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Found 10 results

  1. Hello forum, I wanted to try modding Project Zomboid so for the past day or two I have been making a barbwire baseball bat mod (that works like the nail bat) using posts from here at the forum and the PZ modding wiki. I've almost finished the core of the mod which is just the weapon, the repair scripts, model , & texture(s) and everything works fine until you strike with the weapon. There seems to be a 1/5(and if not the first, then at some point in the next four swings) chance that the game fades to black with error codes like (1,2,3,4,5, or 6) just a single number seemingly increasing by one with every crash. This has happened when striking a zombie or just swinging in the air, but only when my character swings the bat, not while idle with it. the screen fades to black and then loads the main menu. Ive narrowed it down in the debug logs to this one line that seems to cause the crash, ExceptionLogger.logException> Exception thrown java.lang.NullPointerException: Cannot invoke "zombie.inventory.types.HandWeapon.getSwingAnim()" because "<parameter1>.bareHands" is null at SwipeStatePlayer.CalcAttackVars line:651.. I've looked up "zombie.inventory.types.HandWeapon.getSwingAnim()" through this page https://projectzomboid.com/modding/zombie/inventory/types/HandWeapon.html and am not entirely sure what is going wrong. I will attach the mod itself (forgive me if its formatted oddly or if i made some mistakes of somekind, and please let me know if i did) so you can see for yourself. I have attached the FBX model file for the bat the Fixing script the weapon script itself and mod.info And if you want to recreate the error for yourself here is a dropbox link to all of the Mod https://www.dropbox.com/scl/fo/ru8vdce4b3sqtkftwndmz/h?rlkey=0l3mq81dvlgx2oiy5h798gl8z&dl=0 the work folder in their is just to keep track of files I was using. And help is greatly appreciated! edit: rewording WiredBaseballBat.fbx fixing.txt items_weapons.txt mod.info
  2. I have been trying to setup map mods on my Shockbyte server. I am trying to run Fort Rock Ridge, but everytime I create my character I just crash. I've read that you need to change the SpawnRegions file or something, but for some reason my server doesn't have that file. I would really appreciate some help. console.txt
  3. Hey y'all! I decided to try to make a small map for the first time using the project zomboid map editor. I watched a tutorial and have all my files set up properly (I used paint.net to make a png file, a _veg.png file, and a _zombiespawnmap.bmp file) however, it seems to have blended the colors when I saved it so the map won't render properly as it cant read the RGB colors even though when I painted the map I triple checked that I used the correct corresponding RGB codes. Does anyone know what I'm doing wrong/how to fix this? Thanks!
  4. Hey, id like to do a scripted wall or gate which gets destroyed when explosives are placed in a proxy radius from it. Is there any way I can do it? Thanks for all help! Appreciate!
  5. My windows dedicated server (steamCMD instantiated) has not been keeping up with the most current versions and as a result my server doesn't display with the default filters in the join server lobby for players. I validate game files for PZ main, PZ dedicated server, and the app validation through steamCMD. The only thing that seems to work is deleting the workshop files but even then it's inconsistent. what is the primary method of keeping server game versions current?
  6. Note: I'm kinda allergic to programming of any kind, though Im trying to make this mod regardless. The MOD: feel free to skip this backstory as its not needed for the help request... just gives some context if wanted... A few years ago (back in PZ build 36 or 38), I started a mod call Extended Foods Mod (EFM) where I add a bunch of new food items and recipes to PZ so perishables didnt go totally unused. I had help from the community here to get what little I had done then and the mod did work, though I only had a small amount of foods added. I had to drop development of the mod due to college cramming, but now that I've successfully graduated, I can return to the mod. Side Note: When I decided to reboot this mod, I followed a YouTube video to do it: The ISSUE(S): So when running my mod, 1 of several things happens. When all files (including back up files and archives) are present in topology, the game does launch where I can: boot to menu I can select new game select sandbox (I'm using settings which disables zombies, makes all loot abundant, removes all locks, removes all alarms, removes heli, and food last longer and degrade slower) select spawn location choose professions build survivor Go into black loading screen. ...however, its when I click to actually play the game that 1 of 2 things happens: a) the game literally freezes the entire computer, never passing the black click to continue screen, which forces me to power cycle the PC. OR b) the game loads into the map, but the nearly all of the UI is gone EXCEPT for the player inventory panel (other containers nor floor inventories can be accessed). 1 of these 2 things happens even iff I take out all the fluff files like .BACKUP files and .RARs removed. To simply put, I dont know why the code isnt working. TOPOLOGY ExtendedFoodsMod41 > media > lua > server > items > TomatoSoupDistributions.lua > scripts > EFM.TomatoSoup.txt > textures > mod.info > EFM_BANNER.png The CODE Lets start with just these for now: SCRIPTS > EFM.TomatoSoup.txt /* CONTENTS ITEMS PotOfTomatoSoup PotOfTastyTomatoSoup TomatoSoupBowl TastyTomatoSoupBowl */ module EFM { import { Base } item PotOfTomatoSoup { HungerChange = -115, ThirstChange = -18, Weight = 2, Type = Food, IsCookable = TRUE, UnhappyChange = 30, MinutesToBurn = 130, DisplayName = Pot of Tomato Soup, ReplaceOnUse = Pot, Icon = PotFull, MinutesToCook = 40, DaysTotallyRotten = 6, DaysFresh = 3, CustomContextMenu = Drink, CustomEatSound = EatingSoup, Carbohydrates = 110, Proteins = 12, Lipids = 0.1, Calories = 600, StaticModel = CookingPot, GoodHot = true, BadCold = true, WorldStaticModel = CookingPotSoup_Ground, EatType = Pot, CookingSound = BoilingFood, } item PotOfTastyTomatoSoup { HungerChange = -172, ThirstChange = -14, Weight = 2, Type = Food, IsCookable = TRUE, UnhappyChange = -18, MinutesToBurn = 130, DisplayName = Pot of Tasty Tomato Soup, ReplaceOnUse = Pot, Icon = PotFull, MinutesToCook = 48, DaysTotallyRotten = 7, DaysFresh = 5, CustomContextMenu = Drink, CustomEatSound = EatingSoup, Carbohydrates = 120, Proteins = 15, Lipids = 0.12, Calories = 610, StaticModel = CookingPot, GoodHot = true, BadCold = true, WorldStaticModel = CookingPotSoup_Ground, EatType = Pot, CookingSound = BoilingFood, } item TomatoSoupBowl { HungerChange = -35, ThirstChange = -15, Type = Food, DisplayName = Bowl of Tomato Soup, MinutesToCook = 15, Weight = 1, Carbohydrates = 19, Proteins = 2, Lipids = 0.03, Calories = 112, IsCookable = TRUE, DaysTotallyRotten = 6, UnhappyChange = -8, MinutesToBurn = 15, Icon = BowlFull, ReplaceOnUse = Bowl, DaysFresh = 2, CustomContextMenu = Drink, CustomEatSound = EatingSoup, GoodHot = true, BadCold = true, StaticModel = Bowl, EatType = 2handbowl, WorldStaticModel = BowlSoup_Ground, CookingSound = BoilingFood, } item TastyTomatoSoupBowl { HungerChange = -50, ThirstChange = -15, Type = Food, DisplayName = Bowl of Tasty Tomato Soup, MinutesToCook = 15, Weight = 1, Carbohydrates = 19, Proteins = 3, Lipids = 0.03, Calories = 110, IsCookable = FALSE, DaysTotallyRotten = 6, UnhappyChange = -18, MinutesToBurn = 35, Icon = BowlFull, ReplaceOnUse = Bowl, DaysFresh = 2, CustomContextMenu = Drink, CustomEatSound = EatingSoup, GoodHot = true, BadCold = true, StaticModel = Bowl, EatType = 2handbowl, WorldStaticModel = BowlSoup_Ground, CookingSound = BoilingFood, } -- ======================= R E C I P I E S ======================= recipe Make Pot of Tomato Soup { CannedTomatoOpen/Tomato=3, WaterPot, Result:PotOfTomatoSoup, Time:130.0, Category:Cooking, OnGiveXP:Recipe.OnGiveXP.Cooking3, } recipe Make Pot of Tasty Tomato Soup { CannedTomatoOpen/Tomato=5, WildGarlic, WaterPot, Result:PotOfTastyTomatoSoup, Time:130.0, Category:Cooking, OnGiveXP:Recipe.OnGiveXP.Cooking3, } recipe Distribute Bowls of Tomato Soup { Bowl=5, PotOfTomatoSoup, keep [Recipe.GetItemTypes.spoon], -- keep Pot, Result:TomatoSoupBowl=5, OnCreate:Recipe.OnCreate.TomatoSoupBowl, Time:70.0, Category:Cooking, -- OnGiveXP:Recipe.OnGiveXP.Cooking3, } recipe Distribute Bowls of Tasty Tomato Soup { Bowl=5, PotOfTastyTomatoSoup, keep [Recipe.GetItemTypes.spoon], keep Pot, Result:TomatoSoupBowl=5, -- OnCreate:Recipe.OnCreate.TastyTomatoSoupBowl, Time:70.0, Category:Cooking, -- OnGiveXP:Recipe.OnGiveXP.Cooking3, } -- === End of File ======================================= } LUA > TomatoSoupDistributions.lua Distributions = Distributions or {}; local distributionTable = { -- ===================== -- TOMATO SOUP -- ===================== all = { freezer = { rolls = 3, items = { "EFM.TomatoSoupBowl", 0.8, "EFM.TastyTomatoSoupBowl", 0.5, } }, fridge = { rolls = 2, items = { "EFM.PotOfTomatoSoup", 1, "EFM.PotOfTastyTomatoSoup", 3, "EFM.TomatoSoupBowl", 3, "EFM.TastyTomatoSoupBowl", 2, } }, restaurantdisplay = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=20}, } }, stove = { rolls = 1, items = { "EFM.PotOfTomatoSoup", 2, "EFM.PotOfTastyTomatoSoup", 2, } }, }, breakroom = { counter = { procedural = true, procList = { {name="BreakRoomCounter", min=0, max=99}, } }, fridge = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=8}, {name="EFM.TomatoSoupBowl", min=0, max=10}, } }, }, burgerkitchen = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=20}, } }, }, cafe = { isShop = true, displaycase = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=2, weightChance=10}, } } }, cafekitchen = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, } }, }, conveniencestore = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=7}, {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=15}, } }, }, cornerstore = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=7}, {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=15}, } }, }, dinerkitchen = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=7}, } }, }, fossoil = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, } }, }, gasstore = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, } }, }, generalstore = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=15}, } }, }, generalstorestorage = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=15}, } }, }, gigamart = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, } }, }, gigamartkitchen = { isShop = true, counter = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, } } }, grocery = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=15}, } }, }, grocerystorage = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=15}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=25}, } }, }, jayschicken_kitchen = { isShop = true, restaurantdisplay = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=30}, } }, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=25}, } }, }, kitchen_crepe = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=25}, } }, }, motelroomoccupied = { fridge = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=20}, } }, }, pizzakitchen = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.PotOfTomatoSoup", min=0, max=99, weightChance=10}, {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, {name="EFM.TomatoSoupBowl", min=0, max=99, weightChance=15}, } }, displaycase = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, } }, restaurantdisplay = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=30}, } }, }, restaurant = { counter = { rolls = 0, items = { } }, displaycase = { procedural = true, procList = { {name="EFM.TastyTomatoSoupBowl", min=0, max=99, weightChance=10}, } }, }, restaurantkitchen = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=40}, } }, }, spiffoskitchen = { isShop = true, fridge = { procedural = true, procList = { {name="EFM.PotOfTastyTomatoSoup", min=0, max=99, weightChance=15}, } }, }, Lunchbox = { rolls = 4, items = { "EFM.TomatoSoupBowl", 3, "EFM.TastyTomatoSoupBowl", 1, } }, Lunchbox2 = { rolls = 4, items = { "EFM.TomatoSoupBowl", 2, "EFM.TastyTomatoSoupBowl", 3, } }, table.insert(Distributions, 1, distributionTable); --for mod compat: SuburbsDistributions = distributionTable; }
  7. Please help me. My English is very bad - it is translated by an online translator. I attach images that show my actions in more or less detail. It's late and I'm a little tired. I'm not thinking straight. I'm out of guesses. I created new textures. Not created, but combined 2 existing ones to make a military point. They are in picture 1. Visually, it suits me. Next, I added a tileset to tile zed. now you can add it to the map. Then I added walls with new elements in the building editor. the missing elements of the window door made similar as in the usual green wall. just drag them to the slots. Everything looks normal in WorldEd, too. Then I created a set of tiles based on one of the instructions on the forum (although it was old, the new one is not so detailed). spelled out the items exactly the same as in another set with a large window. Then I created a pak with textures. The textures inside from the first snapshot - as I extracted them - are separate from each other, although there is a common png in the common\Project Zomboid Modding Tools\Tiles\2x folder. I output all the map data to the mod folder and put the tiles and pak files there. tiles in two places because I don't know exactly where they should be. the instructions said that in the folder with pak but in another mod it was just in the media folder. now I go into the game and see that there are no textures. I've tried everything. I created everything from scratch, scoured the tools, tried to save textures in some other way. the character tries to open these Windows, they cast a shadow and prevent walking, but there are no textures. help me before I completely despair of solving this problem! anybody... is there something I don't do, something I don't know? or am I making a mistake? Yes, I'm a novice and just beginning to understand.
  8. Hi, So i was playing with my burglar yesterday and i came across a barricaded door, i wanted to enter that said door but i didnt have a hammer, only a CROWBAR, which i could use it to take the planks of something irl but i could'nt for some reason in the game. And then i had an idea: Let make a mod! I was looking trough out the files trying to find the expecific file or line to make a .lua script and add the function to the crowbar in game, but i could'nt. So i was wondering if someone out there can tell me how the hell can i do that? A simple as add a function to something is making my head hurt, im not too familiar with lua or java, but i have SOME xp in programming. So please, help me. I just need to add the ability to unbarricade stuff with a crowbar and nothing more Thanks and sorry if my english is a bit broken, its not my first language! (allready read some tutorials i found but i coud'nt find the how to add function to itens like this) (also, thanks again )
  9. I do everything following the guide but I can't do it correctly please help Me
  10. Why does the split screen not work I went to the website and got the code typed it in and then I launched it it was build 30 I had all the new world options and everything but why does the split screen not work? I tapped A on my xbox controller (with windows router by the way) in character creation and nothing happened So I went to turn on the controller options so I turned all of them on and still nothing,what do I do? please I was really looking forward to this.
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