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Found 11 results

  1. 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.
  2. Hello anyone reading this right now, this is my first attempt at modding anything and I've only ever had one computer science class in highschool so my coding knowledge aint there. Im trying to make the Nails From Wood mod for build 42 since the original author has stated in their description that they will not update the mod. I can't really find any resources for recipe mods besides the wiki which I don't really understand tbh.
  3. Struggling to replicate Gun case behaviour in a mod. As far as I understand it, Gun Cases are distributed via ProceduralDistributions. This part I managed to get working. But the second part, getting items to then spawn WITHIN those Gun Cases completely escapes me. In Vanilla that seems to be handled by Distributions but I can't replicate it, the case always comes out empty, anyone know how to make container items spawn specific loot?
  4. I've been working on a map-mod, and have it loaded into the game, however, the in-game map and mini map is not showing the mod. What do I do, not finding much help on google.
  5. Is it possible to use the XML markup for probability inside of a subitem branch? <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> <subItems> <probability>0.25</probability> <itemGUID>48efaf62-6a65-474a-8773-886e05ea7632</itemGUID> </subItems> </m_items> In the example above, would this work such that one of these items would guarantee to be on the zombie, but Item A (main item GUID) would appear 75% of the time versus Item B (subitem GUID) spawning 25% of the time?
  6. Hello lovely Zomboid community, I hope my general question is here in the right category. I have no experience in zomboid modding, but experience in gamedev and programming in general. I wonder if it is possible to implement custom RCON commands via a custom mod. Specifically, I am looking for commands that return information on our server website such as the server time, date, weather and other world related things. So that we can display them on our website in a meaningful way. Also it would be interesting to be able to query the killcount per user. Now my consideration before I plunge further into the modding depths of Zomboid is whether this is possible at all. Maybe there are even resources in this regard? Hope someone of you can give me a hint in the right direction. Best regards Valentin.
  7. Hi, i started playing PZ a couple of weeks and i really liked the game and now i want to make a mod that adds a new wall. The objetive of the mod is make a wall that only works as a fence, be indestructable and the zombies dont get atracted but i can't find a way to do that, im not new at programing but i am new at modding, if anyone known how to make this type of mod or knows abot a tutorial i will be really thankful.
  8. Hello! I want to create mod that will add new skin colors in "Create character" tab, but can't find what method from SurvivorDesc class I should use. It is quite understandable with adding new hair or trouser colors: BaseGameCharacterDetails.DoHairColorNew = function() SurvivorDesc.addHairColor(ColorInfo.new(0.60000000000000000,0.33000000000000000,0.66000000000000000, 1)) SurvivorDesc.addTrouserColor(ColorInfo.new(0.60000000000000000,0.33000000000000000,0.66000000000000000, 1)) end Events.OnGameBoot.Add(BaseGameCharacterDetails.DoHairColorNew); But how can I add my own skin body colors? Please, help. Thank you in advance!
  9. How to install Notepad++ PZS syntax highlight plugin Download the latest version from: https://github.com/ibrrus/npp-pzs/blob/master/PZS.xml Open Notepad++ Open the User Defined Language Dialog e.g. via Language > Define your language .... Press the Import ... button and select the downloaded file. Open Project Zomboid script file and select Language > PZS.
  10. On YouTube I've been making tutorials of the basics of project zomboids Map editor tools. right now I am finishing up with the building editor. if I missed anything let me know and I'll make sure to make tutorial covering it here is part one for more tutorials check out my channel Doge's Creator
  11. Hopefully someone can provide a quick answer to keep me from tearing my hair out! I've come back to PZ after a while and suddenly find my mods (mostly made by me, but some downloaded ones too) no longer work. I'm on the private beta "iwillbackupmysaves" (I think it's called) and the game displays "Build 19". Some mods, like NecroForge, work for me. But some, mostly start spawn or item adding mods, do "nothing", even though they have ids and show up to be activated/deactivated fine in the modloader. For example, I made the following quick mod for testing: BanjoCheatersLoadout = {}BanjoCheatersLoadout.GiveCheatersLoadoutItems = function() local player = getSpecificPlayer(0); local playerData = player:getModData(); playerData.HasBanjoCheatersLoadoutItems = playerData.HasBanjoCheatersLoadoutItems or "false"; if(playerData.HasBanjoStarterItemsCheat == "false") then player:getInventory():AddItem("Base.Axe"); player:getInventory():AddItem("Base.Hammer"); player:getInventory():AddItem("Base.Saw"); player:getInventory():AddItem("Base.Screwdriver"); player:getInventory():AddItem("Base.Torch"); player:getInventory():AddItem("Base.Battery"); player:getInventory():AddItem("Base.TinOpener"); player:getInventory():AddItem("Base.Lighter"); player:getInventory():AddItem("camping.CampingTentKit"); player:getInventory():AddItem("Base.BathTowel"); player:getInventory():AddItem("Base.WaterBottleFull"); player:getInventory():AddItem("Base.WaterBottleFull"); player:getInventory():AddItem("Base.TinnedSoup"); player:getInventory():AddItem("Base.TinnedSoup"); player:getInventory():AddItem("Base.TinnedSoup"); player:getInventory():AddItem("Base.Nails"); player:getInventory():AddItem("Base.Nails"); player:getInventory():AddItem("Base.Nails"); player:getInventory():AddItem("Base.Nails"); player:getInventory():AddItem("Base.Sheet"); player:getInventory():AddItem("Base.Sheet"); player:getInventory():AddItem("Base.Sheet"); player:getInventory():AddItem("Base.ShotgunSawnoff"); player:getInventory():AddItem("Base.ShotgunShells"); player:getInventory():AddItem("Base.ShotgunShells"); player:getInventory():AddItem("Base.ShotgunShells"); player:getInventory():AddItem("Base.BigHikingBag"); player:getInventory():AddItem("Base.Duffelbag"); playerData.HasBanjoCheatersLoadoutItems = "true"; endendEvents.OnGameStart.Add(BanjoCheatersLoadout.GiveCheatersLoadoutItems);This used to load fine in the old Steam build several months ago, but now loading it with the modloader does nothing; no extra items are added to inventory on starting a new game. Likewise, my 'start spawn' mods here (the product of days of coordinate research!) no longer "do anything" either; the default start locations are used. At first, I assumed (because I hit the issue with my start spawn mods first) that the game's code had been changed, and thus I'd just have to find out how to re-code my mod to make it work (likely because of the addition of West Point as a map option). But the fact that the above item spwaner mod doesn't work either makes me wonder if something is bugged instead/as well. Can someone confirm for me if there's a problem with my code (here and in my start spawn mods) and/or if they've had trouble with the new Steam beta not loading other such mods for them, too? I don't mind reworking my mods (if someone can point the way!) but I'd hate to spend days trying to fix them only to find out it was the beta itself that was bugged!
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