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  1. I think adding Glock 19 and new weapons to the game can make the game better. It is better to use everything without mods.
  2. Right now the only things a crowbar can pry are wooden window/door barricades. So I was thinking they should also be able to directly pry open windows, doors and even car doors so you can get inside without having to break anything or look for a key! I think this pry mechanic would be some skill based ability like hotwiring a car and it'd be highly leveled up with the burglar occupation too by default. As for how other characters would level it up I think it would be by attempting to pry things again and again. Any character could do it if they had a crowbar but it'd take time to be able to do it efficiently and successfully. I think a pry operation could start by having a crowbar and right clicking what you want to pry and selecting the option to do so. Like hotwiring it'd take some tries and time to do it successfully. A slimjim ( previously suggested) would be better for cars though. This would make the crowbar more valuable than just a basic melee weapon that pries off wood barricades.
  3. Is there any new weapons that is silent and easy to use?If there isn't any then I'd suggest a weapon that is suitable for killing the zeds silently such as bow or crossbow.other benefits of this weapon is it could also be used to hunt down animals silently instead of using guns that may attract more zeds into your area.other silent weapons such as blowpipe is also good with a sedative(Anesthesia?) ammo in case you didnt wanna kill the animals and want to farm them instead.I sure hope devs team would read my suggestion and consider to put it to test. Tysm!
  4. Hi, I think that the addition of more instruments in the next build/patch would be very useful for the player, for example: a cello could be used as a great weapon (but it’d be very heavy!), a tuba, a bagpipe or a flute could be used as a distraction, A double bass/contrabass could be used as a barricade, a bassoon could be used to knock out a zombie (if you use it like a club) PS: It’d be nice if you made instruments a bit more common! I always like to have an instrument or two other than a guitar or bass guitar on my playthroughs! ~~~A committed player
  5. I'm creating a weapon mod, and I came across the fact that I don't have a weapon model, it's transparent. How do I fix this? Weapon script DEV6-Firearm.txt
  6. Okay I've gone though so many axes and similar tools like meat cleavers (mainly for chopping trees to build into plank walls) that it's made me think "Why can't I sharpen this stuff?". Okay so here's the gist: What if you could sharpen bladed weapons/tools to make them last longer? Like sharpening an axe with a stone or sharpening tool? That way the axe could last longer before it breaks. I was thinking sharpening and keeping them weapon sharp can give it temporary invincibility to wearing down or it could reduce the rate at which it wears down with use. If it's the former, there could be a hidden or visible sharp bar that when it goes all the way down the weapon starts to degrade again with use and it's time to sharpen it again. If it's the latter the weapon still loses condition as well as sharpness with use. Sharpen tools can be fount in hardware stores, sheds, garages, anywhere where tools would have to be present including in the factory I'm staying in in Riverside. You could also find a rock to sharpen though it wouldn't sharpen as well as a sharpening tool. Different sharpen tools have different degrees of sharpening. Keep in mind this is different than merely repairing a weapon which merely brings it to working order again. Repairing doesn't increase durability/slow the rate at which it degrades with use. Having to find or make axe after axe gets really tiring so makes sense to make the ones you have last as long as possible. Heck if I could do this I probably would've spent more time building the Scenic Grove Trailer Park wall (and possibly had it done by now) rather than looking for chopping tools. The result of me not having it done by now led to a meta event of gunfire which caused this to happen around 27:37: Yeah my worst fear of that gunfire attracting the zombies from the forest to the west/south west CAME TRUE. But I digress! Anyways until then your best bet is to have many chopping tools on hand as possible even if it means making them from stones, sticks, and rags a.k.a. a stone axe.
  7. What if in the game you could make official firearms (including ammo) as opposed to makeshift zip guns? I was thinking the player could come across some houses with machinery used to make firearms and ammo. Basically an at home workshop for guns. They existed back then in 1993 as well as today in real life so it would be fitting to come across a house with a workshop for guns and ammo the player could use. The player could have a gunsmith occupation to make use of the machines more readily with the right skill level than with other occupations. The player would have to get resources to put into the machines to make the guns and ammo such as steel wood and smokeless powder. Then the player would put the materials in each machine and progress turn them into guns and ammo until they were finished. Such machines would include drill presses, milling machines, lathes, stampers, etc. The player could also come across gun factories to use to make guns and ammo as well as use the already finished inventory of them. You can't always find a nearby gun store or police station and looting cars, homes, dead bodies as well as zombies for guns and ammo usually doesn't yield much not to mention it's tedious. That's why as a survivor it makes sense to make your own guns and ammo!
  8. Allowing the player to knock a zombie off when being grabbed from behind would be boss. This would start off with the rear elbow strike where the player strikes their elbow either against the zombies upper head or their torso to knock them off. Kind of like in real life. Spacebar could be pressed to achieve this when the player is grabbed from behind. As opposed to mere squirming or trying to grab the zombie off. This would obviously have to be done very fast otherwise the player will be instantly killed or infected to the point of eventually dying. Also if you're holding a melee weapon you could strike that into the zombie as well! With a gun, you'd either shoot them or simply hit them. Spacebar to hit them off with the gun right click held down with left click to shoot them. Before anyone says "Zombies don't feel pain." the thing is they can still be damaged as well as jostled so unarmed this attack would operate based on sheer force with them. As for the NPCs I imagine the hostile ones would feel pain so they'd be easier to knock off. Since there are hostile players in multiplayer this attack could be used against those guys. So I'm thinking it'd take 1 to 5 hits to knock a single zombie off and definitely more than that range if multiple zombies are even possible to knock off with the attack. Less hits if used with a melee weapon and instantaneous death when shot by a gun. If being attacked from both the rear and front I was thinking the player could elbow the one in back with one hand and push the other in front with the other hand. This attack would also be done with spacebar. A similar attack could be done with a melee weapon where the player strikes the rear one with the weapon and pushes with the other hand or kicks with one foot. I've seen all these playthroughs (including my own) where people get chomped on by one or more zombies and I think "Wouldn't it be cool if you could save yourself with a rear counter attack?" No attack is perfect of course but it'd add more combat function rather than the player having no options but to lament they didn't watch their back well enough. Technically the player still does have to watch their back (prevention is key) but with this attack it doesn't have to necessarily be the end. In short, the player should be able to rear counter attack to save their back!
  9. Hi everyone, just started my first foray into modding for the game. I followed Blackbeards tutorial but encountered an issue which his video doesn't appear to cover a fix for. The weapon sits too far forward and not properly held. I compared it to the base game M16 in scale in blender as the pic shows and it should fit in the M16 hold animation pretty well but it sits way too far forward. Would anyone know how I can resolve this? How do you move the weapons position on the character? I cant post images directly so here they are in Imgur: https://imgur.com/a/Ljrid99
  10. As shown in the image below, the weapon condition (previously displayed as a little star icon on the bottom right of the weapon icon) is no longer visible. I couldn't find anything in the changelog regarding this specific issue, so I assume it's a bug. The weapon's condition is still normally displayed if you check it in your inventory
  11. Hi everyone, I think that weapons like bows are something that everybody thougth to include to the game. However, there are plenty of ideas for hand made weaponds, for instance, slingshots, blowguns may be, and of course tools in order to perhaps make animals skin (when animals included) and... dry them? I dont know the exact verb, but I think I could make my idea through. Slingshot are more or less easyto do, may be with lvl 3 of carpenter or sth? I'm sure people have lots of other ideas but those were the ones I thougth about. Thx 4 reading!
  12. пожалуйста, добавьте возможность носить на спине 2 вида оружия. Но только при ношении рюкзака а если рюкзака нет то только одно оружие
  13. Sorry for google translator, I hope everything is translated clearly. When I press the button to remove bullets from the MSR788 rifle in the radial menu, the character does not extract them, but turns on the animation, as in the picture. And if you try to extract it from the inventory, then nothing happens.
  14. I remember the last zomboid and an unbalanced knife. A lot of water has leaked, but there are still frankly unbalanced weapons. I think from the name you understand what I will write about. Why are axes unbalanced? - many variations (fireman, pickaxe, one-handed, made for trees, crafted ax; - high dps (in this balance it is high); - the possibility of manufacturing; - professions: lumberjack, fireman. (These professions are also unbalanced). I suggest: - Strengthen other weapons; (more professions, perks) frankly weak: crushing, spears. - Increase the cost of professions: fireman, lumberjack. (as a temporary measure).
  15. item BaseballBat { MaxRange = 1.4, at the same time item HandAxe { MaxRange = 1.4, and there are many more such examples. Almost all weapons feel longer than their model and hurt when hit literally empty. Because of this, fighting with zombies becomes either difficult (it is not clear where the optimal strike distance is) or easy, because allows you to keep zombies at a distance, although your usual weapons do not deserve it. I already asked to make different control keys for the upper and lower blow, for different interactions with windows, etc. The worst thing that can be with a game is when it does not act as you expect. (You want to hit a standing zombie, and you hit the ground, bend over and bite you.) It is very easy to die in the game because the character does not obey you, or does not obey the laws set by the developers. I'm not talking about the balance of the weight of objects - to hell with it, but please select a person who will deal with the balance, he does not need to be a programmer, because this is done so easily. Truly yours, fan.
  16. Ever since I first used the spear I've noticed a discrepancy with the animations. Two of the animations are a straight stab and the remaining one is a sort of sweeping slice attack. I always thought it was odd how I could stab two zombies standing about a meter apart with the same spear thrust. Hitting two zombies at once with the sweeping attack makes sense, but not with the stab, unless it's the critical thrust and the zombies are standing in a line. I'm not sure what the best way would be to execute this, as weapon swinging has only ever belonged to the left mouse button, but it's still worth looking into. Picking off stragglers? Get in there with a decisive strike. Trying to keep a group of them back? Go for a sweeping strike that divides the kinetic force of the swing between two targets and doesn't leave you open to getting bitten.
  17. ok, so weapons in the newest iwbums build seem to have like NO real durability, even when the condition is full, things like the hand scythe and hand axe are breaking after maybe 6 or 10 hits on a zombie. also, suddenly knife fighting is completely impossible, instead of doing a nice one shot to the ear, like before, now you flail around pointlessly with the knife for 5 hits first? maybe i'm just not doing it right, but that in combination with the potential for losing your knife in the zombie in the middle of a fight seem to make them completely pointless, and also they break after a couple hits as well. at this rate, you'd need a CRAZY amount of weapons all the time...... also, i get how baseball caps can fall off in a scuffle, but the motorcycle helmet at least really ought to stay on, otherwise there'd be a lot of dead bikers if their helmets popped off on sharp turns....
  18. I think many already about the need to fix the weapon, but I still did not see the answer of the developer about whether they know about this problem and whether they will fix it. There is no word about this in the news posts, and it seems to me that this does not go beyond the discussion of the players themselves. If you combine all the requirements, you get something like this : 1) accuracy. It doesn’t even immediately hit (With a police officer perk). 2) Ammunition weight. Huge, 100 grams in a game versus 4 in reality. 3) Speed recharge. With the same policeman perk, he barely reloads his weapon, as if he lacks the strength to insert ammo. I just want the developers to highlight either : -"yes, we know about this problem" or -"no, we did not know about this problem" or -"no, we will not fix it" (This is overloading my old post because I created it in the wrong category.)
  19. It very less, I think it should be 5 or 10
  20. So i made a mod that adds a torch to the game. https://steamcommunity.com/sharedfiles/filedetails/?id=1542069453 Its is basically a torch that emits light around you in a circle and it depletes overtime, now I want to be able to trow it to start a fire. Problem is I can't because it is a "drainable" item, when I change it to a "weapon" it is trowable but it doesnt get depleted anymore? how can I make it trowable and still get drained when its being used. In the picture you can see how i tried to resolve it and how its currently set up. by giving it 2 item types it turns into blooo
  21. Incase anyones interested that doesnt have steam! http://pz-mods.net/weapons-items/Frostmourne/ Frostmourne.rar
  22. Hello. I'm a little surprised this isn't floating around on here somewhere.... I've seen bits about adding context menus, but not something for weapon renaming specifically. I figured, since we can rename bags and evolved recipe dishes, it's pretty much already in there and just needs a bit adding for weapons. And here it is This will enable renaming weapons in inventory context menu, just like bags. Go forth and give that hammer you've been swinging around in the Exclusion Zone for 2 months a special name I expect renamed items should continue to work fine for recipes, as the display name is what's being changed, not the underlying ID. Bit of a disclaimer: - I've not personally tested in multiplayer, either hosted or joined, but it's been commented that it works, however. - I've not personally tested with renaming weapons from mods, but that's also been commented to work. I expected it would, it operates against hand weapon items after all. Credit / References: - Indie Stone, of course. Basically, I've adapted relevant bits of the base ISInventoryPaneContextMenu.lua. - I referred a bit to RoboMat's Creating Inventory Context Menus tutorial and MisterInSayne's Giving custom options to items when you right click them thread. Download the mod file .7z archive from here; or Copy paste the below, or attachment, into a mod media/lua/client folder; or It's on Steam Workshop as well. ---------------------------------------------------------------------------------------------------------- ISInventoryRenameWeapon = {}; require "ISInventoryPaneContextMenu" ISInventoryRenameWeapon.createMenu = function(player, context, items) local canBeRenamedWeapon = nil; for i, v in ipairs(items) do local item = v; if not instanceof(v, "InventoryItem") then item = v.items[1]; end if instanceof(item, "HandWeapon") then isHandWeapon = item; canBeRenamedWeapon = item; end end if canBeRenamedWeapon then context:addOption(getText("Rename weapon"), canBeRenamedWeapon, ISInventoryRenameWeapon.onRenameWeapon, player); end end ISInventoryRenameWeapon.onRenameWeapon = function(weapon, player) local modal = ISTextBox:new(0, 0, 280, 180, getText("Change item name"), weapon:getName(), nil, ISInventoryRenameWeapon.onRenameWeaponClick, player, getSpecificPlayer(player), weapon); modal:initialise(); modal:addToUIManager(); end function ISInventoryRenameWeapon:onRenameWeaponClick(button, player, item) if button.internal == "OK" then if button.parent.entry:getText() and button.parent.entry:getText() ~= "" then item:setName(button.parent.entry:getText()); local pdata = getPlayerData(player:getPlayerNum()); pdata.playerInventory:refreshBackpacks(); pdata.lootInventory:refreshBackpacks(); end end end Events.OnPreFillInventoryObjectContextMenu.Add(ISInventoryRenameWeapon.createMenu); ISInventoryRenameWeapon.lua
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  24. All right, this is mainly for the devs, but of course anyone feel free to answer. I'm pretty sure this question was asked before, so you can call me dumb and just simply send me a link to that topic. Do you guys plan to add visible secondary weapons? You already showed us the backpacks, and they are awesome! It would be nice to see our weapons beside them. For example, if you have an axe as a primary, and a shotgun as a secondary, the axe is in your hands, and your shotgun is attached to your back. Or anything like that. A knife is in your hand and a pistol is on your belt in a holster. etc. Similar to DayZ (or most survival games). I think it looks great and perfectly makes sense. Hunters, soldiers, pretty much everyone who uses rifles, are carrying their guns that way (not to mention pistols in holsters). So, what do you guys think?
  25. I think we should eventually be able to craft wooden staffs not only being used as a weapon but it could also be used as a crutch something to lean on like a walking stick. Let's say you're out on a run and you twist you're ankle you can be limping away on you're staff and If a zombie gets near you, you can stop in place and prepare to take it out. The staff could also be used to fight off Npcs with melee weapons as well. You could be coming back from looting some houses and get jumped by two Npcs and one has a wrench, and another has a knife you can potentially either knock them unconscious and take there stuff or kill them in the process. So in my opinion it would be a pretty good weapon slash crutch to have and if the abilities I just described are added one day I wouldn't knock those Npcs who jumped my out I'd kill them so they do come back looking for me when they wake up/if the wake up. So what's everyone else's opinion?
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