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Found 6 results

  1. Ive never made a mod or coded in Lua before, but Ive been learning and searching a lot about it in the last month just so I can make a mod for PZ Im trying to make a new barricade. Warning: Im very very lost on what Im doing. I dont have any personal reference if Im going the wrong way or the right way. My biggest challenge has been knowing what Im suppose to look for and what I doing in general. Its like I have a chicken in my hands, but I dont know how to prepare it or ow the majority of the tools needed to prepare it ARE and are used for. Initially I tried to use the "Sheet" lua and txt files to make it, since this barricade has no health and is more just to cover the window, but either I didnt do it right (very likely) or its harder than what I am currently capable of doing. My new approach was to use the "Metal Sheet" lua and txt files, since it seemed easier and more in accordance to what my item is meant to work. However, Im having difficulty understanding what Im meant to change in the ClientCommands.lua file. I know the obvious, which is replacing Base.ShetMetal with my new item's name, but the rest is a bit hard for me to understand, and god have I been trying. Probably doesnt help that Im trying to do this at the end of the day when Im already quite exhausted. Also, thanks to https://pzwiki.net/wiki/Barricade I realized that I might need to get my hands on the java files as well, but because, once again, I dont really know what Im doing, Im not sure if I actually need those java files or not. Ive downloaded some curtains/barricade related mods to see what those creators use and did, but they work differently than what Im trying to make or they use 99% vanilla items/files. Ive e-mailed info@theindiestone.com 6 days ago to see if they could give me any guidance, but no response so far. Ive been googling for PZ modding tutors or lua modding tutors, but with no luck. I refuse to give up. I want to give my contribution to the community. The following code is off of ClientCommands and only contains the lines related to the metal sheet barricade. Can someone explain to me like I was a small child what I need to do to this? if isClient() then return end local ClientCommands = {} local Commands = {} Commands.object = {} ClientCommands.wantNoise = getDebug() local noise = function(msg) if (ClientCommands.wantNoise) then print('ClientCommand: '..msg) end end Commands.object.barricade = function(player, args) local object = _getBarricadeAble(args.x, args.y, args.z, args.index) if object then local barricade = IsoBarricade.AddBarricadeToObject(object, player) if barricade then if args.isMetal then local metal = InventoryItemFactory.CreateItem('Base.SheetMetal') metal:setCondition(args.condition) barricade:addMetal(player, metal) barricade:transmitCompleteItemToClients() player:sendObjectChange('removeItemID', { id = args.itemID, type = "Base.SheetMetal" }) end end else noise('expected BarricadeAble') end end Commands.object.unbarricade = function(player, args) local object = _getBarricadeAble(args.x, args.y, args.z, args.index) if object and object:isBarricaded() then local barricade = object:getBarricadeForCharacter(player) if barricade then if barricade:isMetal() then local metal = barricade:removeMetal(nil) if metal then player:sendObjectChange('addItem', { item = metal }) end end end end end ClientCommands.OnClientCommand = function(module, command, player, args) if Commands[module] and Commands[module][command] then local argStr = '' for k,v in pairs(args) do argStr = argStr..' '..k..'='..tostring(v) end noise('received '..module..' '..command..' '..tostring(player)..argStr) Commands[module][command](player, args) end end Events.OnClientCommand.Add(ClientCommands.OnClientCommand)
  2. In the game you can upgrade things such as walls but you can't repair them. Like if you bop your car against them or the infamous undead knock against them you can't fix any damage they've sustained. I was thinking the repair system could work like the upgrade system considering you'd need material to repair only the structure wouldn't upgrade it'd just go up in health. Like if you repair a level 2 wooden wall it doesn't become a level 3 one it just stays the same and gets some health back. I was thinking you could repair anything you could build at the respective level. Like you can build level 2 walls? Well then, you can repair them too. Also repairing pre-existing doors and windows would be nice instead of having to replace them entirely. Like if you could find some stand alone glass that you could add to a window to repair them that'd be good. You know instead of having to crowbar off a window and using that to replace the broken one. I was thinking you could repair stuff as much as it takes to get it to full health. Greater skill levels could gain you more repair health and more efficient material usage than lower levels. That's what I have for now.
  3. As a carpenter or metalworker you should be able to build guard towers. Like imagine you're a level 10 carpenter and you want to build something to stand high up in to watch over your base or even shoot from it in an emergency. Well this is where the guard tower comes in. It would require level 10 carpentry for wood users and level 10 metal working for metal users. It would require a ton of materials like if you use wood it could take like 20 planks, and 100 nails. If you use metal like at least 20 metal sheets and 4 propane tanks. You could go up to the tower via staircase or a ladder (should useable ladders be implemented). Then when you get to the top you can attach a sheet rope for an emergency escape! Okay so what are the drawbacks of these guard towers besides requiring a ton of materials as well as a maximum level of carpentry or metal working? Well here's where things get drastic and action packed! If the zombies (or hostile players or NPCs) bang on a guard tower enough it comes toppling over or crashing down! I imagine the guard towers would be rather high. So if the player is in a guard tower while it gets destroyed they're falling down HARD. I was thinking the materials could crush the player in addition to them getting broken bones. Of course that's if they even survive. If they don't topping guard towers could spell instant death for the player inside of them! So if the undead or some survivors with an attitude problem start knocking on your guard tower take care of them quick, otherwise THIS IS HOW YOU DIED.
  4. I think there should be a welder the player can carry to weld stuff in addition to or instead of the propane torch. See the thing is propane torches aren't used for welding they're used for brazening so having one for welding in the game is inaccurate. Welders are used for welding which mainly involves a spark of gas and electricity rather than a simply flame of gas like a torch. There should be dedicated welder the player can carry with them to realistically weld stuff. It could be something like this: https://www.bigiron.com/Lots/1993MillerMillermatic250MigWelder Basically it could either fit in the player's inventory (albeit weighing a lot) or you'd have to lug and place it around like a generator. If the welder exists in addition to the propane torch instead of replacing it there should be some pros and cons to using it instead. Welding machines require electricity so you'd need either a battery, a generator or the still working power grid to power it. Okay so that would be a con compared to using the welding torch (which you just need a propane for) so what would be a pro? Well the welder could use a lot less fuel than a propane torch. Plus it could weld really fast. Also could be more durable than the welding torch. Maybe you could even gain more experience with it per use than the propane torch! I guess if the welder were to replace the propane torch it could be modeled and textured differently as well as renamed. Maybe it could function the same or function as I suggested above. Welders would be found in factories, auto shops and some garages.
  5. Hey i just wanted to say that with the introduction of metal and metal working, would the Devs eventually put in canning your own food? It seems like a simple process... I even found a video about it xD There can be canning machines found, (rarely) through out the urban areas, they require electricity so with the addition of the generators and gas it would make a great addition to the game. You would have to start farming early on and then you can make your own food storage for late game. Also i'd also love to see a way to create a makeshift fishing rod from nothing but what you find in the wilderness. That brings up a new way of making string or rope, from vines or just from zombie's clothes. Anyway i'm sure these ideas have been posted before but i'm just bringing it back up.
  6. Okay so far we have carpentry as the major skill that defines how well we can barriade and build defensive structures, but what else can be done? One idea me and Nagol had was weilding, a heavy armour version of carpentry. It's generally less portable, harder to gather the necessary resources for, and has some safety hazards (especially if one is not wearing the right gear or skilled in the craft), however it's constructs are non-flammable, can conduct electricty for added defence, can brace exsisting structures, and is generally more permenant and sturdy than it's "lighter" alternative. It could be used in construction (building sturdy metalic structures), crafting (making metal-based upgrades and objects), scavenging (breaking down metallic objects), and even infiltration (getting through mettalic objects like steel doors, locks, gun-safes, ect.). The required objects, pro's, cons, and mechanics are up for debate - be free to add your thoughts, especially if you know anything about the craft. The opposite: a quick fix would be more elaborate forms of furniture moving, perhaps even some novice booby traps, like turning a chair over the front thus tripping up some of the zombies, or moving a dresser on the edge of the stairs then pushing it down once the zombies flood the stairwell. Any other thoughts about alternate methods and skills for fortification? And what do you thing about adding welding in general? Any ideas?
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