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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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A: Put in some code that would allow defining exactly what items are allowed in a container. Kinda sorta like the Keychain works but for specific Items as opposed to an entire Item category. In the script it could look like this OnlyAcceptItem = ItemID:MaxAmount;AnotherItemID:MaxAmount, Possible use? Toolbelt that when held in inventory could act like the Keychain (Always equipped) but it only has slots for Hammer, Screwdriver, Nails and whatever. Gun holster, as above but only allows a Pistol and maybe some extra magazines. Ammo belt for holding Shells B: Also Replace the thing in the lua code that makes Keychain always equipped with a check for a script variable being true That would be nice. AlwaysEquipped = true; Edit: Either that or add a bunch more slots that can be used, more the better, possibly with customizeable display name. Quick Access and general Inventory Decluttering are the main goal of what I'm suggesting here. There is space on that window to have a bunch of stuff equipped. C: I would also honestly add a thing for only allowing items in a container only up to a certain weight so I can't shove half a bed into a Hiking Bag.
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I tried to get example from food's poison traits, at first. But I found it is coded in Java, which is far from my coding capacity. So, is that possible to make a recipe forbidden using rotten food? I mean only using scripts or lua? Is there lua files that have similar functions that I could use as example?
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YOU DON'T NEED TO DO THIS ANYMORE YOU CAN RENT A READY TO GO SERVER. LIST HERE: http://theindiestone.com/forums/index.php/topic/9856-project-zomboid-server-hoster-sites/ TESTED ON DEBIAN WHEEZY, SUPPORT FOR UBUNTU UNKNOWN WILL BE COMING LATER IF NEED BE LOOKING FOR LINUX INSTALLATION GUIDE? GO HERE http://theindiestone.com/forums/index.php/topic/5841-buying-running-a-linux-project-zomboid-server/ SCRIPTS FIXED AS OF 23/06/2014 Hey there, Are you struggling to install a Project Zomboid server? Trying to cut your way through all that Linux mumbo jumbo? Well then do I have the script for you. One of the biggest things I usually get, whether it's through PM's or posts on my Linux server guide is that some people are just struggling too much with the guide. Some people are just not technically minded with these sort of things, so it looks like reading a SCUD's schematics in Russian. With that in mind, this is the first part of a multi part project in making the installation and maintenance of servers that little bit easier. This way of installing requires minimal knowledge of Terminal etc and makes think that much easier. The downside is you have less knowledge about Linux making things a little bit harder to troubleshoot. So obviously use these if you really are struggling, but support for issues that arise might be a tad bit harder to explain on how to solve. Anyway you can choose to use this method, or the full Linux installation guide. The choice is yours on what to do. This version will still require you to download FileZilla and Putty. Script Information The scripts currently come in four parts. two parts for installing the server and grab other necessary scripts as well. One to use when updating the game (currently fixed to a beta branch which I hope to change later on, basically means anytime the game switches over to another branch will recover an upgrade.) and one to start the server (can also restart the server if ran when a server is running.) It's slightly buggy at this point in time as I try and find a better solution to starting the server. If it fails then you can just have to run through terminal. Hopefully I'll have the issue resolved relatively quickly. If you're technically minded and want to take a look under the hood of the script I've put it up on Github: https://github.com/Connall/Project-Zomboid-Server-Scripts So feel free to take a look. Guide to Using Script So first off, obviously go download the software I mentioned above. Putty and FileZilla. For sake of ease anything you see that's formated like this: Formatted like this.means that is something you type into the terminal. Got it? Good, great... alright... moving on. First make sure you have the necessary IP Address to connect to the server, provided by the hoster. Boot open putty and connect to the server using that address. Log into the root user account for the server and do the following. wget http://www.terminal-control.com/pz-server/scripts/pz-server-install.shOnce that's all done, do: bash pz-server-install.shThat will run the script. Follow the instructions that the console says. Make sure to take note of what password you choose for pz-server user since you will need to be able to connect to that user frequently. Once the script has finished close putty and open FileZilla. You’ll now need to edit the projectzomboid-dedi-server.sh and set your RAM values. This is dependant on how much RAM your server has, I personally didn't set them to use my complete server capacity, I did about half but the choice is up to you. (Kirrus: Don't set more than 80% of your VM's capacity.) Use FileZilla and double click on the file and it should open it up in an editor, find these two lines: -Xms1024m \ -Xmx1024m \ And edit the values to your choosing. Save and close the file and it will prompt you for the root password of FileZilla so put it in and it will be updated. When using FileZilla, do not use quick connect but the server manager. When it asks for protocol do NOT use FTP, use SFTP otherwise you will be unable to connect to the server. Now open putty back up and log into the pz-server user and run this command. bash pz-server-start.shThis should start up the server. If it seems to be acting strange then you can do it this way instead: screen -dr(Checking to see if there is a screen running.) If it doesn't say no screen detached, skip next step. screenEnter through it until you face something that looks like: pz-server@server - thing. Do: cd /home/pz-server/Steam/steamapps/common/ProjectZomboidthen ./projectzomboid-dedi-server.shthat will get the server started if the script seems to be acting up. Future... I do plan to make this a more in depth system as time goes on, to hopefully move through complete server autonomy. I want to turn this into a bit of a project hopefully. So will see where it takes me. Support Obviously the scripts should work fine since I've tested them a couple of times but always be on the lookout for any errors that might be spawning in the console in case they might shed light on the situation. I've tested this on Debian Wheezy so I know it should work fine (except for the problems mentioned above) but obviously unknown problems can pop up, so if this is the case then just post in here (please don't PM me) and I'll see if I can't resolve the problem. License For those that care it's using a Attribution-NonCommercial 4.0 International: http://creativecommons.org/licenses/by-nc/4.0/ I doubt the script would get the attention of anybody who would be using it for commercial purposes, but I just decided to do it that way just in case. (Original Attribution and non removal of credits is also required.) I would appreciate if scripts being released as an adapt were done so when it's clear I'm no longer around and can not work on the project anymore. Programmers As I said above, everything is on Github if you want to take a look at the source code to check for anything malicious (which there isn't) before running it on your server, if you feel like pointing something out on a way to improve it then go nuts, I'll listen but I imagine the big ones like checking if program is already installed or check if file exists are already things I want to be tackling in the coming updates (hopefully.) Disclaimer While I make sure the scripts work and won't mess up/with a server, I still must say that you use these scripts at your own risk. I'm not responsible for any perceived damage they may cause and that if using these scripts on a server with existing important data, then I recommend backing up this data before using the scripts. If something does go wrong, a quick fix is usually an OS re-install away. Now obviously I don't believe the scripts should be causing catastrophic problems, but I don't want anybody blaming me for their serving becoming messed up. FAQ Q. Why you doing this? A: I needed a project. I was originally going to write some guides for Multiplayer to exist beside my Linux Server setup guide but the ever changing nature of multiplayer caused a couple of guides to become obsolete. So I decided to tackle an issue on something I knew about and I like helping people, so there's that. Q: How is this going to be expanded? A: One thing I really want to aim to do is make a website interface and cut out the terminal in it's entirety but that's a long time down the road I think. Most likely working on stuff like automating backups and fixing the running server and fixing beta branches. Really just see where the road takes me. Q: I have knowledge about x can I help? A: This is a very personal project for me as a way of building up my knowledge so at the moment I'm not particularly looking for help. You can offer me help, and I'll keep you in mind if I decide to expand this out otherwise I'm just going to keep going at this, chipping it away by myself. Q: Support for OS Y A: If it's a Linux derivative and can run Project Zomboid, odds are a script will come with it. However this is really for people who don't understand Linux all that well, so don't expect me to help every single little os. Q: What about Windows? A: I kind of feel that setting up a server for Windows is easy enough already without requiring more help, so support for it will not be coming. Same goes for Mac's. Q: What about updating scripts? A: At the moment you still have to run the wget command. I'll probably introduce a script update script for the time being use wget for the following addresses if needed http://www.terminal-control.com/pz-server/scripts/pz-server-install.sh http://www.terminal-control.com/pz-server/scripts/pz-server-part2.sh http://www.terminal-control.com/pz-server/scripts/pz-server-start.sh http://www.terminal-control.com/pz-server/scripts/pz-server-update.sh Install should be gotten in root user, while start and update should be gotten through pz-servers user. Enjoy! Credits Myself (Connall Lindsay) - Script Creator Kirrus - Assistance Everybody who read and commented on the guide, really appreciate it. <3
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(I apologize if this is covered elsewhere; I searched but didn't see anything. I might not be searching correctly) I read http://www.projectzomboid.com/modtools/ModdingGuide2.rtf but I'm still trying to sort out how the scripting works and was confused by calls like: The zombie.scripting.objects.Script class will actually take that line, chop it up and: - Find the zombie.scripting.commands Class whose name matches "SayIdle" - Create an instance of that command object - Look for an aliased object called "Gaurd1" (whatever object SayIdle(...) is being "called" on) - Bundle all the parameters into an array (in this case just one) - call init(object, [param1, ...]) on the command - return the command So really what you're calling is: ... except you get an instance of the command back as well. Note that the World, Tutorial and Quest commands all take objects called "World", "Tutorial" and "Quest". e.g. See zombie.scripting.commands.CommandFactory for the list of commands you can call. These are the current commands (build 25) (Notice there is a LuaCall command!)