CANT OPEN MY GAME AND I JUST BOUGHT
  2. Hello, I've been working on a mod attempting to add Diets to the game. In order to do this I would like to be able to retrieve (or get) the FoodType String from the item object if it is a food. I've been digging around for a while but haven't managed to figure out a way to do it. I was wondering if this is even possible currently? I managed to adjust the FoodType variable by using ItemTweakerAPI for Build41 which allowed me to adjust only that value instead of overwriting everything. I confirmed that it was indeed working through the Mod Options mod. However, I have not been able to actually retrieve the FoodType variable from any food item object. I was wondering if I was missing something or if this just isn't possible to do currently.
  3. Hello! First time on the forums, and i've dabbled in modding before, but this one's got me stumped. I was inspired by a few mods to make a checklist/blank sheet of my own that I could customize using the in-game Map symbols/writing functionality. I had thought just copying the code over from one of those basic mods and changing the variable for the actual map png would be a simple task, but i've been testing and tweaking and banging my head against this for two hours now with no results except "Their mods work, yours doesn't, solution unclear". To be clear: I have no intention of stealing their content and reposting it as my own. I just want a simple mod for my solo game and I had thought copying their code would work.
  4. I have a mod that adds new traits. Some of these traits add items to the player on spawn. However, I'm unable to add items that aren't in Base without causing mod errors. I assume I need to somehow properly reference these non-Base items from "camping" and so on. Could someone help? For instance, when I use: iteminv.AddItem("camping.CampfireKit"); I just get errors. All items in Base work however.
  5. I made some custom tiles for my map, but they don't show ingame. i also made some signs and they work just fine in game but these new ones not, don't known why these don't load ingame. as you can see they work fine on editor but they don't load ingame but the others i made on the same pack file work just fine. i have added them to the .pack file following this tutorial: the first ones i added work just fine but the second tileset don't and i did the same process (they are not wall overlays as i stated on the pictures they are just tilesets.) maybe have something to do with the .tiles file? also i noticed that when i added some flood lamps from the vanilla lightning_outdoor_01 they also don't show thanks in advance.
  6. Hello! I want to create mod that will add new skin colors in "Create character" tab, but can't find what method from SurvivorDesc class I should use. It is quite understandable with adding new hair or trouser colors: BaseGameCharacterDetails.DoHairColorNew = function() SurvivorDesc.addHairColor(ColorInfo.new(0.60000000000000000,0.33000000000000000,0.66000000000000000, 1)) SurvivorDesc.addTrouserColor(ColorInfo.new(0.60000000000000000,0.33000000000000000,0.66000000000000000, 1)) end Events.OnGameBoot.Add(BaseGameCharacterDetails.DoHairColorNew); But how can I add my own skin body colors? Please, help. Thank you in advance!
  7. Figured out, need this deleted.
  8. So I had an Idea for a mod, because I want to do some gaming and maybe some Twitch streams/Youtube in the coming year. I'm looking for someone who wants to make it or who knows how to because I've never made a mod and would need a lot of help to make it myself. I used to play Resident Evil Outbreak when it came out (As I'm sure most zombie fans did) and 2 things I have always wanted: 1. A Remake (And I have some hope with the remakes we have been seeing so fingers crossed!) And 2. An open world Resident Evil Game. So I've been playing PZ under the sandbox to try and recreate the Raccoon City Incident by changing the settings and so far it has been very enjoyable and I feel I'm pretty close to a classic Raccoon City Apocalypse. I have had a lot of fun so far and I think it could be an amazing experience. But I'm missing 2 very important things for the experience to be complete: 1. A Mod that effects how the virus kills you and adds items related to that. TL:DR Virus fills a meter from attacks and over time, when at 100% you become the zombies. Can be stopped temporarily with certain medical items, some craftable. Typically once infected you know that it's over and that you will die in X days. No ifs ands or buts, no delays. The change would be to make the infection follow a gauge that could be checked under the health menu, from 0.00% to 100.00% Like in the RE:Outbreak Games. Once attacked by a zombie and injured your gauge would increase 10% for a scratch or 30% for a bite, then the gauge would steadily increase by 1% per real world hour (1 In game day) Alternatively, you could start infected and then it would slowly increase by 1% per in game day and then jump up when attacked as before, giving you a soft limit of 100 days. The infection could be TEMPORARILY paused by using some items: (Times listed are in real world time, not in game time) 1 Green Herb stops the meter for 10 Minutes, Painkillers and Mixed Herb (G/G) stop the meter for 15 Minutes, Mixed Herb (G/G/G) or 1 Blue Herb can stop the meter for 20 Minutes, Mixed Herb (R/G) can stop the meter for 30 Minutes, Antibiotics and Mixed Herb (R/G/B) stops the meter for 45 minutes, Anti Virus Pill stops the meter for 50 minutes, Antivirus Pill (L) stops it for 1hour 30 minutes. Green, Red and Blue herbs can be found rarely in the forest zones (In order of rarity) by foraging, the Green or Red can be used to disinfect wounds and the Blue one can also fight normal wound infections. The Herbs can be mixed with each other and to make pills IF you have a high enough medical skill and some supplies: Some recipes I have thought of: Combining the Herbs into R/G and R/G/B mixes. No skills needed, but will need 1 mortar and pestle and 1 piece of paper alongside the herbs. Gives a moderate amount of Medical experience. To Make a basic Anti-Virus Pill: Medical LVL 3 or 5 Tools: Mortar and pestle, Heat Source (Lighter/Matches, campfire, lit stove or grill), a Spoon One Of: Vitamins, Painkillers, Empty Pill Casings (Item would need to be part of mod) One Mixed Herb (R/G) To Make an Anti-Virus (L) Pill: Medical LVL 5 or 7 Tools:Mortar and Pestle, Large Heat Source (campfire, lit stove or grill), a Sauce pan/Frying Pan/Pot/Baking Pan/Roasting Pan One Antibiotics One Mixed Herb (R/G/B) Makes 2 pills Now the important thing is that these pills won't stop wound based increases from zombies, and they do not reverse the gauge at all. You will eventually succumb, just a matter of how/when. 2. And the second thing needed for it would be an advanced customizable zombies mod. There are some mods out there that offer bits and pieces of what I'm looking for but none that offer the full package and most conflict when installed together. TL:DR A mod to store zombie 'templates' and have a way to control each templates spawn rate. Each template would store their senses strengths, physical stats and speed stat, it would also allow them to be dressed in a specific way on spawn. Basically I need a mod that would allow templates to be created much like how the zombie population can be customized in sandbox. The template would include: Zombie stats like: Strength, Speed, sight, hearing, smell and Durability multipliers. The multipliers would go from 0.1 - 20.0 times the regular population stats. Appearance including whether they are a skeleton or not and what clothing they wear. The percentage of the population they would spawn in as from 0.00001% -100.00% I'm hoping to be able to make templates for the major BOWs from REs 2/3 and maybe some of the others. ---------- For example MR X could be like: (Assuming zombies are set to normal where applicable) Strength 5.0 Speed 1.3 (On fast shamblers setting) Sight 2.0 Hearing 5.0 Smell 2.0 Durability 10.0 Wears : Leather Long coat (Black) Black Hat Black Pants Military Boots (Black) Leather Gloves (Black) Percentage: 0.001% ------- While a Hunter Beta would be like: Strength 3.0 Speed 2.0 Sight 1.0 Hearing 2.0 Smell 7.0 Durability 2.0 (3.5 for remake version) Wears: Skeleton form Ghillie suit Percentage: 0.02 So If anyone knows some mods that work together and allow these kind of features, or knows how to make it or wants to, I'd love to hear about it! Happy new Year everyone, hopefully it will be a bit better than 2020.
  9. Hi. I decided to add a new type of clothing: a hard hat, jacket, and pants. Based on the standard ones: Jacket_Camo Green, Hat_Army, and Trousers_camogreen. Changed textures, drew new icons, and created the necessary files. Here is a list of files and what I wrote in them: Folder: \media\clothing\clothingItems Files: Jacket_CamoMP.xml, MP_Hat_Army.xml, Trousers_CamoMP.xml I changed two lines in each file. The path to the texture: <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>armyhelmetmp</textureChoices> and unique GUID for each subject (im use www.guidgenerator.com/online-guid-generator.aspx) <m_GUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</m_GUID>... and so on Folder: \media\clothing Files: clothing.xml In this file, I registered a new type of zombie spawn and specified the items that appear on it. Specified previously assigned Guids. Assigned a unique Guid to the zombie type. <m_FemaleOutfits> <m_Name>ArmyCamoMP</m_Name> <m_Guid>e9047c42-479b-4d28-975b-7dd1af366f79</m_Guid> <m_Top>false</m_Top> <m_Pants>false</m_Pants> <m_AllowPantsHue>false</m_AllowPantsHue> <m_AllowTopTint>false</m_AllowTopTint> <m_AllowTShirtDecal>false</m_AllowTShirtDecal> <m_items> <itemGUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</itemGUID> </m_items> <m_items> <itemGUID>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</itemGUID> </m_items> <m_items> <itemGUID>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</itemGUID> </m_items> <m_items> <itemGUID>b81f298c-cf92-47bf-b854-649308ba17b0</itemGUID> </m_items> <m_items> <itemGUID>19504103-de6a-44bd-ac48-b9079ce0e355</itemGUID> </m_items> <m_items> <itemGUID>1aad0762-7886-4295-be32-448343be62aa</itemGUID> </m_items> <m_items> <itemGUID>1a437dbb-cee9-4013-8e8a-e158acf98b62</itemGUID> </m_items> <m_items> <itemGUID>2b0756ac-57f3-415e-bfed-24b28d1ca4d6</itemGUID> </m_items> <m_items> <itemGUID>fb86bd5f-1931-4b24-a5d7-bd6a43769991</itemGUID> </m_items> <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> </m_items> <m_items> <itemGUID>227cb2d5-05a5-44ed-872d-ac4ca16e80bc</itemGUID> </m_items> </m_FemaleOutfits> Folder: media\lua\shared\NPCs Here I specified the probability of spawning a new type of zombie. WPIZombiesZoneDefinition = ZombiesZoneDefinition or {}; WPIZombiesZoneDefinition.Army = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } WPIZombiesZoneDefinition.SecretBase = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } -- total chance can be over 100% we don't care as we'll roll on the totalChance and not a 100 (unlike the specific outfits on top of this) WPIZombiesZoneDefinition.Default = ZombiesZoneDefinition.Default or {}; table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoDesert", chance=3}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoGreen", chance=5}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoMP", chance=5}); Folder: media\lua\shared\Translate - spit Folder: media\scripts\clothing here I specified the item characteristics and icon name item Jacket_CamoMP { Type = Clothing, DisplayName = Military Police Camo Jacket, ClothingItem = Jacket_CamoMP, BodyLocation = Jacket, Icon = JacketCamoMP, BloodLocation = Jacket, RunSpeedModifier = 0.93, CombatSpeedModifier = 0.95, BiteDefense = 40, ScratchDefense = 60, NeckProtectionModifier = 0.5, Insulation = 0.5, WindResistance = 0.35, FabricType = Cotton, WaterResistance = 0.5, Weight = 2, } item Trousers_CamoMP { Type = Clothing, DisplayName = Military Police Camo Pants, ClothingItem = Trousers_CamoMP, BodyLocation = Pants, Icon = TrousersCamoMP, BloodLocation = Trousers, BiteDefense = 20, ScratchDefense =30, Insulation = 0.55, WindResistance = 0.4, WaterResistance = 0.50, FabricType = Cotton, } item MP_Hat_Army { Type = Clothing, DisplayName = Military Police Helmet, ClothingItem = MP_Hat_Army, BodyLocation = Hat, Icon = HelmetArmyMP, CanHaveHoles = false, BloodLocation = Head, BiteDefense = 100, ScratchDefense = 100, ChanceToFall = 10, Insulation = 0.3, WaterResistance = 0.3, } Folder: media\textures here are the icons and texture of the helmet: ArmyHelmet.png Item_HelmetArmyMP.png Item_JacketCamoMP.png Item_TrousersCamoMP.png Folder: media\textures\Clothes\Jacket Texture jacket: Jacket_CamoMP.png Folder: media\textures\Clothes\Trousers_Mesh Texture trousers: Trousers_CamoMP.png I know it's not exactly the right texture and path. camouflage pants are on a different path. I got them mixed up a bit. it doesn't matter now, because it's not just the pants that are the problem. and folder: \media File: FileGuidTable.xml here I re-registered the GUIDs of new items. <?xml version="1.0" encoding="utf-8"?> <fileGuidTable> <files> <path>media/clothing/clothingItems/MP_Hat_Army.xml</path> <guid>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</guid> </files> <files> <path>media/clothing/clothingItems/Jacket_CamoMP.xml</path> <guid>7fde9ae9-a876-46d2-ab46-24da3952c9f5</guid> </files> <files> <path>media/clothing/clothingItems/Trousers_CamoMP.xml</path> <guid>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</guid> </files> </fileGuidTable> and now the crux of the problem. none of this helped. the desired type of zombie appears, but there are no three new items on it - only those that were originally in the game. what did I forget to do? maybe you will notice the mistake you made? maybe I forgot to add another file or made a mistake with the model? I don't work all three items: helmet, jacket and pants. please help me, I have been struggling with this problem for about a day and tried a lot of things. unfortunately, nothing helps. I know, activity on the forum is low and hints are rarely given. if you understand the essence of the issue-help, do a good deed.
  10. After some experimentation with getting a previous texture fixed, I'm unable to discern why the trees aren't displaying correctly in tilezed. I'm using the steam version of the toolsets, and had to change the directory where both editors read the textures from. All the textures load in correctly except for vegetation. It looks like it's specifically trying to load vegetation_trees_01 ? Any ideas? 🤔
  11. hello i am new of this game and i want to mod female body and now i have a problem i saw 2 .x file in ProjectZomboid\media\models_X\Skinned FemaleBody and FemaleBody (1) what diffrent of these file? and what is FemaleBody in models_X folder do?
  12. Hello, I’m totally a newbie at this editor and am trying to get it to work. I’m not sure I’m doing something wrong or where its supposed to be installed at, but currently when I enter the building editor I’m unable to see any of the objects. All I’ve done so far is download the editor and tiles and extracted them, I'm not sure how to tell the editor where the tiles are that are missing. I wanted to mess around with the building editor before I started mapping cells. Would appreciate the help (:
  13. im currently planning on making a mod to add in military vehicles , and want to know , before i make models on anything , if there is a mod/way to make a tank act like a tank
  14. Hobglob

    In-game map?

    How do i get an in-game map? Is there a mod? Please help. I tried to search on the site and googled it. Is there no map?
  15. https://youtu.be/vSla5uGj94k console.txt IWBMS current last version, no mods. Custom sandbox settings, was set a real time game hours, game was finished while speeping. After loading, right after click seems world can't be loaded. Error 1 in red square right bottom. I-7 4700hq 2.4ghz, 8gb ram, nvidia 860m
  16. Hey, so I was wondering if it would be possible to add an interaction button to zeds, nothing fancy, more like a proof-of-concept. If you press your right mouse button on an zed an small interaction button should pop up (like on anything else interactable), if i click it some function or so should be triggered. Im pretty new to modding Project Zomboid, im not quite sure where to start but I found some example LUA scripts from the devs located in: \media\luaexamples\ui But I dont know if its the right to look at, any tips or help would be appreciated.
  17. i want add to tilezed this door but i dont know...
  18. Hellow, im trying to create a little mod, but im having big troubles. is there a way to display something like : " You killed 103 zombies on this server" whenever a player type "/kills" can a cop server store this info like: Plaayer_SteamID6655656_Zombie_killed = 25 Player_SteamID23423443_Zombie_Killed = 45 Player_SteamID3412111123_Zombie_Killed = 34 Does Some cool guy know how to do this?
  19. Hello, I have some troubles to setup correctly the option i want on the server. I would like the possibility to : (correct it if i'm wrong plz) Activate the fire but not possible to be spread on the map so i done : Nofire=false (option.ini) SpreadFire=false (Sandbox) (Do we able to burn zombies horde ?) Loot respawn every month IG : LootRespawn=4 SeenHoursPreventLootRespawn=0 Remove item on the ground when the player leave the zone in hour IG or server restart, but on the server, items don't be removed, not working i dunno why. HoursForWorldItemRemoval=4.0 Thanks for the help ^^ Hoshiko
  20. Hi ! I'm quite new on PZ multiplayer. I have some troubles with my virtual server and might need some help. It's 3 days i have set up my multiplayer server, and now we got some lags and error on logs. Nitrado, the hoster had already change twice time the machine where is running my server, no successfull at all. It's going on to hitting 95% of the CPU like it's overloaded but we are only 3 players at the same time ! ^^ Can you check the log and help me please ? I haven't enought experience with PZ to notice the issues and resolve it. Log Pastebin : https://pastebin.com/LzCBLf51 I give you also the config file attach to it then you can see if i do something wrong. I have got some suspicious lines : ################################################ 1559335738757 erosion: reading /home/ni2567500_2/Zomboid/Saves/Multiplayer/servertest/erosion.ini 1559335738821 IsoMetaGrid.Create: finished loading in 1.706 seconds 1559335738822 can't find map objects file: media/maps/West Point, KY/objects.lua 1559335738822 Loading: media/maps/Muldraugh, KY/objects.lua 1559335739101 ERROR: not adding suspicious zone "" "Vegitation" 9027,7530,9 179x10 1559335739102 ERROR: not adding suspicious zone "" "Vegitation" 9206,7527,9 10x13 1559335739102 ERROR: not adding suspicious zone "" "Vegitation" 9204,7527,9 2x3 1559335739102 ERROR: not adding suspicious zone "" "Forest" 9216,7527,9 10x13 1559335739102 ERROR: not adding suspicious zone "" "Forest" 9027,7540,9 199x15 1559335739102 ERROR: not adding suspicious zone "" "DeepForest" 9226,7527,9 101x300 1559335739102 ERROR: not adding suspicious zone "" "DeepForest" 9027,7555,9 199x272 1559335739252 loading 11652 zones from map_zone.bin 1559335739297 Max #ZONES on one chunk is 25 1559335739501 reanimate: loaded 6 zombies 1559335739510 Initialising RakNet... 1559335739510 znet: Java_zombie_core_raknet_RakNetPeerInterface_Init 1559335739510 znet: g_peer = 0x1c717a0 1559335739510 znet: Java_zombie_core_raknet_RakNetPeerInterface_SetMaximumIncomingConnections 1559335739510 znet: Java_zombie_core_raknet_RakNetPeerInterface_SetServerPort 1559335739882 znet: Java_zombie_core_raknet_RakNetPeerInterface_SetIncomingPassword 1559335739882 znet: Java_zombie_core_raknet_RakNetPeerInterface_SetOccasionalPing 1559335739882 znet: Java_zombie_core_raknet_RakNetPeerInterface_Startup 1559335739882 znet: Zomboid Steam Server started, ports 16271 and 16261 must be open on the router 1559335739903 znet: OnRakPeerStartup 1559335739915 znet: RakNet-through-Steam mode activated RakNet.Startup() return code: 0 (0 means success) 1559335739916 [VOICE MANAGER] VoiceInit 1559335739916 znet: Java_zombie_core_raknet_RakVoice_RVInitServer 1559335739916 znet: g_peer = 0x1c717a0 *** SERVER STARTED **** *** Steam is enabled server is listening on port 16261 1559335739916 LuaNet: Initializing... 1559335739917 LuaNet: Registering server listener... 1559335739917 LuaNet: Initialization [DONE], triggering events for 'LuaNet.onInitAdd'. DISCORD: token not configured *** DISCORD DISABLED **** ========================================================= May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 May 31, 2019 10:09:42 PM zombie.iso.IsoCell PlaceLot SEVERE: Missing tile definition: f_flowerbed_1_13 changeoption UseTCPForMapDownloads "true" ===================================================================== 1559341277703 Server max bytes buffer = 136, chunks = 1 1559341277703 Server max bytes buffer = 136, chunks = 1 1559341277703 Server max bytes buffer = 136, chunks = 1 1559341277703 Server max bytes buffer = 136, chunks = 1 1559341911637 removed out-of-bounds vehicle.id=229 connection=0 1559341911637 removed out-of-bounds vehicle.id=248 connection=0 1559342040061 SaveAll took 365.158495 ms Thank you for helping me ^^ Hoshiko Gaming Friendly https://discord.gg/AVs5eHZ servertest_spawnregions (1).lua options.ini servertest.ini
  21. On server restart players houses are burning down for some reason. To my understanding it's a sleeping meta event they login and it's all burnt textures and the loot in the house is gone. How can I fix this from happening? People are leaving. I can't not be able to restart the server please help. It's not just houses it's safehouses. Both times the server was restarted a safehouse was burnt. The server is using these mods Hydrocraft, OGRM, OGRM Silencers, Nocturnal Zombies, Craft Helper, Filibuster Rhymes' Used Cars, Log Wall Gates and bedfordfalls, Slocanlake.
  22. Hello everyone! I've been working on making a (will be) large standalone map (not connected to Muldraugh). I was wondering how I could effectively add more spawn regions to it (ones for each 'town'), currently it just bugs out and adds another world which isn't what I want. I was also curious how one might efficiently create multiple spawnpoints regions in Worlded as it currently seems I can create one and then would have to go and manually add the spawnpoints to all the other regions as it doesn't differentiate them. I imagine I could do this by creating multiple maps and merging them together, but I want to avoid splitting the .lots and such between multiple folders. Appreciate any and all help! Here are a couple map teasers for those curious, will be posting in WIP fairly soon.
  23. Hello survivors ! Since the last big update, the weather update, i was thinking about creating a mod that plays with the actual weather update. What i want to do, is create a mod that make the weather way more dangerous. There is a challenge that makes the weather in winter mode in July, which is a great idea. In 2018, with the climate change, weather is becoming way more extreme and this is exactly what i want to do. The thing is, im trying to read script and files about other mods but the weather files are kinda different. I want to locate how exactly the events in weather (suck as rains, snow, wind and temperature) act. So thats why i need a little help. Maybe pointing me a exact line in one of the file so i can learn and ask question as i go through my mod !? Thanks in advance !
  24. I'm making a weapon mod, but I don't know the reload code for him. Maybe someone knows where to get this code?
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