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Found 5 results

  1. The player allows to use every item in the game as a weapon by throwing them. It's similiar to the throwable alarm clock. Throwing skill is needed to throw harder and more accurate. The trait baseball player increases the throwing skill.
  2. Helmets I seen the commonly suggested posts and seen the armor as a maybe, So here are my thoughts on it, I think football gear would be realistic armor for a couple reasons being BREAKABLE, Still can be scratched, but still have a resonable weight and defensive choice. Running would shorten along with combat and a football helmet would reduce vision but still keep that nogan safe CLEATS!!! (just thought of this) Better traction meaning FASTER but loud when on concert roads or wooden floor. (wanna keep this short) Throwing mechanics I seen a something posted about a rock being a idea which would be awesome! I think being able to get zombies to move a short distance away from the area seems fair with a small nosie ratio. Breaking windows from a distance would be excellent for them one window sheds i try to avoid. But I also think things like a hammer should be thrown to help out run a 2 zombie attack maybe appling slight damage since he is already dead and giving them a nudge back. But i also think the skill for this should be very VERY hard to level if not impossible to be able to hit zombies with a kitchen knife from even a close distance. That being said i think there should be a chance system if the knife sticks, it should be retrived but if thrown it shall be gone forever, or broken... nothing to over the top cause nobody wants loot all over the map cause some guy is spamming knifes! Drugs (touchy subject i know... least i think) So, my idea only for realism not the promotion of such acts. But i seen pain blockers and sleeping pills in games. If thats the case there should be speeders for being faster but stomach aches, sickness, increased panic aka PARANOIA and lack of eatting but severely close of ODing by just taking one to balance out the worth of taking it and not. Mood stablizers just for anger and depression. Nothing to important but i think should be added.
  3. I had an idea since when looting areas i was getting of tired of killing all the zombies around the area i was looting. So i thought it would be awesome if we could throw glass bottles and other objects to create distractions. Perhaps even throwing other objects at windows to break them, such as bricks or other objects that are capable enough to break a window. Also to go with it we should be able to throw weapons at zombies, perhaps even craft some sort of throwing spear/sharp stick to throw at zombies. And to go with the ability to throw weapons at zombies a throwing skill could be added determining the accuracy at which you throw the object/item. This could help taking out zombies silently without having to get up close, though it should require lots of practice to master. (Also the amount of strength you have could determine how far u throw maybe???) And to finish this thread off I believe some distraction items should be added such as alarm clocks, or cellphones which you can place down and make its alarm go off so you can safely loot or do whatever while the zombies are distracted Alright well thats it what do you guys think?
  4. Since throwing as a mechanic is yet to be implemented or even noticed, is anyone willing to make a simple mod that can simulate it using preexisting stats from the character and the world? A character's strength level exists, whenever they run, hit, and such, for throwing distance and velocity. Their emotional state exists, for affecting throwing accuracy and stability. Animating throwing can be simple... Make the thrown item float midair towards the target tile (the item on the floor sprite exists for each item). At least until someone wants to improve on it.
  5. Being able to throw things is a huge boon, to do so is quite simple. First you need to have something in your hand. Next you right click the area and click throw. The distance is dependant on your strength, the range is also based on strength. The accuracy is a whole different ballgame though so throwing should be a part of ranged combat skills that, when upgraded, further increases your accuracy and strength to knock down zombies from afar and to lure them with empty whisky bottles (which are smashed and makes noises). Currently molotov cocktail is the only weapon that can be thrown, but it's sort of a fixed distance... Having a global throwing skill would be handy for a lot of reasons, like tossing small objects up onto the roof instead of carrying them up the stairs or ladders, in areas with lots of zombies and you want to give support to allies on roof. The reason why using ctrl to go into stealth/aim mode and left clicking to throw can be a bit weird, is that it is also mixed up with melee attacks. So right clicking to select a area to toss a item at is a better option as it's something that needed to be planned. There is a gauge related to throwing, so the further away, the longer it takes (in total it takes a few seconds so it's quite fast at short ranges but will be a little longer or not possible at longer ranges). Basically you can throw things up around 10~15 tiles in a radius. When you are tossing your character will animate and face that direction. ALTERNATIVE: To make throwing work with ctrl or rmb, is to add a button to swap the mode of use with your current item. Ctrl + X + mouse pointer location. Where X is a key that's mapped easily to the keyboard when using WASD controls. Hold LMB and you'll start 'throwing' gauge, let go of LMB to cancel, or move around. For those who plays differently, right click and throw works just as well. You can cancel by moving. Throwing is very useful for stealth based situations and most especially when throwing bags of loot to another player if it's too heavy. Equip a bag into the primary slot and then throw it. The total weight of the bag may limit the max range you can toss it at, and strength bonus can boost the range of the toss. For throwing things up a story to the 2nd floor, or to the first floor, maybe have the other player be a 'recipient' of the throw, so you right click another player with a item equipped in the primary slot, be close within 2 tiles, and then 'drop/give' option to give them the item (so you aren't really throwing with full strength and dropping a axe on a friend).
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