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  1. Like on the old forums people can post their requests for lua additions in this thread. Please just post requests here and don't debate about the ones made. The devs are perfectly capable of deciding what to add and what not to add Anyway, here we go: New / Changed Events: EveryMinute: Self explanatory.EveryHour: Self explanatory.OnUnequip: When Item is unequipped from the primary or secondary slot.OnItemUse: When item is used in the inventory. (E.g. "Eat Food" or "Bandage Wound")OnContainerUpdate: When the item containers are updated (parameters: table of contained items, getType() of the updated container) New / Changed Functions: IsoFloorBloodSplats(): in the Chunk class (or whatever is necessary to retrieve blood on walls and floors and remove it)FIX ItemContainer:isInCharacterInventory()getFps() in GameWindow.Getter / Setter for amount of splattered blood. Finished (already in the game) setPermaLocked(boolean) in IsoWindow -- RM : Done for 2.9.9.17isPermaLocked() in IsoWindow -- RM: Done for 2.9.9.17OnRainStart -- RJ : Done for 2.9.9.14OnRainStop -- RJ : Done for 2.9.9.14OnEquipPrimary: Fires when an item is equipped as primary weapon.-- RJ : Done for 2.9.9.14, param : player, itemOnEquipSecondary: Fires when an item is equipped as secondary weapon.-- RJ : Done for 2.9.9.14, param : player, itemOnItemEquipAny -- RJ : Use the OnPrimaryItem/OnSecondaryItem instead OnAmbientSound: Fires when ambient sounds is played (helicopters, gunshots ... etc.) - RJ : Done for 2.9.9.14, param : name of the ambient sound (like "chopper1", "pistolgun2",..)getClosedSprite() -- RJ : use getSprite()setClosedSprite()-- RJ : use setSprite(IsoSprite)getOpenSprite(...)-- RJ : Done for 2.9.9.14setOpenSprite(...)-- RJ : Done for 2.9.9.14setSmashed(...)-- RJ : Done for 2.9.9.14, use isDestroyed() to know if it's already smashed or notgetSmashedSprite()-- RJ : Done for 2.9.9.14
  2. Running out of ammo or just discarding a weapon on the verge of breaking, this could be good reasons for why throwable weapons may be useful. If players have a weapon in hand and hold the "Push/Shove" key, the weapon should launch at the zombie and connect, based on the players "Aim Skill Level". While holding the "Push/Shove" key, players would only be able to launch the item in hand after the animation is complete. This would not only look great but add balance to the feature.
  3. Basements should have multiple entry points. On the inside of the home, basements can be accessed by a door followed by a staircase which descends into the lower ground or a trap door with a latch handle that would be followed by a ladder/rope. The outside of the home, basements can be accessed through a cellar door which can be followed by a staircase or a staircase which descends into the ground which is then followed by a door leading into the basement. When crafting a basement, pillars should be placed in specific locations to hold the ground above. Walls of the basement can also leak water in heavy rainfalls which can then flood the chamber, causing players (or zombies) to move at a slower movement speeds (depending if the player is jogging/Sprinting). Cellar windows can be another entry point for players to enter buildings in a more "stealthy approach" or be used to escape hordes of zombies. The Cellar windows can also allow players to have a "Shin-bone View" of the surrounding area. Trap doors can be crafted using Wood or sheet metal while, latch handles can be made out of rope however, if a player crafts a metal latch handle, locks can be applied to the trap door. Cellar windows can be glass or barred with metal scrap/wood planks.
  4. So, I got to thinking of some things that would be awesome in regards to the chat system that I know that is being worked on. So here is my list of features I know I would really like to see. Name colors able to be assaigned by admin. - Preferably, this would work on a system much like how minecraft does it where it does it by groups. For example, default, admin, custom group 1, custom group 2 Font Colors able to be assigned by admins - much like name colors, only for the text itself. Ideally, it would be best if these colors could be assigned via a command and by a config file in a server Looks good and adds flavor to the game Allows admins to even assign their own name colors unique to everyone as well as chat color to be seen easier in a wall of text Chat types - whisper (pm), whisper very short distance, talk (normal distance), shout (longer distance, global Chat Windows - defined much like how in WoW you can define what you want to see in the chat window with tabs. ie - Tab 1 - whisper, talk and shout only, Tab 2 all chat types Chat type memory - with the addition of chat types by distance, the ability like many MMOs to do /s (say) /shout, /g, etc and have an indicator right before the text box to say what "channel" they are speaking in that remains as such until changed. Customizable chat box background opacity Admin - When an admin types in chat, it says "Admin" before the name Quick and dirty example of my thoughts....
  5. GENERALLY In my opinion PZ so far has a lot of potentials. And in comparison with other survival games it feels more complete. I know that the game is still in Alpha test, however i would like to make a suggestion of some features that could - in my opinion - fit perfectly the game. IDEAS More interaction with the environment e.x the animation of sitting on the chair, sleeping on the bed or the couch, or generally move, destroy the furniture's. More crafting features e.x more lighting recipes ( torches, lamps ), items - or item recipes - ( power generator which it will produce light to the building HOWEVER it will make a lot of noise which could attract a lot zombies ) Vehicles 3 for now in my opinion that should be added. All critiques are accepted!!!!
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