Search the Community
Showing results for tags 'multplayer'.
-
• 41.78.16 • multiplayer • dedicated server • without/with mods (doesn't make difference) • Multiplayer - bug appears, but in singleplayer everything works fine short explanation: whenever car you're discovering by opening a hood, and alarm is triggered - zombies don't give a f... BUT, when u smash another one car with alarm - everything works fine here's the video demonstration of this bug:
-
So I made a nice functional little mod which adds a bunch of zombie outfits the spawn pools, based off another mod. That's all working great. But I'm trying to expand the functionality right now and I'm running into a really weird and frustrating issue. The thing is, I want to add spawn chance multipliers and a couple of booleans as sandboxvars that control whether certain behaviours run or not. Now, so far as I can tell all of this code should work but the game is completely ignoring any changes to the settings themselves. Take, for instance, this block; ExosEnabled = 0 if SandboxVars.ArcStalkerOutfits.ExoZombies == true then noise('Exo Zombie Spawns: Enabled') ExosEnabled = 1 end Simple enough, right? ExosEnabled serves as a final multiplier to the chance of all zombies of a specific type. It defaults to x0, and if the sandbox option is true then it prints a message to the console/log that says they're enabled and sets the multiplier to x1. A few lines later, the base spawn chance is multiplied by the faction spawn chance, and then by the ExosEnabled value - and anything multiplied by zero equals zero, so the chance of ever seeing those types of zombies in the wild should be... zero. But here's the kicker; the sandboxvar defaults to true, and even if I uncheck the box so that it's false it still acts like it's true and prints the message to the console/log. The only way it actually stops doing that is if I set the default value of the sandboxvar to false in the sandbox-options.txt. And even then, it still apparently treats ExosEnabled as 1, because I'm still able to find that zombie type in the world by random chance. Worse, it's also treating every other sandboxvar added by the mod as 1, and for some reason if I try to print their value to the console they come back as blank. Everything else works, there's no compile errors in the console, nothing like that. The sandbox options are just being completely ignored for reasons I can't fathom. Are they just busted to the point I should use Mod Options or Easy Config? Is there some trick I'm missing? Have all mod SandboxVars secretly been FUBAR this entire time and somehow nobody's noticed?
- 6 replies
-
- zombie spawning
- multplayer
-
(and 2 more)
Tagged with:
-
www.projectz.bl.ee ^ [sERVER STATUS] ^ Region / Região [BR] & [EUA] __________________________________________ \\\\\\\\ How to play / Como jogar //////// www.projectz.bl.ee/Como-jogar/ IP: Necessario Patch para se obter / Patch needed to obtain __________________________________________ \\\\\\\\ Patch Download //////// ProjectZ_Patch_v1.rar Size / Tamanho: 1.4 MBS www.projectz.bl.ee/Downloads/ \\\ Features / Recursos /// - Spawn Bug - Time Out - Save - Zumbis Invisibles __________________________________________ \\\\\\\\ Contact / Contato //////// FaceBook: https://www.facebook.com/projectz.bl.ee Skype: Project.Z1 Email: Contato@projectz.bl.ee Formulario de Contato / Contact Form: www.projectz/Contato/
-
- projectz
- project zomboid
-
(and 8 more)
Tagged with: