Search the Community

Showing results for tags 'arrow'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities
    • Pen & Paper / Community RPGs

Found 4 results

  1. Ranged Weapons/throwing knives

    Recently I have taken up knife throwing as a hobby which has led me to thinking about how convenient it would be to throw certain weapons in project zomboid. A new skill could be added: Ranged. This skill would pertain to the accuracy of thrown weapons and also the accuracy of archery (which I saw in the plans for the future) Certain weapons you would be able to throw, some as a last resort in a desperate attempt to escape some zeds: Kitchen Knife Hunting Knife Butter Knife (doesn't do much damage even with a successful hit) Screwdriver (requires more accuracy) Axe (requires more strength) Spears Hammer *Edit* Rocks And a new weapon I will also propose is the hatchet. It is like an axe but is more lightweight able to be thrown. The damage is less than the axe but more than the hammer. Thanks!
  2. Help with reload system

    I am trying to update my Fletchery mod to Build 27, but I am having sudden problems with the reload system. The code for it is here: local wepBow0 = { name = getItemText("Crossbow"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Bolts', shootSound = 'arrowFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 20, rackTime = 10};local wepBow1 = { name = getItemText("Homemade Bow"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Arrows', shootSound = 'arrowFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 15, rackTime = 10};local wepBow2 = { name = getItemText("Bow"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Arrows', shootSound = 'arrowFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 10, rackTime = 10};local wepSling = { name = getItemText("Sling"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Stones', shootSound = 'slingFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 10, rackTime = 10}; ReloadUtil:addWeaponType(wepBow0)ReloadUtil:addWeaponType(wepBow1)ReloadUtil:addWeaponType(wepBow2)ReloadUtil:addWeaponType(wepSling)The crossbow, sling and bow (wepBow0, wepBow2 and wepSling) work fine, but the Homemade Bow (wepBow1) will not reload in-game. When I attempt to do so, I get the following error message in the console: I have no idea what to do here, I've tried everything I can think of. Any help would be appreciated! EDIT: My guess would be that this is because both bows are trying to use the same ammo type, so the second is overwriting the first, but I want them to use the same arrows, so what I think I need is a workaround to use the same ammo.
  3. Modifiers For Arrows

    So, I have a few ideas for diferent ideas for modifiers that make arrows more efficient: 1 - Explosive Arrow - I've seen in a thread that someone ( Don't remember if it was a mod, or dev or ad or support team ) said that we might see pipe-bombs in the game, so I thought that we could attach pipe-bombs to arrows, and make them explosive, it would basically be a long range pipe bomb, at the cost of arrow materials. 2 - Incendiary Arrow Type 1 - The weakest type, these types of arrows can me made from dousing alcohol in the tip of the arrow, setting it on fire. It can hit one zombie and set it one fire, with the fire slowly climbing to its head, and then burning it's brain, and the zombie has a rare chance of setting other zombies on fire, but no chance of setting others when first hit with the arrow. Type 2 - The stronger type, these ones can be made by putting alcohol inside a closed space atttached to the arrow (prefebely a glass bottle), that will break and splatter alcohol everywhere, and dousing alcohol a little bit away from the bottle. this type of arrow will burn the zombie faster and has a high chance of setting other zombies on fire, and a even higher chance of setting them on fire when first hit. 3 - Noise-Maker - These types of arrows are made simply for calling a zombies attention to a place where you aren't, so that you don't have to shout and attract every zombie to your location, as it has a high chance of going wrong, and you getting surrounded.... and eaten. These can be made by attaching a fire-cracker to the arrow, and use a match to set it on fire, then launch the arrow. 4 - Zombie-Blood - Now these, you will use for either two reasons: You want to be a ginormous ass to your friends, or: You want to make sure an NPC isn't coming back for you. Either way, we know that after killing millions of zombies and being splattered in blood, you only get infected if the zombies blood only infect you if it come in contact with yours. So, I'm suggesting that we can cut p a zombie and take his blood and putting it in a glass (For the love of god, make sure you have more, because you will NOT be able to drink from it again), and dousing that blood in the arrow, which we can shoot at a survivor, that will pierce his / her veins and infect them. I hope you like the ideas, and tell me what you think
  4. --Notice: I did not originally create this mod. Credit for the original mod idea and (some of) the code goes to Austin. I added sounds, images and updated and refined the code. The original thread can be found here: http://theindiestone.com/forums/index.php/topic/336-fletchery-mod/-- As said above, I have updated the Fletchery Mod to be compatible with build 27. This mod adds 3 new bows, 2 of which can be found and a third which can be made, as well as a sling. Crossbow - found as loot, most powerful, slowest. Uses bolts. Bow - found as loot, second most powerful, 2nd slowest. Uses Arrows. Homemade Bow - crafted (2 planks, 1 bandage, glue/duct tape etc, Carpentry LV2). Third most powerful, equal fastest. Uses Arrows. Arrows can be crafted (Duct tape, Kitchen knife, Arrow shafts from plank and saw, Feathers from pillows, Carpentry LV1) Sling - crafted (2 bandages). Least powerful, equal fastest. Uses stones, found in bins. If anyone has any ideas for more features, please reply to this thread! Download Here: https://dl.dropboxusercontent.com/u/18741755/PZ%20Mods/Fletchery%20Updated-1.2.zip Changelog: Version 1.2: Updated for Build 27Added skill requirements - Woodwork LV1 for arrows, LV2 for bows.Bows are now 2-handed weaponsLooted bows and crafted bows use the same arrows, and normal arrows are made through crafting.This mod now overwrites vanilla duct tape, wood glue etc. so they have many more usesMade everything rarer once more, closer to vanilla weapons (let me know if it's too harsh)Fixed a couple of bugs! Version 1.1: Reduced spawn rates of items, let me know if the new ones are too harsh!Reduced weight of ammo, increased weight of weapons.Rebalanced recipes, should work better now. Also takes more realistic amounts of time.Fixed a typo in the mod.info file. Bug Fixes: Firing sounds now actually play! Version 1.0: Updated to be compatible with build 23Bows now require reloadingAdded IconsStill no models, impossible in current state of Zomboid Known bugs: None!