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Found 16 results

  1. I'd like to load getModData() of the player to a local table. Then I'm going to save it every time it's changed. What is the best event to load the data?
  2. So recently I've noticed a lot of players on multiplayer have been "save reloading" aka backing up their player data so they can reload it after they die. I was thinking about it more and more, and thought of a solution to this exploit, checksums. Why not have say, a random server-side checksum that's generated maybe based on the current server-side system time (just an example) and then copied onto the client's multiplayer folder? You could hash and maybe even salt the checksum (or just don't show it in the command prompt log) to prevent anyone from being "clever" and copying it or even using
  3. I've fallen while building onto the upper level of my safehouses a few times now (33.9-33.10), and would love for there to at least be a stall in the player's movement before he/she falls, and/or a chance of recovering balance and not falling. Perhaps this could be modified by traits and skills, ie graceful, light-footed, etc? Also RE falling, what's with the broken right thighbone being the invariable result? Falling 1 floor onto grass in the summertime is really more of a sprain or broken ankle type of injury, rather than instant femur snappage. Maybe back injuries or broken wrists could
  4. Hi guys, I've been testing a server options and I just want to reconfirm what I observed - Buildings' positions and environment is kept on the server side in location Zomboid/Multiplayer/"servername" but player's location and inventory is kept on client side on their PC - even If I delete Multiplayer/"servername" folder on the server side, player after logging spawns in the sample place and with the same inventory don't you think is dangerous to keep players inventory on player side not server? That creates a problem if I want to restart server completely. I'm not able to force people
  5. Intro To The Idea: My friend and I were talking today when out of nowhere he came up with an amazing suggestion for Project Zomboid. I am sending it out to y'all for him as he isn't the greatest zomboid fan (having only 5 hours in). His idea was the possibility of finding back-up generators scattered throughout muldraugh. If TIS (The Indie Stone) does end up adding negative zed levels, ie basements, then there will have to be something occupying these spaces other than a garbage can or a couple of spare nails. Imagine you have spent several weeks on a new character, prep
  6. Okay, here's the scoop. I was thinking, as a new immersive feature to be added, you could activate certain animations. No, not combat animations, but leisure-focused animations. You could sit down on couches and chairs, or on table chairs, toilets, etc.... These actions could slow, or stop, the process of boredom. If you sit on a couch with a broken leg, it could prevent further damage, and heal it quicker. Etc other effects... But the reason I didn't mention sleeping animations or multiple actions on couches, is to prevent the game becoming the Sims all over again. But if it get's ad
  7. I am interested in finding out what customization options most people use. This will be useful for general statistics but also for mod creation.
  8. Hello, I didn't see a thread like this beforehand, but I'm sorry if I there is one already and I missed it My idea was that I feel that the player character should be able to improve more over time when it comes to skills. Things like the coward/brave and weak/strong skills should work like the stats in-game such as sprinting. It would make sense that a person who's survived for a month or two and has killed hundreds of zombies should be able to control themselves more over time so they don't get to extreme panic when they sneak up to 2-3 zombies to bludgeon them with a bat. Same goes for c
  9. So I have another topic in the PZ suggestions called "Neat Little Ideas". (Found here: http://theindiestone.com/forums/index.php/topic/10095-neat-little-ideas/ ) Here is one of the ideas I suggested to be implemented into the game, and more, in case anyone would like to make it a mod. For reference, humanoid characters or characters are NPCs, Players, and Zombies. Is sorta shorter for me to write. When a zombie, NPC, or player dies, a blood puddle slowly forms around the body, suggesting they are bleeding on the ground. The size of the blood puddle and how fast it forms would depend on
  10. I like little interesting things in games that you have to be paying attention to appreciate. Here's a list of some that I will update. Ideas: Comment on this topic with an idea, and I can add one of your ideas. CheezeIsGouda: When a zombie, NPC, or player dies, a blood puddle slowly forms around the body, suggesting they are bleeding on the ground. The size of the blood puddle and how fast it forms would depend on the type of weapon used to kill them and/or the severity of injuries on the body at the time of death. Which one is added, should depend on the games limits. (List of blood pud
  11. I noticed a while back that the player character starts at age 27, as a lot of you know. In case you didn't know, a man with grey, balding hair is not 27. Try 57. So my suggestion is that we should be able to alter the age of our characters, and aging should be added. As years go by, the character should start to get grays, bald out, etc. Because the age system doesn't really make sense as is. That's it, thanks for reading. And I'd love feedback. ------------------------------------------------------------------------------------------------------------------------------------=======
  12. Hey, I'm making mod with injectors. There's quite much I need to make, at least for learning's sake. Is there any more efficient way of making crafting result multiple items than using OnCreate with Lua? Well, that's not so important, it works this way so that can be left there. But more importantly, I need to get my hands on player's needs at lua scale, meaning I need to get modify all these pain, depression, hunger, thirst, and to temporary modify increase and decrease multipliers. I can't find those myself (I tried digging) so I hope someone of you can tell me where to get all that.
  13. I got this idea while watching a Let's Play of PZ. Have any of you played Dead Island? Maybe even Dead Rising (1-3)? Did you notice how the characters are, at first, terrified and fight for survival, but soon it becomes second nature to them? How, in Dead Island, they're disgusted at they slice the undead apart but soon just go about it like it's their job? Well, that's what I feel should be added to PZ. Think about it, you've killed 6000 zombies, you've survived for well over a year and you've (when they're added) seen your friends torn apart and had to put them and other human beings down pe
  14. When NPC's make their return, I'm imagining there would need to be quite a few in the early days of the game so that a few months in there are at least a few left given the high expected mortality rate. Personally I found the game much more enjoyable when they were taken out and while I am awed at what I've read about the meta game and potential for interactions, I hope I'm not overwhelmed with NPC's because the lonely atmosphere of the game as it stands is one of its best features IMO. My question, how many survivors do you think should be in the beginning of an unmodified Survival game?
  15. Can i (in my mod) set/get custom player data (example - setBulletsSpend (like setZombieKills)) and will this data save after exit game? And from where calls getPlayer() function? At last: how i can run java code in mod and how to read/write file (I/O as i realized, in lua, disabled) Thank you for your attention.
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