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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)
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I was playing just a minute ago and I just passed through a window with a dinning room table in my inventory. I sugest: Doors, windows and narrow passage tiles could have blocking values that react with your character size values and with values of things on hands. So a fridge would have a SIZE of 1x1x2 value, a dinning room table would have a 2x2x1 size (x,y and height) so if it would pass a window (0.5x1) neither would pass, but both could pass a door (1×2). The same logic could apply to long items as spears. Some containers could also use "size limiters" for example, you cant put a small fridge (1 area x 1.5 height) inside a slim locker (0.5 area x 2 height), but slim lockers could fit spears, bats, etc. I know all items have the value that represents a volume and weight, but I think it would be nice running through forest or jumping a window and getting stuck because a long or big item or funiture got stuck. I also sugest: TOLERANT "stuck values" - A spear on your back has a chance to slow you down as it would stuck on doors / windows/ tree branches --> TOLERANT means that this just slows you down a bit but rarely could make your spear drop or make you trip. ABSOLUTE "stuck" values --> you cant absolutely not never pass the big fridge though the tiny window. A SIMPLE APPROACH --> An encumbrance value, if it reaches a limit: Frige = 2 window = 1 So it would not pass, and in transit it would immediatelly drop the item or make you trip. Closer values like "small fridge = 1.5" and Medium window = 1.6" would slowly pass with a timing buildup, as it would represent a struggle to pass stuff through doors, like carryng new fridge to our home in real zedless life. I think containers and bags could also have a shape liming value, so a tip of the spear is outside your camping bag but you cant store a table inside the bag. As papers fly or get wet and destroyed, I think a local umidity value could react with item materials, as book left ouside or electric households would have a damaging buildup etc.
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I've read dozens of times that this shouldn't happen and it was declared as a bug in the past if I read stuff on reddit about that topic. I don't know if it's intentional or not, but at the end of the video (last attack) you see after the zombie lunge attack, I'm scratched. Can a lunge attack or it's meant to scratch you at some point? I tried it also "with" clothes, same result if I try often enough.
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While i was removing broken glass from a window, i was surprised by a zombie and ran away cancelling the action before it completed. Now the option to remove it does not show up in the context menu.
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My character is stuck between the sofas. https://youtu.be/uQuP2LfQxnY
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hi, and sorry for my english Guys, at the new patch, we how never, nedded a view from a window. Actualy it's explain a blocking view, and than you drop from window - you drop at the arms of zombie, create a function to look under windows, and for seen this to the players on the site of the sight. It's unreal stupid to be in the arms of zombies now, then we had no choise, then we have micro bash from animation on the drop of window. And some interesting stuff i think: - More treats and functiones for the medicine in multiplayer, like a medical death or anesthesia for surgery. - Most of peoples ( who playing long part) complain, becouse them don't have more cosmetic for the house, like a wallpapers, more posters... it's little thing... - We must do something for the loosing weight, this like unreal... or we must have a some dieta stuff, like a food, or we must have a training stuff, for helps a loosing weight. Or diarrea tablets x) - Do tattos into body >:D (by the one for each killed zombie of course x) ) - I think for the gamers who love radio, be a good present a Radio-tower and re-transponder, who dublicated a signal. And i think useful do a repeater, who can take a cassette and be recorded and played to the broadcasting. - Actualy most of peoples interesting at the bulding a roof on their buldings, for creating a more good visible. All live at the boxes, you know, how long it's be)
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I could not Right Click open Windows specifically At the House by the lake area of Westpoint
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Good evening. Enough said. Although I am using a Custom Map, there are no custom textures that could explain this. (On the Custom Map, the exact area of the buildings with the glitched glass is X13270/Y11195, which is where I took the screenshot.) I feel that this is a texture found in the Vanilla rendition, so it's worth showing. (Note: the glass is still gone when I look straight at it.) Thank you. -TURTLESHROOM
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I'm trying to make a custom window open at the press of a button by dissecting existing files, but a lot of them have stacks of other files that are required due to extra tabs 'n shit. Anyone know of a custom window that has only 1 window and no tabs? So I can see what it looks like. I tried looking at the mod Admin Tools, which is currently what I'm using to acccomplish what I want done, but there are so many extra files in there due to all the tabs. I can't single it down to the bare minimum.
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In BuildEd, whenever I try to place certain windows (in this case the giant spiffos windows), the entire wall vanishes. I thought it was just glitchy in the program so I saved the file and added it to my map in WorldEd. The walls are still gone and the window doesn't show up. How can I fix this? Thanks!
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Hi Spiffo's Community, I have a problem when I tried to open the server settings at the build 33 of Project zomboid, when I opened the pz server settings from the folder "PZServerSettings", I opened the .bat and this problem appeared "to could not load the class zombie.PZServerSettings.MainWindow" I want an aswer as early as possible Thanks for you interesting on this topic.
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- project zomboid
- window
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Occupation: Fire Officer (female) Traits: Hard of Hearing, Over-weight, Lucky, Resilient, Stout. I was happily clearing out Cortman Medical and about a 1-block radius with my trusty kitchen knives, but the place had broken windows galore. The ones near the front door were completely smashed. Of course, lazy me, pressed "E" near the door and ended up climbing up on the broken window. I got a scratch and patched myself up with a sterilized rag. I slept upstairs. The next day, zeds were downstairs and I had to lure them out and dispatch them. Went smoothly. Not a scratch. But again, "E"-ing on the door and, yes, climbed again, and got another scratch... like the odds of getting a scratch from windows were against me. I patched it up... about 3 days passed, I ate fresh food, clean water, changed the bandages with sterile sheets, going well. then one day, I got sick... I still had scratches though they weren't bleeding anymore... I ate fresh food and water, no white berries, didn't stay in the rain for more than a few seconds and I dry off quickly. Yet the illness persisted. And added to it, I became "terrified". I kept up a regimen of sleep, food, water, and tried to avoid conflict. I also reduced the weight I carried to just a few items per run. But I got sicker and sicker and eventually got a fever. Food nor rest didn't help. I woke up one day, fever in motion... I grabbed all my knives and axes, went downstairs and outside and found a small group of zeds. I fought them in the rain... the knives went under their heads and found their way to their brains. Moving away and shoving most of them until they were almost in a line... one by one they came... one by one they fell... After the carnage, I was left empty, save for the heat in my head, and body and a triumphant, yet saddening warmth in my soul... I fell to my illness and joined the undead ranks... shuffling around aimlessly... all I have accomplished, all I have done... gone... *end scene, exit stage left* tr;dl: Basically, I died from scratches (that I got from windows) and no, the scratches had never had the "infected" tag on them so I was kinda bummed when I watched Ellie Bishop (that's her name... give a shout out if you know where it's from :3) waste away (from getting sick/fever)... from window scratches... Questions: Is this intended or a bug?Could the windows have been infected when a zed went through them and some skin, blood, fluid was left behind and I got infected when I went through the window and got a scratch? (but the scratches never got an "infected" tag)Other than the god-like antibiotics, what other effective ways are there to get well from illnesses? (Aside from being well-fed, resting, and drinking bleach?)O__O Also, can't we "open" windows that are already broken? All that's broken is the glass anyway, can't we simply have them open the windows to bypass the glass? Like when a burglar breaks the window/door to get to the latch/door knob. EDIT: added clarifications in bold and parenthesis in the tr;dl.
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I have been doing a little testing as an invisible admin on how sound ques currently work. Here's a run through of what I would suggest would work better to make the gameplay more interesting, realistic etc. This is of course all stuff that isn't a priority over bigger stuff, but some things are an issue and changing them would improve current gameplay. I would maybe put these changes to effect after the stealth overhaul to create balance for that and emphasize it's meaning. [note] When I'm talking about something making a sound, I mean in game as in zombies reacting to it. 1. First the most obvious to me. Windows breaking. They don't make nearly enough noise to attract zombies. Not when broken by player and not when broken by another zombie. Here are a few pictures to demonstrate. In these first two pictures a zombie is banging the window and breaks it. Behind me is a horde of roughly 30 zombies that I spawned. The main issue here is, even with the tightest zoom, where zombies naturally hear foot steps and some zombies would even react to sneaking, only 7 zombies hear the window breaking. If I'd ran past that window or inside that building, the whole pack would have definitely noticed me. Mainly I think that windows should make even more noise than running. It only makes sense to me. In the second 2 pictures I've broken the window at the end of the building. Only the zombies that were already next to the window noticed it breaking. 2. Issue number two (admittedly smaller) is that none of the zombies hear the window being banged on. Compared to them being able to hear sneaking, i'd say it's off balance. I also tested hitting thin air and it made more sound than the window breaking or the zombie banging on the window. 3. Third is the fact that they don't react to each other. when a crowd of 7 zombies move to a window they don't raise the suspision of any other of the zombies. this is the same case as when a small pack notices the players, they don't draw any others. However imo this point is up to debate wether it should or shouldn't be that way. I think that as they are making an actual noise when they attack the player, that should at least draw some zombies. Even a small domino effect when they notice you would be nice. 4. Shouting is too quiet in my opinion. It is comparable to the sound made by hitting a zombie (see picture above). Here are the comparison pics from shouting. You can notice that the whole group moves with the exeption of the two zombies in the top. That's roughly the same amount as hitting a zombie. Imo, it should be louder. You could even add a "psst..." whispering shout when you're sneaking to balance it out. 5. Forcing windows open makes very very little noise (1 zombie in a pack, literally around a window, reacted) and failing at it doesn't nearly account to the sound that it makes in my headphones. This is similar to no.2 but it does make the game less exciting and it's a feature that I've always thought that should be in. Again, walking/sneaking makes more noise than forcing windows or failing at it. 6. The horde forming noises. This, while a great improvement to zombie behaviour, it caused a real issue when testing with sounds. The fact that when a zombie broke a window and those 7 zombies came rushing in, they immediately changed direction after getting in and returned to the horde, without checking the building at all. This is definitely a case of zombie AI and I'd consider adding something more to that so that the zombies would actually try and search the house. I'd rather have the zombies that followed the sound que into the building make the horde forming noises as it would be with suggestion no.3. Guns make enough noise imo and are working great in that regard! They could maybe cause a spawn trigger but that's another topic. TL;DR: 1. Window breaking needs to be a lot louder. 2. Zombies banging on windows should make a sound. 3. Zombies could have a sound que to make them react to each other, when they're reacting to something. In other words, domino effect. 4. Shouting is too quiet. Hitting a zombie makes roughly as much noise. 5. Forcing windows and failing at it makes as much or less noise than sneaking. Should be louder. 6. Zombie AI would need a tweak to somehow fix that zombies are more interested in each other than what's probably food. (and no it shouldn't be a case of making zombies less likely to group, rather more interested in the brains) Again disclaimer, these are all my observations and opinions on how I think the game should work. Agree or disagree, let me know! Long post is long. Thanks for reading.
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In the middle of playing a game I was fighting some zombies when I somehow accidentally grabbed the side of and window and resized the width to around 200. I quickly fixed the problem and luckily didn't get hurt. The game needs to have a built-in minimum screen size limit of 800x600 when a player resizes the window..
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Hi, I was looking in forum, but i was unable to locate related topic - if it is one please feel free to move it. Apparently on STEAM build i`m unable to hang sheet rope over the window. i have two sheet ropes (standard 1 floor building - ground floor and 1st floor) around 10 nails in inventory (not in bags) and a hammer but this option is still not available. i tried to play around take hammer as primary, sheet as secondary etc (all combinations) but no changes. Is anyone able to give me a hint to how to do it? I play with mods (sleeping overhoul, lockipicking).
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- sheet rope
- window
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