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  1. 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
  2. -- ------------------------------------------------------------------------ -- -- Vorpal Weapons version 1.2.1: March 28, 2016 -- -- this is a mod for Zomboid which gives the player the chance to obtain -- unique and powerful weapons. after a certain number of kills your -- weapon will improve a property and it's name will change. properties -- that may improve include: weight, damage, knockdown, range, durability -- swing speed, etc. it's still being tested, and though it is overpowered -- by nature, i don't want to be too insanely overpowered. as i test it -- more and get feedback from people the values will be adjusted. you're -- free of course to fix things how you like, too. currently weapons will -- upgrade after 10-29 kills and then again after 30-70 kills. -- -- * Vorpal Weapons was adapted from tommysticks' Heroic Weapons mod -- * first time i've written anything of substance in Lua, maybe it works -- * thanks tommysticks, you had an awesome idea (but your code sucks) -- * seriously tho, i've had a blast with your mod, so thanks -- ------------------------------------------------------------------------ -- -- Changelog 1.2.1 (March 28, 2016) -- fix: issue resolved where second upgrade sometimes wasn't applied -- note: currently bugged weapons will remain bugged, sorry -- ------------------------------------------------------------------------ -- -- Changelog 1.2 (March 26, 2016) -- -- feature: multiplayer support! yay! -- fix: all weapons have been rebalanced, things should be mostly sane now -- feature: mod blacklist. Vorpal Weapons will disable conflicting mods -- feature: future nerfs/buffs will apply to any vorpal weapons created -- since this version (1.2) -- fix: weapons created by test versions of mod will be autofixed -- feature: probably a bug somewhere -- ------------------------------------------------------------------------ -- -- Changelog 1.1.3 (March 19, 2016): -- -- fix: removed some test code which could interfere with repairs -- ------------------------------------------------------------------------ -- -- Changelog 1.1.2 (March 19, 2016): -- -- fix: weapon stats are restored properly now -- fix: swing speed nerfed, durability nerfed, range nerfed, -- damage slightly buffed, still tuning -- feature: your character will now say something when weapon transforms -- fix: weapon weight was being lowered for every upgrade -- fix: now receive proper events with parameters -- ------------------------------------------------------------------------ -- -- Changelog 1.0.1 (March 17, 2016): -- -- feature: added support for secondary weapons -- ------------------------------------------------------------------------ -- -- Changelog 1.0.0 (March 17, 2016): -- -- things changed/added from Heroic Weapons: -- no more repair or equip/unequip bugs or other durability bugs -- merged it into one file and changed how everything works -- many names are changed -- most of the calculations are changed -- weapons autorepair at prefix/suffix kills for now. -- if anything is too ridiculously overpowered, please let me know... -- ------------------------------------------------------------------------ -- -- TODO: -- tweak the values as needed -- change naming scheme to something more like ultima online -- i.e. exceedingly accurate, etc. so i can ditch some of the silly names -- maybe more exotic weapon upgrades -- -- by electroglyph/xenoglyph -- ------------------------------------------------------------------------ -- Props to tommysticks. Without his mod this wouldn't be here. I really love his idea and it inspired me to (hopefully) improve upon it. Thanks PZ community! The Workshop version will be the current & maintained version. It's provided here on the forums as a courtesy. Any and all criticism is welcome. Tested and working on 34.13 I<3BUMS http://steamcommunity.com/sharedfiles/filedetails/?id=647041145 VorpalWeapons.7z
  3. Toy Gun Simulator VOL 3 download : GooglePlay Toy Gun Simulator VOL 3 is one of the best weapon games for teens and we are sure that teens will have a great time with our toy weapon simulator for Android. Since we know how much little boys love toy weapons we have decided to make this gun simulator. And we are sure that it will become one of the most popular games for boys. But, girls, also, will be fascinated with the beauty of toy guns and this free app for Android will become one of the most popular games for girls. You will see that teens will simply adore their new virtual toys. So, don't wait anymore, download now this gun simulator free and give to teens fantastic toy guns. It's totally free! You want to surprise teens, but you run out of ideas? We have the solution for your problem. Now you can give to teens perfect toys and you even don't need to go to the toy store. Install this gun app and that's it. Only the best things we have prepared for all little teens in the world. With this gun app for Android they will have a fantastic collection of toy weapons. But, this collection is not the only thing that teens will have with this simulator game. Also, we have prepared for them realistic toy gun sounds and authentic toy weapon mechanics. Another great thing that gun weapon simulator brings to your Android phone is unlimited ammo. Now teens can shoot from their virtual weapons as long as they wish. They won't be able to stop shooting until the try all the weapons that we have prepared. That much great our game for teens is. Now you will have much more space in your house because real toys will be exchanged with virtual toy guns. Great, isn't it? And one of the best gun games for teens can start when teens choose an appropriate toy weapon for them. Great time and so much fun you and your children will have with one of the best gun games for teens. Download this free app for Android and you will see that we are telling the truth to you. teens deserve to have only the best thing and the best virtual toy guns they will have with this gun app. You will be satisfied when teens are satisfied and with Toy Gun Simulator VOL 3 they will be totally delighted. Have a great time with teens, shoot with them from virtual weapons on your Android phone and enjoy in every second with them with Toy Gun Simulator VOL 3 - the best toy weapon simulator in the world. Toy Gun Simulator VOL 3 Features: - big selection of toy guns - high resolution graphics - realistic toy guns sounds - authentic toy weapons mechanics - unlimited ammunition - ideal for teens fun Toy Gun Simulator VOL 3 was created by Toy Guns For Kids.
  4. Sorry, it’s already at the [y] list. Please delete the topic.
  5. 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?
  6. The mod is based on "Craftable Axes" by Tooks and "Broad Hatchet for Fire Axe" by Aardman55. Borrowed fashion features 3 Types of Axe Heads Craftable Axe Handles A Makeshift Axe (degrades slightly faster than the Fireaxe) A Worn Makeshift Axe (Degrades faster than the fireaxe and deals slightly less damage} A Blunt Makeshift Axe (Considered a blunt weapon, no longer using the Blade skill. Deals less damage and degrades faster than a Fireaxe) Distinction Add sprites for Axe Handle and Axe Heads. You can cut down trees. To create the handle is needed now also knife apart saws. In order to cut the right hand. The speed depends on the type of blade. Hunting knife does not break down and fit always. Craft Axe Head from Worn Axe Head, using leather belt and stone. It takes a long time. Craft Worn Axe Head from Blunt Axe Head, using stone. It takes a long time. Russian translation. French translation by Klare. Polish translation by Geras. [ Download ] [ GitHub ] [ Workshop ] P.S. New game not necessarily. P.P.S. In the picture the pros and cons are of equal importance, it's just a typo! Later, I make a new image.
  7. 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?
  8. I always hate leaving loot behind, and seems the things left are always the flatware. Craft the flatware reinforced bats by nailing three pieces of flatware onto the tip of the bat with six nails and the hammer (only the vanilla hammer, maybe I should add my mod hammers.) The new reinforced bats stats are between the regular bat and the nailed bat. Pictures coming soon of recipes.. DOWNLOAD: Main Download (PZ-Mods) || Mirror Download (My Dropbox Link)
  9. http://www.aggressivegaming.org/newdawn/wiki/ We now have a page where you can look up all the information on any Item, weapon, craft, recipe on Project Zomboid including anything added from the Hydrocraft Mod! From the list of items or crafts click on any item or recipe name to see all the info on it. The Item page will show all the info, attributes and values of the item. And below that it will show any Recopies that require the item as an ingredient. And any Recopies / Crafts that can create said Item. The Recipe page will show all the info, required ingredients, skills and tools for any recipe. And even what book must be read to learn that recipe if needed. Hydro and The whole Dev Team at Aggressive Gaming's Newdawn helped to build this for you guys! So enjoy! http://www.aggressivegaming.org/newdawn/wiki/
  10. for example: Lasor has WeightModifier = 0.2, HitChanceModifier = 5, ChokeTubeFull has WeightModifier = 0.1, AngleModifier = 0.1, DamageModifier = 0.5, I want to make a weapon part to lower the SoundRange attribute on a weapon. Is there a Modifier that can change the SoundRadius attribute on a weapon? And if not, is there a list of all the attributes that can be modified on a weapon with weapon parts the ones I know of are: AimingTimeModifier AngleModifier DamageModifier HitChanceModifier MaxRangeModifier MinRangeModifier RecoilDelayModifier ReloadTimeModifier ToHitModifier WeightModifier
  11. Hello all! This is a fun mod done in my spare time for those who want a little something different in terms of weapons. These weapons would be more typically found in a museum or a collection, not in every day use. As such I am setting them as pretty hard to find. Once armor gets implemented or I figure out a way to mod it I will possibly add it in (though walking around in plate armor might be a bit overpowered...) Currently implemented in mod: To be added to the mod: If you have any historic weapons you want to see added let me know. Though, don't expect new versions for every single weapon addition. Keep in mind that we are currently stuck with base weapon models for the character to hold until the code changes. Currently there are no custom sounds for the melee weapons as I didn't bother looking for any as the stock sounds work. So they will stay that way unless someone wishes to donate custom sounds for those. The items are distributed in some homes and can rarely be found on dead bodies. Though, if you want to cheat, you can spawn them to your inventory using the "End" key Download Link http://www.mediafire.com/download/vcc4mvp9r0hzcvm/OHWM.zip Let me know if you run into any issues, Originally made for: DannikJerriko
  12. What you need to remember when you fighting a zombie? That even, a slightest infected scratch may kill you. No matter how strong you are or how many you already killed or what a great fortress you have…. A single tiny scratch can infect you. And you finished. So, the main goal when you fight a zombie is to keep him as far from you as possible. That’s why guns are so great! – but the downside of guns is that they loud. You easily kill one zombie but you calling 100 more to your location. And bullets of course… there’s never enough…. So, my suggestion is to create a SPEAR! It is very easy to craft! I mean, all you need is a long enough stick, a simple kitchen knife and some bandages to bind them together. Any plank would work fine and there is so many knifes in game. The advantage of this weapon, as I said, is its hitting range. I guess it will be twice greater distance than a normal baseball bat swing hit. Oh, and there better be a different character animation for that… its not an axe slashing type of strike – it have to be some piercing lunge forward hit… It won't knock zombie to the ground (well, it can, but not that often like a baseball bat) but it will push them back, away from you. (and give them some damage of course) Good for a distance control. The disadvantage of this weapon, is its low durability… The durability of all knifes is pretty low… But the advantage is that you can create many spears, easily from common materials. Advantage: 1) Easy to craft. 2) The longest hit range melee weapon. 3) Pushing zombies away from you. Disadvantage: 1) Low durability. I am reading the forum now and I see that people have already suggested spears, many times… (sorry)
  13. So playing around and surviving for a little bit (2 months to be exact) got me to think a little bit about the area I was surviving in, that being West Point and after looting pretty much the whole city dry and seeing everything there is, I just thought of something that could be added, would fit in with the lore and make a survivor's life a bit easier, though it was a bit too obvious so I thought it must have been suggested before, but after skim-reading around a little bit I havent really tripped over it, but if its around I apologize for repeating it Hunting crossbows Yep, not very original I imagine, but hey I dont know why such weapon isnt really available already, the idea would be pretty simple, mid-range, silent firearm that would allow you to take care of those pesky deaders that are so inconviently in your way to loot and oddly close to a horde that you could just sneak past, if it werent for that one annoying strangler. As far as lore goes, West Point has a gun store specialized in hunting gear and in my personal experience these tend to have not just guns, but also hunting bows and crossbows if you are into that, so the loot spot would probably be only it or the shooting range a bit to the east or one of the few hunting cabins in the woods around if you wanted to make them really hard to get. Ammo-wise it would be pretty simple to craft together a stick and a sharpened rock (it would give use to those things aside some very basic tasks that you can use actual tools for anyway). And for the sake of balance it would be either a single shot weapon or you would have to rack each bolt after shooting with a relatively small capacity, lets say 4-6 bolts max. So efficient enough to take one or two guys out and be on your way, but nothing to be killing thousands with and it being silent it might just be your best friend once you find it. You could even be able to make a hunting bow after all, that would take just a few flexible branches and a bit of twine that could work the same way, but be just the poor man's choice instead.
  14. A rather simple mod that Nerfs all melee weapons, disabling the ability to hit more than 1 zombie at a time. It also disables the ability to push away 3 zombies at a time. Created for the sole purpose of making the game harder and making running away a default reaction to seeing a horde bigger than 3 zombies. With this mod, having an Axe won't make you a zombie killing machine and you shouldn't even dare to try taking on more than 3 zombies as they WILL get you and kill you. Download: http://pz-mods.net/gameplay/WeaponNerf/ Required Version: Project Zomboid Early Access Build 31.13 EDIT: All of my smaller mods can be found in this thread, leave feedback there.
  15. With the introduction of a button specific for melee without weapon attack, I get use to do the 1-2 combo, where I hit with my weapon and then push the Z's away with the melee command, and some times save some durability of my weapons by stomping with my foot the fallen Z's. But I find unappealing the fact that it doesn't bring any XP gains Since it seems that anything that can be lvl up give XP makes sense that stomping a zombie to 2° death doesn't increase the XP, but taking the risk of going hand-to-hand with such dangerous creatures deserves some kind of award... So, in order to keep the "only upgradable skills grant points" theme going, what about having an UNARMED skill line like the BLUNT and BLADE? I suggest having little impact while the skill is low, hardly pushing away the Z's and rarely make them fall down. But eventually being able to punch them in da face! knock them down easily, or even 1-hit them with a strong punch or a big stomp while in the floor... but that would be the end-game-fantasy . Any way, I'm just saying that anyone brave enough to face the Z's with only their bare hands should be awarded with some XP, and maybe include some traits that increase the skill, like the brawler does it for blunt and blade. what do you guys think?
  16. We have the fuel canister (I think even a whisky bottle will do) spill some on the weapon and ignite it with lighter! Let the fights begin! The main purpose of that is of course some fun The advantages are: More damage. A baseball bat with nails and on fire!! Come and get it zombie!! A high chance to ignite a zombie when hit. One zombie on fire can ignite others that walking close to him. You can use a flaming baseball bat as a torch! You can fight and illuminate your way around at night at the same time )) You can go for a night raids! The disadvantage is: Your weapon’s durability goes down even if you don’t fight… well coz its on fire…, so eventually it will burn down to ashes. No repair options available. I guess you can also ignite it at the campfire – no need of fuel or whisky in this case. It will take some time, like when you drink from a sink. And you can also extinguish the weapon in a water barrel, if you have one near you. Advantage: 1) More damage. 2) A high chance to ignite a zombie. 3) A chance to ignite the whole horde of them!! 4) Gives you light at night, like a torch. 5) Easy to craft. Disadvantage: 1) Weapon’s durability goes down constantly. 2) Weapon will be destroyed. 3) Unrepairable
  17. So, I have a few ideas for diferent ideas for modifiers that make arrows more efficient: 1 - Explosive Arrow - I've seen in a thread that someone ( Don't remember if it was a mod, or dev or ad or support team ) said that we might see pipe-bombs in the game, so I thought that we could attach pipe-bombs to arrows, and make them explosive, it would basically be a long range pipe bomb, at the cost of arrow materials. 2 - Incendiary Arrow Type 1 - The weakest type, these types of arrows can me made from dousing alcohol in the tip of the arrow, setting it on fire. It can hit one zombie and set it one fire, with the fire slowly climbing to its head, and then burning it's brain, and the zombie has a rare chance of setting other zombies on fire, but no chance of setting others when first hit with the arrow. Type 2 - The stronger type, these ones can be made by putting alcohol inside a closed space atttached to the arrow (prefebely a glass bottle), that will break and splatter alcohol everywhere, and dousing alcohol a little bit away from the bottle. this type of arrow will burn the zombie faster and has a high chance of setting other zombies on fire, and a even higher chance of setting them on fire when first hit. 3 - Noise-Maker - These types of arrows are made simply for calling a zombies attention to a place where you aren't, so that you don't have to shout and attract every zombie to your location, as it has a high chance of going wrong, and you getting surrounded.... and eaten. These can be made by attaching a fire-cracker to the arrow, and use a match to set it on fire, then launch the arrow. 4 - Zombie-Blood - Now these, you will use for either two reasons: You want to be a ginormous ass to your friends, or: You want to make sure an NPC isn't coming back for you. Either way, we know that after killing millions of zombies and being splattered in blood, you only get infected if the zombies blood only infect you if it come in contact with yours. So, I'm suggesting that we can cut p a zombie and take his blood and putting it in a glass (For the love of god, make sure you have more, because you will NOT be able to drink from it again), and dousing that blood in the arrow, which we can shoot at a survivor, that will pierce his / her veins and infect them. I hope you like the ideas, and tell me what you think
  18. So I've been playing Project Zomboid and noticed an item called "Bricktoys". Obviously, this is Project Zomboid's Legos. So I thought of Legos. Then, of course, I thought of the horrible pain that comes with stepping on one. Then the idea struck me. My idea is this: Bricktoys could be able to be placed on the ground, and if a player or NPC steps on them, they get the debuff "Pain". Of course, this trap wouldn't work on zombies, because they can't feel pain. I was thinking of suggesting to add the "Getting a little weepy" debuff to the Bricktoys trap effects too, but that's just a little too unrealistic. This trap wouldn't be "overpowered" or "too weak", either, that reason being is that the Bricktoys aren't very hard to find, and you'd be able to use the trap over and over again, about 7-10 times sounds reasonable. If you placed multiple around a door, an NPC or player might step on each one, raising the "Pain" debuff a little more and more each time. Just be careful not to step on them yourself, or YOU might be in some pain. Edit: Maybe they would add 1 or 2 points of damage to the legs or feet of a player or NPC, too. Little enough to not be fatal. That's my idea, please let me know what you think, and be sure to share some of YOUR suggestions and comments in this topic, too Edit: Nevermind, bad idea. I didn't think this through at all.
  19. Battle Axe: 2 Axe + 2 Duct Tape Has the same durability as the axe, but does 1.5 the damage and can hit more zombies with 1 strike. Bayonet: 1 Semi-Auto Rifle + 2 Duct Tape + 1 Kitchen Knife If only 1 zombie is in range, he will be stabbed instead of pushed, the rifle and knife have diferent durabilities, the rifle will wear out when shot, and the knife will wear out when used to stab. Spear: 1 Broom + 2 Duct Tape + 1 Kitchen Knife Can only engage 1 zombie at a time, or will be used to push, can attack zombies at double the range. Bow (Low quality, the best will be found in looting runs): 3 Sturdy Sticks + 2 Duct Tape +2 String / 1 Rope Silent long ranged weapon. Arrow: 1 Sturdy Stick + 1 Stone + 1 Screwdriver ( To break the stone, in order to shape it) Used as ammo for the bow. Arrow Quiver: 3 Empty Sand Bags / 2 Leather (Animal Skin) + 2 Duct Tape If equipped on back, it will take half the time to reload a bow with the arrows stored in the Quiver Homemade Silencer (weaker than ones found on loot): 1 Empty Can (2 needed if making a rifle / shotgun) + 1 Screw Driver (To put the hole in the can) Used to silence a firearm, can support up to 3 shots (only 2 for rifles, and 1 if used for the shotgun). The weapon won't be completely silenced with the homemade one. Side-note for the silencer, remember that it would take a screw driver to actually install it in the firearm, as demonstrated in the weapon overhaul video These are just my ideas, and I created the recipe thinking of how it would take in real life to make them, post your ideas below
  20. Wouldn't it be much easier sometimes to being able to simply swap your primary weapon with your secondary by pressing a specific button (I believe '4' is for example currently unoccupied)? Especially if you are on a zombie hunt with a melee weapon, it would be kind of cool if you could simply switch to your shotgun if you risk getting overwhelmed? And I know that by pressing 1/2/3 you can get either a firearm, blade or blunt weapon, but what I suggest is that the weapon you had equipped just before pressing that button simply moves to the secondary slot instead of going back to your inventory
  21. 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)
  22. I am posting this to get peoples opinion on my idea for a multi-part mod/addon so please feel free to comment as you please just keep it PG-13 My idea is this, I want to add pistol silencers to the game. I want to add a silencer that can be found in a few select locations in the maps, and cannot be crafted but is unbreakable. I also want to add a HomeMade silencer that will not be found in the map at all but can be crafted and is breakable. The normal silencer would have attributes along these lines: Silencer Weight = 0.5 Type = normal DisplayName = Silencer Icon = An image will need to be made for this Unbreakable (not sure how I would enforce the condition of the silencer on the pistol but I will get to that) The HomeMade Silencer would have attributes similar to: HomeMade Silencer Weight = 1 Type = normal DisplayName = HM Silencer Icon = An image will need to be made for this Max Condition: 10 Condition Loss Chance: 1 in 15 Uses (not sure how I would enforce the condition of the silencer on the pistol but I will get to that) I have not really decided on the crafting requirements for the HomeMade silencer (Part of the reason for this post) but I did do some research online and this is a very simplified version of my findings: Wood dowel or metal pipe (If metal piping then I would have to add that to the game as well) Tape (believe there is tape in the game) Hack Saw (in game) Razors (in game) Glue (in game) Once you had found the silencer or made a homemade silencer in the game you would then be able to craft the silencer with the pistol and get a silenced pistol with attributes similar to this: Silenced Pistol Weight = 2.5 (maybe 3, haven't decided) Type = Firearm Damage = 1.50 -2.80 Range = 0.61 - 15 (notice the range is reduced 3 units from the vanilla pistol) SwingTime = 0.5 DisplayName = Silenced Pistol So to finish up, I would really like your feedback and ideas. Feel free to give me a reality check if you think I need it, but honestly I believe this is all possible Also if you have some free time and are feeling generous I could really use help making icon images for these items, both for in the inventory and later for use as the weapon in game. You would receive not only my thanks but your name in any and all credits (and the warm tingly feeling people get from helping others )
  23. So we were having this discussion (that is semi-related to this suggestion) about how right now the fighting mechanics seem a little unbalanced (too easy). My suggestion to help balance this would be to have weapon maximum damage and a weapon minimum damage. No, I do not think that you should deal a random damage between these ranges. Instead, I think as your weapon condition decreases the damage it does decreases. You wouldn't have constant damage from an axe as it is used more and more. Instead, the axe blade would begin to become dull and deal a little less damage. The only weapons I could really see this effecting much is bladed weapons. This could also have a slight (very minimal) effect on guns also, as they would build up residue and degrade over use causing the bullets to come out slightly slower. Considering blunt objects, I don't really see how they would degrade to cause less damage (but if someone can rationalize it, I'm all for it). Link to discussion mentioned in the first sentence: http://theindiestone.com/forums/index.php/topic/7990-these-not-so-scary-zombies/page-2#entry105393
  24. So currently there are only 3 weapons you can craft in game (nailed plank, nailed baseball bat, and saw-ed shotgun). While all the other crafting systems are pretty awesome so far, weapon crafting is just sad at the moment. I think one of the reasons why it has been neglected is because it's hard to come up with feasible formula's to put in a realistic game like PZ. Reason i made this thread so that ideas can be tossed around. List a formula for a weapon that can be actually useful against zombies but can be constructed with reasonable materials Flamethrower Weight: 8-12 Durability: High Blueprints: 1x Garden House, 1x Empty Propane Tank, 1-3x Gas Can, 1x Garden Hose, 1x Backpack Refill: Empty Flamethrower + 1-3x Gas Can Battery: Co2 Propane tanks can be found in empty grills and garden hoses could just be placed in front of random houses. The durability of this item would be high but the Gas Can fuel would be depleted extremely quickly. Essentially the fuel would work just like how water bottles due and the longer you hold the flame the emptier it gets. Also note that just like flashlights you would need a canister of Co2 to power it. Old Lady Purse Weight: 4 Durability: Medium Blueprints: 1x Purse, 1x SandBag Has very high knockback but can only kill zombies who are on the ground.
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