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Found 6 results

  1. Hello and thanks for reading this post (My english skill is really weak, sorry for that) Thats my problem -> I'm trying to add "1% chance drop a "Goldcoin" " to zombies, (goldcoin is a new item already created by myself) I finish the Goldcoin script, but still I have no idea about how to modify the zombie drop rate list... maybe i need modify something in.... ProceduralDistributions or SuburbsDistributions but I dont know how to exactly do that... if some hero could helpme I will be really gratefull (also I dont know how to set the percent chance to 1% ProcedualDistributions use numbers like 0.05 im really confuse about that.) Have a good day and thanks for your time!
  2. Anyone have a suggestion how I can remove the option to Drop an item from the inventory? Or have it be deleted if Drop is selected?
  3. Hi, Is there a way to program my custom drop, without modifying the vanilla tables/rolls, for my custom items? the problem is that with the perk "lucky" I can obtain VERY EASY my super rare MODED ITEMS on zombies (in 10 minutes I managed to get 1/4 of them with that perk, and in theory I should get one of them per month). I want to create RARE items, with probabilities lesser than the 0.1 imposed by the perk "lucky". I already tried to see other mods, but they got a VERY complicated and long code, without comments and I need the "basic code" to do that on my way.
  4. So can anyone explain me with details how i can edit spawn chance of certains items? For example i would like to increase number of empty jars but what's those numbers mean excatly? So numbers after name of items are spawn chances but what they mean excatly? "Base.Mirror", 3, - is it mean that mirror has spawn chance of 30% or 3% or something different? How number of rolls interact with those number next to item's name. I would like to remove some items from spawning at all. How do it?
  5. Made for Suggestion Here. People now will have carried more stuff before they died and turned... Bug: It breaks the savegame so it doesn't reload it after you quit. Works fine on 2.9.9.10.. ** So after making and reloading a whole bunch of games, it seems to work fine now for 2.9.9.16.. ** I'm so confused.. DOWNLOAD: Main Download (PZ-Mods) || Mirror Download (My Dropbox Link)
  6. Adds a few tags for food and drinks to add sound effects while eating. This sound effect with start as soon the item is started to be eaten or drunk. If it is looped it will continue until the food item is depleted, this will allow for looping sounds such as chewing, crunching, gulping etc.. One time sounds like the pop top will only play once. The primary sound plays at the start of eating or drinking and the secondary sound plays right after that and loops until the food or drink is depleted, this loop can be made to run once by setting the loop tag to "FALSE". To make it so it only does the gulping sound, both primary and secondary sounds would be "WaterGulp" with looping "TRUE". The Loop only applies to the second sound. It would always play the first sound, then the second, then loop second if true. Sounds like the "SodaCanPopTop" will have a radius. This makes eating with zombies close by dangerous, as I would imagine it would be in real life because let's face it, eating is really noisy. I'll use an item from the beer mod for the example: This will make the can open sound, then gulp sound until gone item Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = TRUE,UnhappyChange = -10,}This will make the can open sound, then gulp sound onceitem Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = FALSE,UnhappyChange = -10,}Edit: Added sound radius. Edit2: Added volume. (duh) can't believe I forgot this. Edit3: Added OnEatenPrimarySneakSound tag suggestion (and poll) ***SodaCanPopTop sound is royalty free from SoundFXNow, converted and edited to ogg by me.*** ***ChipBagSoundEffects sounds are royalty free from SoundGator, converted and edited to ogg by me.*** SodaCanPopTop Ogg.zip ChipBagSoundEffects.zip
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