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Found 3 results

  1. So I created a server for me and my friends, and I need access to admin rights. First of all, I created my server and started running it, and I used the command /adduser "abop" "password" and i'm not even sure what that does. Next, I used the grantadmin "abop" and it says admin is granted. When I use commands, none of it work, how am I supposed to login as admin and where? I created a password as well. Ps: When I use grantadmin do I refer to my in game name such as the one I log into the server with, or Something else??
  2. Now, before anyone jump on me - I know that the walking sounds are already implemented into the game, it's just that they work in the way they probably weren't meant to work. So, without a programming experience, but atleast having some notion of what it could be, I'll jump in with my suggestion. Foot sounds. Whenever a certain sprite plays, play that 1 single footstep sound. That way it won't be binded to how long "Shift + (Directional Button)" is pressed, and therefore could be a ground up for some awesome sneaking implementation. The way it works is, whenever a certain sprite is displayed (Taking the ones where our/NPC/Zombie character sets foot to the ground), it plays 1 single sound file. That way whenever your character runs, you can tell by hearing footsteps (and so can zombies, wink wink). It both solves problem of footsound syncing with animation, without the need to calculate it like "So, the footstep sound plays every X seconds... Fuck, but what if he is tired, or overencumbered? then the walking won't be in sync.. Or grabbed, hell, aaa". Something along the lines of "WalkingspriteNorth_15.png" calls the "WalkingFootstepsoundgrass_1.ogg", or chooses between "Walkingfootstepsoundgrass_1.ogg" and "Walkingfootstepsoundgrass_2.ogg" or "Walkingfootstepsoundgrass_3.ogg" etc, for variety. * With this in mind, you can go completely crazy as to make all kind of footstep noises - grass, sand, gravel, ceramic, bare footed, sneaking, zombie shuffling, walker crawling. Imagine how much more it would add to immersion. Hearing like a dozen of zombies shuffle around outside your warehouse. You didn't forget that your character can get a little scared when some amount of zombies are outside? Well, now you can get scared aswell. Tell me what do you think. ____ Edit : * In the "WalkingspriteNorth_15.png" example with the number I meant to display the "appropriate" frame when the character sets a foot on the ground, while in "Walkingfootstepsoundgrass_1" the number represents one of the variety of the footstep. So the first one would sound different from the _2, or _3.
  3. Changed the way some previously unused and useless items work. They now reduce boredom and have multiple uses and will wear out and break completely or be repaired. The yo-yo now needs string to make it functional and repairable. The locket needs to be repaired when it breaks with a screwdriver, which will be damaged and lost after the repair. You can eat raw coffee to reduce boredom and risk of thirst and unhappiness and drink bleach of you want to, though it's not encouraged. Adds a new weapon, the broken comb. It's not very useful, except to jam it in a few zombies skulls. If you can't find a weapon and all you have is a comb, it is a real life saver. Not the best way to get the job done, but will do until something better can be made. DOWNLOAD: Main Download (PZ-Mods) || Mirror Download (My Dropbox Link) Old versions: 1.0 Mirror Download (My Dropbox Link) INSTALL MOD: Copy the "media" folders from the mod zip file into your Project Zomboid game directory, don't worry it won't replace anything, it will just add the mod file into your "/media/scripts/" directory.
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