Jump to content

Search the Community

Showing results for tags 'start spawns'.

  • 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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

Found 1 result

  1. Posting this as a new topic to separate it from other questions... As noted in another thread, the new map selector system (Muldraugh or West Point) has broken my previous 'start spawn' mods. Understandable. My question is, what is the method to create new start spawns now? Previously, one did this: require "NPCs/MainCreationMethods"SpawnPointsFarmvilleBanjo = {}SpawnPointsFarmvilleBanjo.DoSpawnPoint = function() local spawnPoint = { {worldX=3, worldY=3, posX=154, posY=129}, -- Pony Roam-o Ranch {worldX=3, worldY=4, posX=214, posY=130}, -- Farm #2 (farmhouse) {worldX=3, worldY=3, posX=24, posY=124}, -- Farm Community House #1 {worldX=3, worldY=3, posX=173, posY=201}, -- Farm Community House #2 {worldX=3, worldY=3, posX=152, posY=256}, -- Farm Community House #4 {worldX=3, worldY=3, posX=68, posY=244}, -- Farm Community House #6 }; BaseGameCharacterDetails.spawnPoint.constructionworker = spawnPoint; BaseGameCharacterDetails.spawnPoint.fireofficer = spawnPoint; BaseGameCharacterDetails.spawnPoint.securityguard = spawnPoint; BaseGameCharacterDetails.spawnPoint.parkranger = spawnPoint; BaseGameCharacterDetails.spawnPoint.policeofficer = spawnPoint; BaseGameCharacterDetails.spawnPoint.unemployed = spawnPoint;endEvents.OnGameBoot.Add(SpawnPointsFarmvilleBanjo.DoSpawnPoint);... but now that won't work, because we need spawns dependent on Muldraugh or West Point start choices, right? I've tried tweaking it to add 'MuldraughKY', but can't get it working. Do we now need to just re-create the whole code chunk from MainCreationMethods as an 'overwrite', or is there a new form of the above that would work? Obviously, the BEST way to do a mod like this now would be to add a custom 'map' choice alongside Muldraugh and West Point (for example: "Dixie Mobile Park") that uses it's own custom spawn list without needing to override the normal one for one or both default maps, but I don't know if that's possible at all or not yet. If it is, does anybody know how? If not, what would be the new way to code/mod/change the spawn points for, say, West Point for ANY existing profession choice while a mod is activated?
×
×
  • Create New...