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Showing results for tags 'script'.
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I have insectiphobia and I'm trying to create a mod that replaces the names and icons/models of all the bugs in the game with "fish food." I'm completely new to modding Zomboid so I found some related posts but no definitive answer, and using the recommendations to those questions, I came up with my own mod, but it's not working. I started by creating a mod folder with mod.info, poster.png, and a media folder in my User/Zomboid/mods folder. Inside the media folder are scripts and textures folders. In scrpits, I have a script called replace.txt, and in textures I have Item_FishFood.png. So the file structure can be written like this: I'm doing a test with chips because they're a food and included in the starter kit. I've been testing variations, ex: I used the base module, changed the display name, icon, and world static model parameters, and added the override parameter, but left all the other information the same as base game. I enabled the mod in game and have been testing it by creating new save files with the starter kit option checked, but every time I load in I still see "Chips" and the chip icon. Any ideas on how I can get it to work?
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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.
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Good time of day, faced with one problem when modding I added one item that has a poison flag. However, if I craft it, it does not show its poisonous properties. But if I add it via the console, then everything is fine. What can it be related to? Does anyone know? As always, code is pasted below items.txt item poisbottle { DisplayName = poisbottle, DisplayCategory = Poison, Type = Food, CustomContextMenu = Drink, ReplaceOnUse = Base.BottleEmpty, Poison = true, PoisonDetectionLevel = 7, PoisonPower = 150, UseForPoison = 35, Weight = 1, Icon = poisbottle, CookingSound = BoilingFood, IsCookable = TRUE, UseWhileEquipped = FALSE, WorldStaticModel = poisbottle, MinutesToCook = 60, ReplaceOnCooked = POIS.poisbottle2, Tooltip = Tooltip_PoisBottle } recipes.txt recipe cook poison { Base.BottleEmpty, POIS.comp1, POIS.comp2, keep Base.Spoon, Result: POIS.poisbottle, Time: 200, Category: Poison, }
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I've created some icons for a retexture mod of the vanilla baseball caps and I'm really struggling trying to get the game to use the new icons I've created. The retexture of the baseball caps works without the need of any scripts, but this does not appear to be the case for the icons. I've tried using a script and I have had some luck using the "override = true" function. I got the new icons to show up in game when zombies were wearing the baseball caps, however when looting containers, any baseball caps within them are still using the vanilla icons. Does anyone know why this is? I've attached the script that I've been using, any help would be greatly appreciated. Thanks in advance. module_clothing_HatRetexturePack.txt
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I am spawning zombies using "Horde Manager" available in the debug mode. I am using the `OnZombieDead` event. in it, I check the `getReanimateTimer()` (https://zomboid-javadoc.com/41.65/zombie/characters/IsoGameCharacter.html#getReanimateTimer()) Whenever a zombie dies, they have this value set to something (not 0) if they have been knocked / pushed to knock down on the floor. The zombies have never been reanimated, they have only been knocked down. Would it be possible to get an extra command to check for (REAL) reanimated zombies or even the time? Ideally have a separate command to check if zombie has been knocked down and if zombie has been actually reanimated from IsoDeadBody as a "workaround" I am using: f_Body:setReanimateTime(t_ReTime); f_Body:setFakeDead(true); And then checking it on with `wasFakeDead` (https://zomboid-javadoc.com/41.65/zombie/characters/IsoZombie.html#wasFakeDead() inside `OnZombieDead` event This is bad because I don't know what `setFakeDead` does... I'm not sure if this will have any impact on the vanilla fake dead mechanic introduced in the last patch (
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hey FOR ALL LINUX SERVER OWNERS i made a systemd service that works with 64-bit PZ. If you aren't familiar with systemd, it's the process manager that most modern linux distros use. I have tested this on a server with an already-active save folder (I ran the start-server.sh script first, then started using this method). The service file should look like this: Replace [USER] with the user that first executed the server (it might be steam), otherwise the server will prompt for a nonexistent admin account, then quit without loading the world. Replace [DIR] with the *absolute* path to your "Project Zomboid Dedicated Server" game directory (i.e. /home/user/.steam/steamapps/common/Project Zomboid Dedicated Server). Save the file as pzserver.service, then copy it to /etc/systemd/system. Reboot systemd: systemctl daemon-reload Start the server: systemctl start pzserver Check its status: systemctl status pzserver. You should see a green active status with terminal output similar to that of start-server.sh. To stop the server: systemctl stop pzserver. This will kill it immediately, so make sure to save it first. I recommend using RCON for sending commands like "save". To restart the server: systemctl restart pzserver. This is the same as stop then start. To make the server run at bootup: systemctl enable pzserver. Here is an RCON client that will work with PZ: https://github.com/n0la/rcon. If you have not installed this, the "ExecStop" lines with rcon should be removed. The service should still work, but the server will stop ungracefully. With autosave this shouldn't be an issue but keep in mind some things may break if you shut down with players online. You can easily integrate these commands with any scripts or admin tools you have written. Happy admin-ing
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Hello, Is there a way to access in a lua file an item introduced via script file (located on the script folder)? I need to access an item and modify a value without overriding it (improving future compatibilities).
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Hello everyone, I've got an Ubuntu Server 64 bit VM that I would like to host a Project Zomboid server on. I have used this VM for hosting an Ark: Survival Evolved server in the past. I was able to manage this very easily with a tool called arkmanager. It did everything from installing the game, starting/stopping the server, and updating the game/mods. Does anyone know of a tool similar to this for Project Zomboid? If not, could anyone point me in the direction of a current (most scripts I've found seem to be outdated) script that will automatically start the server on Linux. Any help would be greatly appreciated. Thanks!
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I´m currently trying to enhance the performance of my server and therefore need some help. With build28 we can directly manage the server with console-commands, so it should be possible to do a grace restart. Some time ago I used a script which will simply kill the process and restart the sh-script, but I deactivated it because of potential damage to the map/save. I have decent linux skills but I´m kinda stuck here. What I would like to achieve with the restart-script: 5min before restart send a message to all playerssend the "quit"-command to the serverwait a couple of minutesrestart the serverI´m stuck at the communication from my script to the actual game-server. Hope there are some Linux-cracks around here (looking at you Kirrus )
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I made a mod for build 25 and 26 where I created my own occupation and traits based on some "The Walking Dead" characters. Now I can't get them to work on build 27. Did something change? What am I missing?
- 1 reply
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- build 27
- occupation
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Hello, i tryng to make some mods, and anyone can post the wheelie bin script please, really i didnt find . Where i can find? I searched in all 0.2.0 versions. Sorry bad english
- 6 replies
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- Brasil
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Hi guys I only just now found out zoom is back in the game (IKR only just 5 minutes ago...) Would it be possible to make a script to auto zoom in the camera all the way as i enter a building(such as every thing you can walk into from the outdoors).Then zoom out to its default zoom as i exit the buildings. How hard would it exactly be? I would think of this being useful maybe not only to me but others aswell.As the thought of this idea popped into my head i was overwhelmed with excitement