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  1. Hello, I'm here cause I can't find a solution on my own and came here to ask you if this is possible to fix it, I recently made a server with the OS Unraid and take the docker of ich777, all work I can connect to the server and play with friends but I can't choose the spawn point or change it. I tried to add this two file by hand, but they don't work when starting the server, do you have some solution thanks for your help in advance?
  2. I'm trying to host a modded server, but there are some mods that whilst they're properly installed and added to the server they don't seem to be actively working, I've tried SO MANY things and searched in many places for an answer but nothing seems to work, also I've even tried creating a world and using only one of those mods at the time and still they're not there during play(e.g 'More traits' is one of them and it is a mod functional in MP). If anyone can help me with this I'd be eternally grateful and feel free to ask for any information needed
  3. Hi! I'm new to modding and I bet you guys get asked this a lot so I'll try keep it brief: I'm working on an armor pack that adds Doomguy's armor and so far I've gotten the helmet working, stats all work fine. Problem is that it's missing polygons that should otherwise be there and the issue gets worse depending on what else you wear! (I have not created a texture for the model yet). The first attached image is without the helmet equipped, the second is a side profile with the helmet on, and the third is with jeans and sneakers added on as well which removes another handful of polygons from the helmet near the top and probably other places too. This is my first mod for the game and I think I'm off to a great start. I've searched around and google was as helpful as always, irrelevant results and whatnot so I made an account and thought it would be better to ask some experienced pros directly. Thanks in advance! - Future :D
  4. I'm looking to learn how to make a mod for zombie skins or retexture. I'm thinking of making something like "The Bad Light", just a glow that kills you if it gets close to you. Then I'm thinking of other things like changing the screen environment, music, activating electrical devices or things like that. Maybe an animation when it grabs you, maybe it lifts you up in the air and destroys you there (something like the crushers in "Roadside Picnic") would be a type of mod. I wouldn't like all the zeds to become that, just a small percentage. But it's okay to start with just the skin.
  5. So, I don't think I need to index code since the question is pretty simple, but in case it is needed I will happily add it here tomorrow (Can't do it right now, sorry.) Onto the question: I'm really lost, because I've already tried muuultiple things. I just wanna add a context UI option that calls a function from another mod into my own, but the game always reads it as 'nil'. I did put a require right at the top, and I made sure the mod order is correct as well. I suspected the issue could've been present because the function is defined "oddly" in the mod I want to grab it from. It looks something like ABC = {} ABC.myFunction = function(player) -- blah blah code end And also, the function's got the same name as the file. So, let's say the file from the mod is called "myFunction.lua". In my own mod's code, I do this require("ModIDForgot/myFunction") Now, I am not sure whether that should be enough or not, but trying to call the function with ABC.myFunction or myFunction.ABC.myFunction (again, function and file share name which sucks), will return a bug that said something like non-index table of null or something. I also tried to do the thing of copying a mod's function into your own, but it still insisted on something being "nil" or null. In summary, I hope I was clear enough (I am sure I was not) but I tried to add as much info as possible. If you've got any further questions, go ahead and thank you for trying to help.
  6. After changing from B42 to B41 to play with my frien on our MP server I tried launching it and it displays a "NormalTermination" error 0.5 second after starting to launch. If anybody could help I would be grateful we dont wanna lose this save. The picture translates to: CRATE COOP GAME Server stopped working during launching process (NormalTermination)
  7. I'm trying to log into pz roject zomboid pretends to launch and after a while it just turns off, I unsubscribed from all mods and reinstalled the game once
  8. Yeah, its pretty odd, i open the game like normal, choose solo, choose apocalypse, select any map, select any traits, and just as i enter the player creation screen, the game freezes up and just makes my cursor pinwheel. heres a little video to show the issue... 2024-12-17_21-22_DebugLog.txt Support.mov
  9. I am at a loss here as to what to do. I've selected the unstable branch, steam says that I am on the unstable branch but when I load the game it is B41. I've deleted all of my mods and restarted my computer. What have I done wrong?
  10. i try to play multiplayer and i tried to join and it said normal termination i think it has something to do with my mods can someone help me?
  11. Hello. I'm trying to host a 10 years later mod pack with my friend. We have mods enabled here and I'm getting a black screen. I tried getting in for the first time, only to witness a black screen and getting kicked out with the error message on the bottom right, error code 10. Now, for context, I was in Morocco last week. I came back and turned on my PC to see it weird after logging in. But that's a different issue, I tried loading up Project Zomboid and nothing happened. Game said it was launching but nothing happened. I did some fixes and it seems to be back to normal after a couple of hours. I got past the game not running only to see that I cannot host my own server anymore with mods. I deleted the world and player, and tried starting my server. I was able to pick my traits, my spawn, and my profession. I made my character and click played, nowI only see a black screen. I don't hear music or anything else.
  12. Want to start this by saying that I have hosted servers in the past on other games for years so I know what I'm doing network wise at least. I'm able to join the server internally so it's not something with the server itself i think, but they just get a connection error when they try and join. Anyways, My ip's public, they aren't using my IPv4, they have the right port, that port is forwarded, along with 16262, 8766, and 8767, and they are able to connect to a Minecraft server that's hosted on the same machine, and also one hosted on a different machine within the same network, I have this on a Linux Ubuntu, but i also had this problem on windows a year or so ago. Is there some sort of firewall restriction for PZ specifically? There's no antivirus on that machine either I'm pretty sure, it's like 2 days old. Idk why it seems i'm the only one with annoying really difficult issues ): plz help :p
  13. A while ago I lost the ability to create servers in Project Zomboid cooperatively (with my PC components) making it impossible for me to die alongside my brother. With or without mods the problem is the same, the game starts normally and when I start the server I get the following message "the server stopped during launch (normal termination)" causing the server to not be created and I can't enjoy the game and I still don't understand why since my brother is going through exactly the same thing.
  14. Am I able to choose which variant of a furniture tile is placed, and see which variant while editing the building?
  15. I'm trying to add two new tiles to the game so that I can turn them into machines in the future. I made three files: .tiles, .pack, CB_WorldFiller.lua. Arranged them as follows: When I load the server (this makes it easier for me to work and test the functionality of the mod, write commands, etc.) with such a set of files, it loads and works. But as soon as I add the following script, everything stops working: module CBitems { imports { Base } item Press { Type = Moveable, DisplayCategory = Furniture, Icon = CBpress, Weight = 5.0, DisplayName = Press, WorldObjectSprite = press_test_0, } With this script I am trying to create an item (press) so that the player can later craft it, place it and use it for work. What's my mistake? Please tell me, I spent eight hours trying to implement all this.
  16. Hi. I decided to add a new type of clothing: a hard hat, jacket, and pants. Based on the standard ones: Jacket_Camo Green, Hat_Army, and Trousers_camogreen. Changed textures, drew new icons, and created the necessary files. Here is a list of files and what I wrote in them: Folder: \media\clothing\clothingItems Files: Jacket_CamoMP.xml, MP_Hat_Army.xml, Trousers_CamoMP.xml I changed two lines in each file. The path to the texture: <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>armyhelmetmp</textureChoices> and unique GUID for each subject (im use www.guidgenerator.com/online-guid-generator.aspx) <m_GUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</m_GUID>... and so on Folder: \media\clothing Files: clothing.xml In this file, I registered a new type of zombie spawn and specified the items that appear on it. Specified previously assigned Guids. Assigned a unique Guid to the zombie type. <m_FemaleOutfits> <m_Name>ArmyCamoMP</m_Name> <m_Guid>e9047c42-479b-4d28-975b-7dd1af366f79</m_Guid> <m_Top>false</m_Top> <m_Pants>false</m_Pants> <m_AllowPantsHue>false</m_AllowPantsHue> <m_AllowTopTint>false</m_AllowTopTint> <m_AllowTShirtDecal>false</m_AllowTShirtDecal> <m_items> <itemGUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</itemGUID> </m_items> <m_items> <itemGUID>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</itemGUID> </m_items> <m_items> <itemGUID>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</itemGUID> </m_items> <m_items> <itemGUID>b81f298c-cf92-47bf-b854-649308ba17b0</itemGUID> </m_items> <m_items> <itemGUID>19504103-de6a-44bd-ac48-b9079ce0e355</itemGUID> </m_items> <m_items> <itemGUID>1aad0762-7886-4295-be32-448343be62aa</itemGUID> </m_items> <m_items> <itemGUID>1a437dbb-cee9-4013-8e8a-e158acf98b62</itemGUID> </m_items> <m_items> <itemGUID>2b0756ac-57f3-415e-bfed-24b28d1ca4d6</itemGUID> </m_items> <m_items> <itemGUID>fb86bd5f-1931-4b24-a5d7-bd6a43769991</itemGUID> </m_items> <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> </m_items> <m_items> <itemGUID>227cb2d5-05a5-44ed-872d-ac4ca16e80bc</itemGUID> </m_items> </m_FemaleOutfits> Folder: media\lua\shared\NPCs Here I specified the probability of spawning a new type of zombie. WPIZombiesZoneDefinition = ZombiesZoneDefinition or {}; WPIZombiesZoneDefinition.Army = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } WPIZombiesZoneDefinition.SecretBase = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } -- total chance can be over 100% we don't care as we'll roll on the totalChance and not a 100 (unlike the specific outfits on top of this) WPIZombiesZoneDefinition.Default = ZombiesZoneDefinition.Default or {}; table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoDesert", chance=3}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoGreen", chance=5}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoMP", chance=5}); Folder: media\lua\shared\Translate - spit Folder: media\scripts\clothing here I specified the item characteristics and icon name item Jacket_CamoMP { Type = Clothing, DisplayName = Military Police Camo Jacket, ClothingItem = Jacket_CamoMP, BodyLocation = Jacket, Icon = JacketCamoMP, BloodLocation = Jacket, RunSpeedModifier = 0.93, CombatSpeedModifier = 0.95, BiteDefense = 40, ScratchDefense = 60, NeckProtectionModifier = 0.5, Insulation = 0.5, WindResistance = 0.35, FabricType = Cotton, WaterResistance = 0.5, Weight = 2, } item Trousers_CamoMP { Type = Clothing, DisplayName = Military Police Camo Pants, ClothingItem = Trousers_CamoMP, BodyLocation = Pants, Icon = TrousersCamoMP, BloodLocation = Trousers, BiteDefense = 20, ScratchDefense =30, Insulation = 0.55, WindResistance = 0.4, WaterResistance = 0.50, FabricType = Cotton, } item MP_Hat_Army { Type = Clothing, DisplayName = Military Police Helmet, ClothingItem = MP_Hat_Army, BodyLocation = Hat, Icon = HelmetArmyMP, CanHaveHoles = false, BloodLocation = Head, BiteDefense = 100, ScratchDefense = 100, ChanceToFall = 10, Insulation = 0.3, WaterResistance = 0.3, } Folder: media\textures here are the icons and texture of the helmet: ArmyHelmet.png Item_HelmetArmyMP.png Item_JacketCamoMP.png Item_TrousersCamoMP.png Folder: media\textures\Clothes\Jacket Texture jacket: Jacket_CamoMP.png Folder: media\textures\Clothes\Trousers_Mesh Texture trousers: Trousers_CamoMP.png I know it's not exactly the right texture and path. camouflage pants are on a different path. I got them mixed up a bit. it doesn't matter now, because it's not just the pants that are the problem. and folder: \media File: FileGuidTable.xml here I re-registered the GUIDs of new items. <?xml version="1.0" encoding="utf-8"?> <fileGuidTable> <files> <path>media/clothing/clothingItems/MP_Hat_Army.xml</path> <guid>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</guid> </files> <files> <path>media/clothing/clothingItems/Jacket_CamoMP.xml</path> <guid>7fde9ae9-a876-46d2-ab46-24da3952c9f5</guid> </files> <files> <path>media/clothing/clothingItems/Trousers_CamoMP.xml</path> <guid>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</guid> </files> </fileGuidTable> and now the crux of the problem. none of this helped. the desired type of zombie appears, but there are no three new items on it - only those that were originally in the game. what did I forget to do? maybe you will notice the mistake you made? maybe I forgot to add another file or made a mistake with the model? I don't work all three items: helmet, jacket and pants. please help me, I have been struggling with this problem for about a day and tried a lot of things. unfortunately, nothing helps. I know, activity on the forum is low and hints are rarely given. if you understand the essence of the issue-help, do a good deed.
  17. I've created a really simple map just to test everything out. I've went through this tutorial and got everything working except actually being able to spawn into my own map in-game. Here's the repository of my mod: https://github.com/Urbs97/ProjectZomboidTestMap And as an attachment the finished mod I'm using that is the result of generating lots with the repository I've linked. The mod is loaded: But I can only choose the vanilla spawns: Those are the contents of my map.info which you can also look up in the repository and fork the project if you like: title=Hello World Map lots=Muldraugh, KY description=My description fixed2x=true I've tried different "lots" (even the mod name) and also removing it. The result is always the same. In case more information is needed I will try to answer as soon as possible in this thread. Thank you for your time. MyMapMod.zip
  18. Hi everyone, I starting created my own map base on real city plan. My problem it's road not only on in N,S,E,W direction, can we rotating building assets like home and all stuff for have different angle or need road only on N,S,E,W ? Like i have road with 35° angle and rotating home for have this angle? I put screenshot under for show what i mean..
  19. I'm trying to add a right-click context menu to nearby containers shown in the inventory. I having a hard time understanding the context menu code and only see how to add them for items, not containers. The game already does this for worn containers like backpacks and keyrings (Rename, Drop, Place, etc.). This is what I'm talking about: This is what I'm trying to achieve: ("Turn On" and "Dismantle" are just examples) Any help is massively appreciated! Thanks
  20. Is it possible to remove tree from the tile without dropping its contents on the ground such as logs and branches? I found only methods related to render, fade, damage, hitbyvehicle but nothing else.
  21. I'm wondering if it is possible to add code to another mods custom function. The mod I'm trying to add to is called "Rename Containers" My goal is to run the vanilla "ISInventoryPage:refreshBackpacks()" function when the Rename Containers mod calls the following function. Now for vanilla, you do this... However, when I try this method with Rename Containers function (as shown below), it never gets run. I think it makes sense why the above code would not run, but I'm wondering what (if at all possible) is the correct way to go about this. Thank you
  22. I'm making some modded items that I want zombies to occasionally have in their inventory when killed. I found some posts that got me started for adding said items into inventorymale and inventoryfemale loot tables. My issue is that there are too many of my items spawning per corpse. My rolls are set to 1 and my chances are set to values well below 1. However dead zombies sometimes have 3 or more items per corpse, and manually checking the collected item distribution is nowhere near what I set their chance distribution to be. Someone on Discord said that each item that I have added to zombie loot tables has 1 chance to roll which explains the multiple items showing up (unique per roll). Why doesn't it seem to abide by my chance values though? Like one item is set to 0.0001 for testing and it was the second most found item after kill 500 zombies. Basically how to I actually get really rare drops from the items I'm adding? I have about 50 items I'm adding and they are WAY to common with my current settings.
  23. I'm making a small mod that should add recipes to the game for crafting special alcoholic drinks that give different bonuses. Bonuses should include gaining experience, receiving a buff for certain player characteristics (attack speed, running speed, etc.). With gaining experience, everything turned out to be extremely easy (I’ll probably even add a switch/case later for some types of alcohol that will give random experience). Now I'm stuck at the temporary bonuses stage. I tried to use the examples from the TimedActions folder, but I feel like I'm going down the wrong road. I would be grateful for any help or advice. Here is the link to the mod's github: blackrainbowtest/PZ_SHALCO: PZ Shelter server alcohol mod (github.com)
  24. Jepsi

    Eating Model?

    I was wondering if I could change the model that the person is eating because my mod has a food item that uses the watermelon slice model, but a different colored texture.
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