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  1. So I recently made a mod that simply adds almost everything to the loot table of zombies at a 0.1 rate table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.Spiffo");table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.1); table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.Spiffo");table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.1); etc. However because of the sheer amount of items added to the table I pretty much always get something from zombies, can I limit the amount of drops, is it as simple as lowering the drop rate some more or am I asking something that cant really be done yet?
  2. Just going to be adding new things as I think of them ingame. 1. Pens/Pencils - In their current state, you should only really be forced to use one of these early on in the game(unless you're very uncareful), so i'm looking at them with no stats or bonuses to damage or breakability(maintenance, luck, etc.) Having said that, they seem to give a couple nice jabs and usually break before the jobs done, nothing hugely surprising here, but I see an opportunity. Each stab should have a "critical" chance, or "mortal wound" whatever you'd like, of a high base number since they break so quickly. I'm thinking 15-30% to instantly kill, and LOSE the weapon. The logic behind this would be an eye shot, yay! You have a chance to stab the zombie in the eye, puncturing the brain, delivering a fatal blow, and the pen/pencil is of course stuck in the zombie as it falls away. You would not receive a broken version, it would be in the corpse, and you would not be able to recover the used weapon. It's a lot just for a little, but i really like the realism aspect of the game, I try not to be as bad as certain people, but this one bugs me. If I was going to jab a zombie with a flimsy pointed writing instrument, eyeballs all day baby. 2. Jewelry - Useless right now, and this idea is farfetched at best, but it is slightly realistic and would have certain values.(LOL VALUES) It's dark, there's a moaning, groaning army relentlessly coming at you, your spiked baseball bats are breaking, and you're fumbling with ammo, you need a break to eat and bandage, your legs are slowing down, and your burden becomes heavier and heavier... WHEN OUT OF THE DARK COMES A GLEAMING SUPERHERO, PULLING THE JERKS AWAY! Totally possible with new and improved +visibility jewelry! Jewelry would have a +visibility stat depending on what it was, diamond rings and gold necklaces would flash more than pearls and regular rings, etc. It would be stackable(more visibility, but more weight of course) and would result in a very noticeable glinting, shining, flashy person... Perhaps not represented ingame with effects, but the jewelry could be shown on your character, and a moodle would appear showing your flashiness. "Your valuables barely raise a moldy eyebrow" "You booty is distracting" "Your spoils draw attention" "Your treasures draw a crowd" You could distract and draw groups or a horde of the jerks away from friends or strangers alike once in multiplayer. Of course this is completely counter intuitive in single player, unless you want to lure in zeds for exp ^.^ You would give off more distracting glints of light in higher light levels, so holding a candle or flashlight would be a bad(or good) idea, and in the day you would be a beacon... You would also give off more noise depending on the amount of jewelry you had equipped. This one is a bit sillier, but it gives a use to items that are already ingame, and it fills a niche in multiplayer, without having to expend all that precious shotgun ammo pulling aggro. Plus its ballin' and hella stylin', and I want to be the pimp of knox county.
  3. Getting My Fix I'm back with more hyper-real ideas. But, I don't feel like fucking around with an intro today. So let's just get into it. Complicated Healing There should be more to it than just, slapping on some bandages, and choking on some chicken. Bandages. I feel, different body parts, should have different healing requirements. Like Bandages. . . for example, maybe you'll only need around 2-3 bandages for your arms, but for your body, you could need anywhere around 5-10 bandages (depending on the specific locations and your size of course). But, if you don't have any tape, or safety pins, etc., then you should have to tie the bandages together. But, no matter how you apply the bandages, you should always be able to add more tape. For more durability (that, we'll get in to later). Health & Infections. Food's healing ability should also differ on different parts. And as a matter of fact, we should have health indicators on each and every body part (that you are willing to do). Full health meaning: Healthy, and No health meaning: Infected. However, if it's a Zombie infection, or just simply, a Bad Wound infection, both will kill us the same way. By spreading to our heart, lungs, and/or brain, but the Zombie infection always does it faster, plus, it can't even be treated, it only gets worse (that's how we'll know). So, even if it's just ONE, of your hand's (or even finger's (depending on how far you go)) health indicators that has completely depleted, that, will start depleting the next connecting indicators, and so on and so forth. So, if the infection is in your arms or legs, you're savable with proper amputation. But, if the infection is in your body, neck, or head, you're fucked. More Complicated Healing Now, unlike the Zombie infection, Bad Wound infections are obviously treatable. So let's dig into that. Step 1. Wound Cleaning. Rivers, streams, pools, baths, showers, sinks, and even toilets, should all be able to be used to clean your wounds at least, assuming they are all clean of course. But if not, you can boil it. That is, if you can't find any alcohol, good enough for sterilizing. Application would involve, pouring the water or booze all over the wound, and/or pouring it on to a rag, bandage, or whatever, then wiping down your wound. Step 2. Stop Bleeding. If you're Bleeding BAD, and you have a belt or something, you can just strap on the pressure, easy peasy. But, if you have nothing that can handle wound applying pressure, then there should be two options. One, put a bandage in one, or each of your hands, as in, put a bandage in either the the Primary and/or Secondary slots. Then allow us to apply one, or both hands with pressure on to one or two wounds, max. Only what's doable obviously, I wouldn't ask to be able to apply that kind of pressure with my left hand onto your left arm or whatever, wouldn't make sense. But when it comes to option two, it's the same as one, exept it's just your bare hands instead. But, with your bare hands, it can be more unsanitary. Step 1 & 2. Cauterize. Got a fire? Got a sturdy piece of metal? Good, then you can go ahead skip Steps 1 & 2. No need to clean it and squeeze it, just sear it shut. Which means you'll save time, but you better have something to bite down on, because it's gonna suck. Plus, if your character screams a lot, you are definitly gonna wanna smoosh you face into a pillow or something. Step 3. Rebandage Periodically. Through time, the bandage will get dirty. So you'll need to change it from time to time until it's healed. And allowing us to change our bandages, can force us into a situation like, you simply bandage it when you're on the go. Then clean it when we can get to water or booze and safety, and then rebandage, stuff like that. Other Stuff Wear & Tear. I think more than just your weapons should have a durability. Like, your clothes, your bags, and your bandages. Whether we get badly hurt, or not at all, each injury can be taxing on our clothes, bags, and bandages. So we'll probably need to get good at Sewing and stuff. Solid Wood. If you break a solid piece of wood, like a 2x4, a branch, or a baseball bat. You should be able to use the broken end you're holding as a quick stabbing weapon, but then still have to find, or make a whole new one. Except for the bat, bats always break in that way that allows you to screw, nail, and bolt the other piece back on. But first, you have to make sure you don't use the handle end as a stabbing weapon too much, even though it would make a much stronger stabbing weapon than the 2x4 or the branch. And second, you'll need to grab the other end of the bat, and then get a hammer and some nails, or a screw driver and some screws, or for the sturdiest repair, a drill (or a hand drill) and a wrench and some bolts. But, once the baseball bat has been repaired, the next break, is permanent. B & R. We should be able to take the good parts out of other guns, and put them in the place of the shitty parts in our guns. And with the proper tools, materials, and skills, maybe we could even make our own guns and ammo. And same idea for all the different types of melee weapons. I feel, every Role Playing Game, should thrive off detail. Especially when Graphics, are not what they're maxing out. But, that's all I got so far, I love you all, peace. P.S. Are you planning on adding surgery to the game?
  4. First, this all comes from NCrawler, who seems to have left the community 6 months back. It's from a beta of his YAWM that never was released. I have it since I was a beta tester for him at the time he left. The purpose of this is to allow the modder far more flexibility in how his items are spawned, when, and with what. It also allows a modder to set values lower than 0.01 for probability, in fact as low as desired (1 in 10,000, okay!). Some of this has been heavily altered by me for personal use with the KY firearms mod that's currently out in this forum, but it can work with any items mod you like. This works through the media\lua\server\Items subfolder. Add this to the bottom to start. The random value generator is used an awful lot, and the Events line is what calls the script to run each time a container is "filled" by the game engine. Without that, nothing will happen. --From RoboMat's RMUtility Modfunction rnd(_value) return ZombRand(_value) + 1;endEvents.OnFillContainer.Add(spawnNCStuff);Next is the main function. Note that "OnFillContainer" will pass 3 values to this, the room name (the first value we see in SuburbsDistribution tables, like "kitchen"), the type of container (the second value, "all" or "metal_shelves"), and the specific container being filled: function spawnNCStuff(_roomName, _containerType, _containerFilled)-- ALL THE IF AND WHILE LOOPS DISCUSSED BELOW GO IN HEREendNow we can use these in IF statements to specify when to spawn things depending on room type or container type: if _containerType == "wardrobe" then-- STUFFend if _roomName ~= "kitchen" then if _containerType == "counter" or _containerType == "locker" or _containerType == "metal_shelves" then-- STUFFendendWithin these, we can set how rare the spawn is thusly: --Roll for firearm (0.2% chance) if rnd(1000) >= 999 then-- STUFFendThe next part is a bit trickier. It requires two things. First, the code within the above IF statements. Second, a separate array outside of this entire function. Let's start with the array. Here's an example for guns and their respective ammo: gun_array = { "RKFmod.ColtPython", "RKFmod.TaurusModel444RagingBull", "RKFmod.Kimber1911", "RKFmod.Ruger1022ArchangelNomad", "RKFmod.Ruger1022", "RKFmod.MarlinModel795", "RKFmod.MarlinModel795", "RKFmod.MarlinModel795", "RKFmod.MarlinModel795",};ammo_array = { "RKFmod.357Mrounds", "RKFmod.44rounds", "RKFmod.45rounds", "RKFmod.Ruger1022ArchangelNomadMag", "RKFmod.Ruger1022Mag", "RKFmod.MarlinModel795Mag", "RKFmod.MarlinModel795Mag", "RKFmod.MarlinModel795Mag", "RKFmod.MarlinModel795Mag",};Notice how the first member of the array in gun_array matches the first member of ammo_array, and so on to the end? This is important if you want to spawn matching items together. Also notice how we've had the Marlin 795 repeated 3 times, so it takes up 4 of the 8 choices? That means it has a 50% chance of spawning IF any gun is spawned from its array. This is how to make specific entries more or less likely within the array. Now, let's assume we have several such paired arrays, one for long rifles, one for pistols, one for AR-15s, etc. We want to choose randomly which to pick from when spawning. Next the code for the main function: weaponType = rnd(100); if weaponType <= 50 then --pistols-- STUFF elseif weaponType > 50 and weaponType <= 90 then --rifles-- STUFF elseif weaponType > 90 then --AR-15s-- STUFF endSo here you can see we are choosing between which set of arrays to spawn from. Next, to pick a member of the array to spawn: gun_Index = rnd(#gun_array); _containerFilled:AddItem(gun_array[gun_index]);#gun_array means that it counts the number of entires in our gun_array. The rnd function picks a random number within that range. Then we have the main "doer" of this whole thing, the AddItem() command. This adds in the selected item to the specific container. You could just replace (gun_array[gun_index]) with ("mymod.my_gun") and it'd work just as well. Now here's a fun twist. You can add specific ammo/magazines/etc to the spawn as well: NCY_ammovar = rnd(100); if NCY_ammovar >= 40 then --Add 1 magazine for that weapon(60% chance) _containerFilled:AddItem(ammo_array[gun_index]); if NCY_ammovar >= 75 then --Another mag (25% chance) _containerFilled:AddItem(ammo_array[gun_index]); if NCY_ammovar >= 92 then --2 more mags (8% chance) _containerFilled:AddItem(ammo_array[gun_index]); _containerFilled:AddItem(ammo_array[gun_index]); end end endLet's walk through that a bit slowly. First, we have a new random value, this is just used to see if we want to spawn something or not. You could just make this 100, so something always spawns (or nix the IF statements and just follow with an AddItem() command). But here it's random, and the first checks to see if it's >= 40, which means 60% of the time we'll get ammo spawned with the gun. Notice that we're using the SAME gun_index value as before, we haven't rerandomized it, but now with the ammo array? Yes, this is how we get a matching gun/magazine/ammo spawn. Then you can see that there are two additional IF checks, for rarer likelihood of further spare ammo. This can be tailored however you like, once you understand the basic syntax of what's going on here. There's a lot more you can do with this stuff, like spawning a melee if a gun doesn't spawn, using an ELSE statement that follows the original IF statement way above. Sky's the limit. I'm not going to say this is the most streamlined code imaginable, but it works and it's pretty easy to edit on the fly and adjust to how you like it. Anyway, let's look at a finished version of what we just did (different names for some things, but exact same structure/commands): This was altered by me to work with the KY firearms mod, for personal use. I guess now it's open to all. I will also post the original YAWmod lua if anyone wants to experiment with thatj. NOTE: You will want to get rid of all the... table.insert(SuburbsDistributions["garagestorage"]["all"].items, "RKFmod.BoxOf22");...type code if you want to do this, or at least that which is relevant to what you're trying to achieve with these functions. Anyway, thanks should go to NCrawler, wherever he is, as far as I know he was the one to come up with this approach and code for this game.
  5. Ok, so first of, this is more of an idea that went through my head as I was playing, more so than a suggestion, anyway, the core of the idea is pretty simple. Adding a craftable radio, or simply snatching one around from a house, a garage, a car(once and if they are in the game) the list could go on where you could get your hands on one. Essentially, after some time in the apocalypse, the only reasonable means of communication pretty much would be your old radio and the idea is once you would acquire one, your world would once in a while transmit some kind of conversation or just a message and spawn the "event" somewhere in your world. It could literally be anything i.e.: Other survivors calling out to the world giving a bit of information about their status and location(once NPC are in the game) Warnings about zombie hordes movement(the horde would spawn, once you'd hear the message) Zombie attacks and call-outs for help, being limited by time Maybe even some military convoys running through the area being attacked/killed off leaving some weaponry behind to scavenge(assuming they are not all dead knowing we still hear the helicopters every now and again) That's just to mention some of the ideas, the events could literally happen anywhere in the world i.e., you could be in West point and the event would be in the Mall or Muldraugh, they could be both positive or negative and not always reachable. It would add a bit to the late-game, provide resources for people who don't enjoy having their loot (unrealistically) respawn, spice up the difficulty a little bit as well probably and would support forcing people out of their comfort zone to explore a bit.
  6. I will upload icons in this thread. Every icon uploaded is made by me. Every icon you find in this thread is free to use, credits are optional. I dont know very much about modding so they are no use to me. You can also request icons in this thread, but I dont guarantee that: - The icon will be done in a certain lapse of time. - The icon will meet your expectations. - The icon will be done at all. Of course Im trying to make the best result in a short time, but sometimes I might be just too busy to work on a request. Soy milk Toolbox Backpack
  7. Hi. I am currently working on the building mod and after I looked at the new log walls I want to implement something like it is done there with rope, strings and ripped sheets. In essence I want to have a building option that works with different items as a requisite, but needs only one of them. This is a test if I get it working. The option in particular is not that important. I tried different approaches, none of them worked. I am currently at this: The option in the submenu is working, it looks if one of the gastanks is in the inventory, and if one is, the option gets "white". But when I click it, nothing happens. In the console it says: function: onSmallPropaneTank -- file: BuildingMod.lua line # 2341 function: onMouseUp -- file: ISContextMenu.lua line # 78 attempted index: getInventory of non-table: null----------------------------------------- STACK TRACE The line 2341 is in the onSmallPropaneTank function. It's the line with the first "if not" I'd tried a positive condition ("if" instead of "if not") before, but that didn't work and the "getSpecificPlayer(player):getInventory():contains("xxx")" allways uses an "if not", so I went for that. It looks better if I use only "if", like this: But with that I get the same error message. Atm I think the problem is not if I use a positive or negative condition, but something else, and I am at a loss what this could be. Any help would be much appreciated. I am beginning to understand the lua code and my try and error method in this particular case hasn't got me very far.
  8. Hi Guys, I've been following PZ since it was in its early days, and may I say it's certainly coming on. It's not often I find myself on forums but tonight I feel (after playing PZ for a few hours), my time to make some suggestions has come. So far I am enjoying the PZ experience as I am totally into Survival RPG games, and as far as I'm concerned this is the only legitimate Zombie simulator, so thankyou to the Indy Stone team for continuing their efforts on this game, Thumbs up guys!! Now, onto some suggestions... I apologise if anything here has already been covered in previous threads; First and foremost, whilst playing PZ I usually hold up in the Large warehouse to the north of Muldraugh. This just so happens to get very cold at night... And currently I cannot find any other warmer clothing than a Sweater, Pants and shoes... Are we going to see coats (protection from rain), hiking boots and equipment? etc... Another small point is perhaps clothing and footwear should slowly wear out, giving use to ALL the other clothing in game. I'm sure I had seen sleeping bags mentioned somewhere, but perhaps these could be found in the world and crafted from a few sheets, a pillow, a needle and thread (which I've also seen mentioned, I believe needle and thread are already being added in game). Bleeding: When a player is bleeding and is not bandaged, it would make sense for them to leave a visual trail of blood... this could be used to track down other players... Stop this by bandaging the wound. Trails should be removable with cleaning items. I would also suggest adding this into the hunting section for tracking animals when that gunshot doesn't deliver a fatal blow.. (are you adding deers etc?) I have heard that RJ is working on the firearms and has been working on attachments.. I'm just wondering if a silencer has been considered... Kinda important... but again, hard if not impossible to craft these items would be RARE! PLEASE reduce the amount for PAINT spawns! Seriously... it's ridiculous how much paint I have! (which I will never use! Good idea though ) Have the team taken into consideration about Illnesses? I mean catching a cold will make you sneeze etc, have you thought at all about belching and passing wind after eating? Random coughs perhaps... You know, that situation where your hiding in the closet as a heard of hungry zeds pass through the house, your absolutely terrified and what do you know.. out comes a little toot... phew! HATS! Yes, Hats.... where are all the hats!? Aches and Pains? Presumably from running a lot. I know this fits closely with fatigue but I think the pain of hurting feet could be a big issue, maybe stress the player out and most noticeably slows the players run and walk speed.... I know this was already refused... but hygiene... seriously guys... no hygiene? MUSIC! This should be one of the major forms of stress relief! Find an old CD player and some CDs? An IPOD perhaps, maybe even a MP3 player! With the use of batteries and headphones this would muffle all sound but would be very relaxing. DRUGS! What else in the world would YOU do during a zombie apocalypse? I know you guys are looking at a season system in which to implement the cold weathers of winter and the hot sticky sun of the summer... I just wanted to point out the fact of walking sounds and tracks. If you implement snowing, footprints MUST follow along with the AWESOME sound snow makes under your feet. Also in the autumn, you'd have the problem of those pesky leave crushing under your feet. POCKETS! HAS ANYONE THOUGHT OF POCKETS? For example your character may be able to carry SO much in weight... but where the hell does he put 400 nails when all he is wearing is underwear...? Following this point perhaps your 'Naked' char should only be able to carry so many items... but when wearing clothes adds a higher limit to the number of items the player could carry. Thus limiting the weight and number of items a player can carry... logical? HAIR! Has anyone considered the fact hair grows.... PUT A USE TO THE INGAME RAZOR !? That said I'm sure there are many other suggestions I could bore you with, but as it's 4:10am I think I'll leave it here. Please leave me some feedback and again apologies if some of this content has already been covered in other threads. Finally, I would just like to say that you guys at the Indy Stone ROCK! You have created a masterpiece from scratch and despite the world taking a keen interest in zombies, you guys have made the ONLY zombie game which comes close to actual zombie survival. Well done! - Wiizzy (PZ Fan - Survivor)
  9. Hello, everyone. I am a new to modding in general and this is my first mod. It adds several items and weapons into the game from the Dark Souls universe. I hope you enjoy it. Adds: -Soul of Smough -Soul of Priscilla -Smough's Hammer -Lifehunt Scythe -Humanity -Firekeeper Soul -Bonfire Kit -Drake Sword -Estus Flasks -Uchigatana -Several Rings -More in the future! !!!!!!!Update!!!!!!! *Changed Estus Flasks,Humanity,and FIrekeeper Souls to Food Planned features: Homeward Bones-Teleport you to your Bonfire(Do NOT make more than one!) Bosses-Get Boss Souls Souls-Currency/Experience Dark Souls Arena-New area where the player fights bosses Dark Souls II Expansion-Adds new items,weapons,and rings Rings Apply Traits I am open to suggestions for more to add so feel free to comment!I'm also looking for icon makers so feel free to "apply", as well! Disclaimer:NONE OF THESE ICONS ARE MINE!I AM NOT HELD RESPONSIBLE FOR ANY PROBLEMS THIS MOD MAY CAUSE! Request:If you would like to help me with my mods, please message me. My .lua files are a little wonky ^^; P.S. I suggest downloading the Profession Items mod( http://pz-mods.net/weapons-items/ProfessionItems/ ) for quick access to Boss Soul Weapons! You may use this and any of my other mods, as long as you give credit to me! Project Dark Souls.zip
  10. before i get under way i would just like to interduce myself. i am Tsukune Aono and ive been playing this game for quite some time now and love it. but i do have some suggestions to what could enhance this game to be even more productive and awesome. animations ive seen through my gameplay not much but some quirky animations. such as opening windows, how he holds weapons and attacks with them and felt that they could still be there but if their were openings in custimization. such as being able to change how you walk, sneak, hold weapons, open things etc. and could all be listed under styreo type features. such as a light fast guy could have a stance like Aiden Pearce ( watch_dogs) while big jock like characters would walk with grit and a sense to smash somethings head in. i would also like appearance animations to be fixed to such as holding rubbish bags or having camping packs on your back. im just sick of looking at my dull character silliesly walk around like fallout 3 carrying a shit ton of stuff and not actually giving a F about it like he shrunk all of his items and shoved them down his pants. i would love to be able to open up a heads up display like the bodies health one and actually attach a gun to his belt, put some water bottles on the side of his back pack and have sone grenades on his chest while he has a back pack on and having an animation to run with struggle and stumble. (i know i may have added items and things you actually cant do or would change the whole concept of the game but i would make another topic about those so dont worry. Items i would love to have the following items in the game. this may help in gameplay generator location:(rare) basements, hardware stores, survivor bases, camps, some houses Info: generators are used for keeping the electricity and water sources working in a floor (small, medium), or an area space conected to it R: i would love to have a cool little area running electricity even when the lights go out to still feel home and comfertable. it would also make for some survival feel to some requirements: (FYI: requiments are also items i would love to put in the game and will be found under neath) a quarter of oil canaster a day. oil canaster: location: (easily found) basements, attics, hardware stors, houses, back yards, kitchen closets, cars, petrol stations info: oil canasters could be used for a number of things from burning houses down to starting up a generator, or killing yourself. R: to help with the generator system dvds: Location: (easily found) living rooms, bedrooms, dvd stores, shops, mall, info: are either recorded t.v.shows or movies that allow to entertain your character much faster than reading books. R: im a comfy survival sourt of guy and would love to chill back and watch some sitcoms as the world ends. it would be fun as requirments: T.V., electricity working CPs/ laptops Location: bedrooms, lound rooms, dinning rooms, shops, parks info: these allow the user to look up on whats happening in the world from statistics stating the dead and electricity and water runout, check their emails if any playabal or non-playable characters have got news for them and to just get any announcments in the world from scientests etc. R: like i said with dvds this would also be a happy comfy device but would also be important for serious situations requirments: electricity grids time line im just going to get this done fast. time line would be when you get to spawn in the game and the effects it takes on your character. for instance say you make it Z day then it will be when the virus first spread, leading people to panic and drive around and go into shops and steal supplies and cause choas or you could make it twenty years later where the worlds a waste land and the enviroment is saught of like the last of us. thank you for the replies and keep playing PZ
  11. okay for today im just going to make a quick one. survival ideas hygiene yes we have this is in the game already but staying cool and cosy isnt what im talking about. i would love to see this game taken to the next step with survival. having to wash you body and clean it with soap, cutting nails so you dont get infections, cutting your hair and shaving your beard when it gets long, brushing your teeth etc. i would love to have control over how my characters hygiene takes place in many times and having serous consequences for not looking after your hygiene. misc stealth yes this idea i copied from the walking dead and yes this IS bad for your hygiene. being able to cut open zombies guts and putting it over you in serious times to make sure zombies dont follow you home. and if applied enough you could pass by zombies without them even noticing you effigies this would also help for zombies not to smell or feel your presence like above but isnt a walk across the street one. making effigies for your house so zombies cant smell that your in there.
  12. This seems obvious so it may have been suggested before, but what if the player always starts with a couple of items, and the occupation you choose changes these? For example, a cop would start with a pistol, a fireman with an axe, a park ranger with a campfire/tent kit etc. This might make up for a job whose perks are a little lackluster, eg. the park ranger loot would make it attractive for players to choose, even though the perk that job gives you ("Outdoorsman") doesn't really do much.
  13. Hi! Being the huge fan of zombie survival games that I am I thoroughly enjoy playing PZ. So much so that I got my own server running (176.58.126.21:64300) and started looking into customizing it right away. I know that PZ has a rich API that is accessible through Lua and wrote a trivial mod following RoboMat's instructions to get a hang of the essentials. I also know you can add items to the game. With all that what I am wondering about is how that can be possibly fed into multiplayer at this point? Here are some concrete questions: Is it possible to use Mods at all in MP?If so is there a distinction between serverside and clientside mods?serverside: Mod only needs to be installed on server and its functionality is propagated to clients. Therefore clients could connect to such a server with a vanilla installation of PZclientside: To be able to play on a server that has a certain mod installed clients would need to install that mod prior to joiningIs it possible to supplement server behaviour using Lua scripts outside of a mod? Things like location-specific chance-based triggers for certain events?Thanks in advance!
  14. Okay, I have had an idea how binoculars could work in game: When you press and hold the sneak/ready attack button and drag the mouse to the edge of the screen you get a slightly wider view of your surroundings. With binoculars equipped as a primary/secondary, this view is significantly increased, although you will only be able to see what your character can see, so if there is a house blocking your peripheral vision you obviously would not be able to see anything behind it. A way around this would to be able to get to higher vantage point, a second or third floor for example, enabling you to see over said house. An alternative to having binoculars equipped as primary/secondary, you have the option to "wear" them around your neck. To balance this out, wearing binoculars or having them equipped leaves them prone to damage. They could deteriorate completely over time or slowly get damaged, making the view distance shorter or blurrier. Rendering the Binoculars almost useless. Binoculars will come in a small variety, ranging from 100m-500m (or shorter/longer distances) and will be slightly rare and are not regarded as military equipment. What do you think guys?
  15. Here is a compilation of some weapons that I think that can be implemented in the game: 1) Torch : How to make it : A Branch/ or Plank / or bat + A Bandage + Oil / Or Resin / Or any flamable Oil The torch will deal almost same damage as a Bat if it is not lit. If it is lit it will deal the same damage as a bat but there will be some fire damage too. Also it will create light. When you lit it can remain lit for about 2 hours then it becomes a branch and you can use A Bandage and Oil again to make it a torch again. It will also have a durability 2)Sling : You will be able to craft it using a Smashed Branch and a hammer . Using the hammer you create the weapons skeleton then you need to find the rubber part. Unlimited ammunition when stepping on land . 3 Damage 3) Spiked Shield : You will be able to turn a Plank into a shield with the use of 1/4 of a rope and some duct tape (you will also need a saw to cut the plank in the appropriate size and then to make the shields handle (made with ropes that passes through the shield)). Then you can Hammer some Nails on it to maked a spiked shield. 4)Caltrops : You throw them to the ground and if a humans walks over the area his feet is injuried and is bleedind reducing movement speed. Also Zombies slow down when walking on caltrops. You will also be able to use nails as caltops 5) Shovel as a Weapon ...
  16. I recently had the idea while playing the game. I was followed by a horde and my bat was broken and I didn't want to come near the zombies with the Knifes I had. So what if I could throw offensively my broken bat to a zombie in order ro both get rid of the item and also deal damage to the enemy from a safe range. The range that you throw each item will have to do with its weigh , your max Carrying capacity and your load. If you have a low load and a 12 carrying capacity (max) and the items weight 1 you will throw it further than throwing an item that weights 3 or than if you had a 12/12 load. The damage each weapon will deal will be calculated by the range of the zombie from you , the max range the item will reach and also the Weight of the item. If you do not equip an item you will throw stones from the ground. So what do you think ? Should we have the option to throw any item to the zombies.It would also give a meaning to rotten food (distract zombies by throwing a rotten tomato to a wall at the other side of the road etc)
  17. This mod simply adds items to a players inventory upon starting a new game with a specific profession. Made by request of the community. Mod Features Fire Officer;Fire axe Police Officer;Pistol9mm Bullets Park Ranger;Matches, Tent, Campfire kit, Kindling, Water Bottle Construction Worker;HammerSawBox of nailsBox of screwsScrewdriver(Will include toolbelt container on next update) Security Guard;Baseball Bat (Possibly change to custom baton on next update)TorchBattery Baseball bat Vitamins It was suggested that each player spawn with a utility style belt to hold the items/tools they start with, so that feature may be implemented. Mod was built on stable build 23, however it should work or any other version you are running. Download v.1
  18. b133d_4_u

    Project BLEACH

    Project BLEACH is my second mod ever. It will add many Zanpakuto to the game. I am currently having trouble with the coding so if anyone wants to help out, feel free to contact me. Adds: Reishi Reiatsu Shakkaho Sokatsui Soren Sokatsui Haien Zabimaru Zangetsu Tensa Zangetsu Tekken Ryujinjakka Shiden Tengumaru Tachikaze Suzumebachi Two new professions and traits! This will add the professions/traits of Soul Reaper and Arrancar to the game. By picking one of these professions you will start out with an Asauchi which you can use to create ONE(1) Zanpakuto of your choice. Each Zanpakuto has its advantages and disadvantages so choose wisely! Planned Features: Construction(Senkaimon and Garganta) Locations(Hueco Mundo,Rukon District,and Sereitei) NPC's(Hollows) The mod itself is complete, but i am currently debugging(nothing works right),and could use some help.
  19. Well, the PVP system still needs to be highly improved and we all know it. Despite talks about a brilliant new "aggression" system, i think the game still could use a little bit of realism, specially dealing with meeting new survivors and PVP. This will be also very useful for RP servers, making it harder to kill characters for metagaming reasons (like "i hate player X, so i'll hunt his in game character) and making it harder to not be noticed as a raider. My suggestion is this (those who played Haven & Hearth and Space Station 13 are familiar with it) -Every character displays a random name above their face representing their appearance -If you click "Remember character's face", you'll add the character's number to a friend's list and you'll know that the guy with that number is the guy you saw -To have a player 'meet' another survivor and know who he is, they must add each other to their friend's list. When a player does that, both players will see their real names above their names unless they're wearing masks -When players wear 'mask' items (such as balaclavas, ski masks, bandanas, gas masks, surgical masks, cloth masks (Basque separatist style), etc) the player's name/character's number is hidden unless the person speaks, then the chat will show the person's number/name depending on whether the listener knows the raider -Equipping the mask is similar to equipping a piece of clothing or the backpack. It would be great if every mask had it's own model/sprite, letting players kind of develop their 'village raider uniform' with identical masks and hats. Like a player village of everyone wearing ETA style cloth masks made out of sheets, green pants, black shirts and berets hidden in a forest just waiting to ambush and rob survivors would be awesome. Why i think this idea is so important: The talks about the revolutionary new aggression system is great, but this system lacks. The ability to just turn on 'aggressive mode' and have no one be able to recognize you sucks because it will make it easier for people to just raid players and just move around undetected. Having the need for masks will make it easier for survivors to recognize raiders (even if you have the skull displaying above the raider character) and harder for people to commit random crimes. Also, this will allow players who want to be burglars but not killers to just put on a mask without the need to turn aggressive on other players.
  20. Something that occurred to me during my misadventures - Shouldn't we have the tools and knowledge of our profession when we start? So here are my suggestions for "in inventory on start" Police: Pistol 20 rounds of ammo Aim 2 Reload 1 Sprint 1 Security Pistol 20 rounds of ammo Baseball Bat Aim 1 Reload 1 Blunt 1 Park Ranger Big Hiking Bag Spade Bottle of Water Blunt 1 Farming 1 Lightfoot 1 Fire Axe Blade 2 Sprinting 1 Nimble 1 Construction Axe Saw Hammer Box of Nails Construction 2 Blade 1
  21. Highlander

    Recipe Results

    This may be a dumb question but is there a way to have two items as a result of a recipe. I have tried and I am thinking its not possible. If someone could shed some light on this that would be great. EDIT: Nevermind I saw the answer in this post http://theindiestone.com/forums/index.php/topic/3969-multiple-items-resultting-from-recipe/
  22. There are many unused items in the game. This is the list: Fertilizer Currently unobtainable. Thought to be used in crop growth or bomb making. String A long piece of string. No known use. Empty Bottle (Wine) The empty version of a Wine Bottle. Currently taken out of the game. If somehow added into the game, it can be used to craft a molotov. Pool Ball A regular pool ball. Suspected to be mixable with Socks. Can be found in bars. Locket A rare jewellery item found on corpses. No known use. Wallet A rare item found on corpses. No known use. Lipstick An item found in bathroom containers and rarely on corpses. No known use. Wedding Ring A rare jewellery item found on corpses. No known use. Comes in two variations, one with the diamond, and one as a gold ring without the diamond on it. Comb An item found in containers and rarely on corpses. No known use. Razor An item found in bathroom containers. No known use. Playing Cards An item found in containers. No known use. Dice Luck be yer lady tonight. Weight = 0.2 No current use. Yoyo An item found in containers. No known use. Thread A spool of thread. Assumed to be unobtainable. Needle None of them have any current use. Now obviously they are in the game because the creators are planning to do something else with them. But what would you like to see them do? And I'm sorry the pictures don't line up
  23. slash

    Juices mod (v0.0.1)

    Hello forums, this is my first simple mod: "Juices" It lets you squeeze your own juices out of most fruits and some vegatables. With the help of sheets or a pillow as strainer, you can fill empty pop bottles with fruit juices. Current v 0.0.1 contains: Tomato JuiceCarrot JuiceApple JuiceOrange JuiceGrape JuiceMelon JuiceStrawberry JuiceLemon Juice Download and more infos here: https://github.com/voodoocode/juicesmod Your feedback is welcome, here as well as on github. Thanks!
  24. Search-able Washing Machine and Dryer First off, before I go any further with suggesting anything here about them, are the Washer and Dryer planned to be search-able in the future? Also, will they be functional so long as the power is on? I would assume so, at least, as it makes sense (why include them at all, except for realism?) and would be no different, or difficult, to implement as searching an Oven or Cabinet. The same goes for using them, much like an oven; turn on, time passes, done washing/drying. The obvious question would then be, “What would be found inside either place?”. And, of course, the obvious answer would be, well, clothing; e.g. socks, sweaters, blouse, vests, pants, skirts towels, sheets, etc. And there is a chance that the cloth items in either one could be wet, perhaps because they had not yet turned on the machines when the world went to hell; If they are in the washer, there is a possibility chance – say 70% wet, 30% dry – that they will be damp/wet already.Things in the washer would, most likely be dry, but still a chance they are not – perhaps 10% wet, 90% dry. However, a new question becomes, what non-obvious items could be found in there but still make sense? Well, some things may still be washed that are not clothes – such as hiking bags, pillows, shoes, etc. - are possibilities. There are also things that might be left in pockets - like lighters, pens, pencils, band-aids, pills, tissues, cigarettes, and so one. Even the random, currently useless junk – rings, lipstick, wallet, blah-blah - could likely be found in there. You get the idea. Really, the possibilities are just as random, varied, and as likely as finding stuff in any other place, within reasonable realms of “realism”. I am just wondering if this is planned, since I could find nothing about it in my search through the forums, in the "Commonly Suggested" topic, or online. If you know where it's mentioned, please post a link; I don't like suggesting stuff unnecessarily. Thanks.
  25. Made for Suggestion Here. People now will have carried more stuff before they died and turned... Bug: It breaks the savegame so it doesn't reload it after you quit. Works fine on 2.9.9.10.. ** So after making and reloading a whole bunch of games, it seems to work fine now for 2.9.9.16.. ** I'm so confused.. DOWNLOAD: Main Download (PZ-Mods) || Mirror Download (My Dropbox Link)
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