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  1. From the 41.51 release notes: Is there an example of how we define custom perks (skills) and use them?
  2. As title says, unable to sleep more than once per game session. Restarting game allows me to sleep once more, then unable to sleep again until next restart.
  3. I've been trying to figure out how to display spiffo4.png on the hud, and I just can't figure it out. Here's the code I've been using for testing? require('ISUI/ISPanel'); require('ISUI/ISImage'); require('ISUI/ISCollapsableWindow'); UIImagePanel = {}; function UIImagePanel.new(x, y, width, height, texture) title = title or 'test' text = text or 'Bacon ipsum dolor amet strip steak drumstick shankle jerky frankfurter short loin sausage. Short loin hamburger landjaeger turducken. Pork belly bresaola pork drumstick picanha. Rump capicola pork chop ball tip pork loin.' l
  4. I wish b41 was more stable and accesible for low end tech. Have i got a software issue or is my hardware at fault? Or neither and the game just has the issues? Can someone take my console.txt and help me figure out whether or not i can play b41 or not?
  5. I'm trying to reduce the initial Carry Capacity of the character from the default 12 to something like 6, so the first thing you need before starting looting is a bag. How can I target that? There is any specific file I need to change? Seems like it's related to Strength, but I'm not sure how to target that either.
  6. How to reproduce: 1) Start new challenge "You Have One Day". 2) Go back to main menu. 3) Enable any mod in main menu, e.g. "Mod Template". 4) Load the game using "Continue" button. Don't press "Load" button. 5) You will see the red error (bug): ----------------------------------------- STACK TRACE ----------------------------------------- function: preLoadLastStandInit -- file: LastStandSetup.lua line # 7 ERROR: General, 1596264292792> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: OnInitWorld of non-table: null a
  7. ...more precisely, the function works, but not correctly, because of which it seems that it does not work - the confirmation button is blocked and immediately becomes available again. an error in the function `ISTextBox:updateButtons()`, which is called every (frame update?) in `ISTextBox:prerender()` function ISTextBox:updateButtons() self.yes:setEnable(true); self.yes.tooltip = nil; local text = self.entry:getText() if self.validateFunc and self.validateText ~= text then self.validateText = text -- after that the next iteration doesn't check and self.yes.enab
  8. Fanny Pack (Front) -> Equip Primary/Secondary -> Wear on Back -> Double Icon in Inventory Panel: In addition, it seems not a good idea to change DisplayName of Fanny Pack when it wear on Front or Back, since this will lose the name entered by player via "Rename".
  9. I already wrote about this in discord, but probably the message was missed. When new Bucket Hat appears in the world (you drop it on floor or zombie knocks it off your head) - this causes a lot of repeated errors: ERROR: General, 1592632584064> RenderThread.logGLException> OpenGLException thrown: Invalid operation (1282) ERROR: General, 1592632584064> RenderThread.logGLException> Stack trace: ERROR: General, 1592632584064> org.lwjgl.opengl.OpenGLException: Invalid operation (1282) ERROR: General, 1592632584064> at org.lwjgl.opengl.Util.checkGLError(Util.java:59) ERROR
  10. Hi survivors! (And Indie Stone, too) Did anyone want a grill on their base? The game allows you to pickup the grill with propane, although it says that you need to remove it. We picked up the grill from the ground (We didn't pull out the propane), put it back on the ground - the model of the object has changed to a microwave (But game still think that's a grill). Then again taking and returning to the ground the object - it finally turns into a microwave (It even works! Profitable?) BUT! If we take out the propane, everything works fine. This is the whole bug. For convenience
  11. This is already a pretty old bug, but I finally found the time to figure out what was going on here. I checked it for “Winter is coming”, but most likely the same will be for other challenges. When I start a new game - all right; when I exit from game (to desktop, or in main menu), and use "Continue" (last save) - all ok, too. But if I run “Winter is coming”-save via LoadGameScreen (Load - Select saved game - Play) then the winter breaks: the weather corresponds to usual summer weather in PZ. I added print-markers to WinterIsComing.lua and found out that with the last option (Load me
  12. When you use saving in the "Customise Character" screen, the DisplayNames of clothes are written to the file Zomboid/Lua/saved_outfits.txt (taking into account the included translation). This creates two errors: 1. If the translation is not Unicode (Russian, Chinese, Japanese, etc.), then instead of the names, question marks are written to the file, which are then not read; that is, a set of clothes is not actually saved; 2. If you configure and save the character in one language, and then switch to another translation, the saved set of clothes does not load correctly (because the nam
  13. These books and magazines still need a parameter "StaticModel" (for display during animation) : - media/scripts/items_radio.txt, items RadioMag[1-3] - media/scripts/vehicles/vehiclesitems.txt, items MechanicMag[1-3] - media/scripts/vehicles/vehiclesitems.txt, items BookMechanic[1-5]
  14. When you change the language or turn on/off the language mod, "reloading Lua" occurs, BUT - names of perks don't reload. Is not very important, but it can be part of another, more global bug.
  15. When you change the map scale (by scrolling the mouse), the font of the interface and tooltips also changes:
  16. Hi! does this mean when you hit a different player, or a hit a zombie? Also, How do I satisfy the Float parameter called damageSplit? Can I just fill in any number with my own variable or do I have to call a specific method that returns the value? I'm defintely new to LUA coding, so thanks for your time replying to this!
  17. I'm trying to alter player XP using a table with this code: for i, k in pairs(Perks) do getPlayer():getXp():AddXP(Perks.k, 10); end ...and it's not working. When I print Perks.k it comes up nil, but if I print k alone it prints as the userdata from the Perks table, Sprinting as an example. And to check to see if this is the same data as Perks.Sprinting I did a quick "if k == Perks.Sprinting" and it came out true. Any insight on this would be appreciated. @RoboMat if you're still around I figure the issue is probably apparent to you.
  18. UPDATE 24/10/2019: build 41.16 fixed the issue. Thanks Devs, now the game is totally playable on macOS Hi there! I'm trying to play Build 41 on a MacBook pro early 2015, OSX 10.13, 16GB RAM, i5 3.1GHz CPU. I disabled all the mods I installed for build 40, and started a new game. Things are fine at the spawn point, but as some zombies show up on the screen the game starts to freeze for about 10 seconds. This happens 2 to 3 times until the game finally crashes to the desktop. I tried 3 times and it always happened with zombies on screen, the starting house is fine. Any clue?
  19. Hey all! Was wondering if by placing the bare branched version of certain trees, if Zomboid will auto-correct their state when loading up the game? Or will they remain as bare dead/winter trees?
  20. Ok, I managed to get through the tutorial, but now, I have gotten all the way to the the point that I can go in-game, select my map from the mod selection, choose my spawn selection on my map, the game goes to load , quits, and says to check the console text file. I got this exception: java.lang.RuntimeException: can't create player at x,y,z=11643,6696,0 because the square is null at zombie.iso.IsoWorld.init(IsoWorld.java:2373) 1557992584373 LuaEventManager: adding unknown event "OnPreUIDraw" 1557992584374 LuaEventManager: adding unknown event "OnPostUIDraw" at zombie.gameStates
  21. player:getPrimaryHandItem():LoadGun() I want to give the gun ammo, whether its reloading the gun from ammo in inventory or just setting the current bullet count to 999, I don't care which I just need to give ammo to a gun in the players primary hand. Help please
  22. Anyone know of a way to transfer items from your inventory to a bag in your inventory instantly? I have this: if item:getType() ~= "KeyRing" and item:getType() ~= "IDCard" then ISTimedActionQueue.add(ISInventoryTransferAction:new(getPlayer(), item, item:getContainer(), idBag2, 0)); end But this isn't instant. I would like something that skips over it being a timed action.
  23. How does one map the buttons on a Controller through coding? Would it be something like A = {} function A.Pressed(_keyPressed) if _keyPressed == DPadDown then --Code end end --Or function A.Pressed(_keyPressed) if _keyPressed == "DPadDown" then --Code end end --Or is it a number? Events.OnKeyPressed.Add(A.Pressed) Edit------- Looked at PZ/media/lua/shared/JoyPad/JoyPadSertup.lua
  24. I've looked at http://lua-users.org/wiki/MetatableEvents and some other tutorial websites but can't seem to understand it. Currently I'm getting an issue that pops up as "Object table 0x1060508076 did not have __call metatable set" and cannot seem to find a solution to my issue. I know the __call event allows for the table to be used as a function but can't seem to quite understand it. If anyone has a way to explain it a bit more in-depth that would be greatly appreciated! Thank you.
  25. local leftUpperLeg = getPlayer():getBodyDamage():getBodyPart(BodyPartType.FromIndex(BodyPartType.ToIndex(BodyPartType.UpperLeg_L))); leftUpperLeg:setBleeding(false); getPlayer():getBodyDamage():SetScratched(getPlayer():getBodyDamage():getBodyPart(BodyPartType.Hand_R), false); I have tried both of these functions, but none of them does not work... I need to heal a scratch on the character body and stop the bleeding.
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