LeonSKennedyBL Posted June 7, 2015 Share Posted June 7, 2015 I have the Cheat Menu mod on and when I went to go grab the weapons they all had infinite ammo. I did not have infinite ammo enabled with the cheat menu. Well, I have never used the cheat menu before, so it would have to be in the way the guns are spawned... do you get infinite ammo when you find guns through drops? Yes. Also, you cannot spawn items with cheat menu. This is a link to cheat menu. http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v16/ Sorry, misinterpreted what you said there. I cannot attest to how the two mods mix together, that would require me to take apart the cheat menu mod and see what's inside, which I am not sure the creator would appreciate. Is the cheat menu the only other mod you have? No, I have Hydrocraft and JPM Extended Building Options, but those are both item adding mods. Link to comment Share on other sites More sharing options...
Jab Posted June 7, 2015 Share Posted June 7, 2015 I just released my ModelLoader mod for Project Zomboid, and used your mod as a test case. Forum Topic here. I added your models to the media folder, and merged your textures folder from the drop folder to your icon folder. Feel free to use this edit. ORGM = {}local MOD_ID = "ORGM";local MOD_NAME = "ORMtnMan's Real Gun Mod";local MOD_VERSION = "1.22";local MOD_AUTHOR = "ORMtnMan";local MOD_DESCRIPTION = "Adds in realistic weapons that might be found in the area.";local function info() -- The directory of the mod folder. dir = getModInfo(MOD_ID):getDir(); -- quick extension strings. em = ".txt"; et = ".png"; name = "ar15"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; -- (model name , modelLocation, textureLocation ) loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "fnfal"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "g3"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "kalash"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "kriss"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "krissciv"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "m16"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "mp5"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "revolverlarge"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "ump"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "uzi"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunsawn"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "ShotgunSawn" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunsawnblack"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "ShotgunSawn_Black" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgun"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "Shotgun" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunblack"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "Shotgun_Black" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "spas12"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "glock22"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "glock23"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19bwg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Black_WoodGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19cwg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Chrome_WoodGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19cbg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Chrome_BlackGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ") " .. dir); end Events.OnGameBoot.Add(info); ORMtnMan 1 Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 7, 2015 Author Share Posted June 7, 2015 I have the Cheat Menu mod on and when I went to go grab the weapons they all had infinite ammo. I did not have infinite ammo enabled with the cheat menu. Well, I have never used the cheat menu before, so it would have to be in the way the guns are spawned... do you get infinite ammo when you find guns through drops? Yes. Also, you cannot spawn items with cheat menu. This is a link to cheat menu. http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v16/ Sorry, misinterpreted what you said there. I cannot attest to how the two mods mix together, that would require me to take apart the cheat menu mod and see what's inside, which I am not sure the creator would appreciate. Is the cheat menu the only other mod you have? No, I have Hydrocraft and JPM Extended Building Options, but those are both item adding mods. Both of which I have used... hrm... Unfortunately I do not have an easier answer to this, If anyone else uses the cheat menu and has any ideas, please let us know! I just released my ModelLoader mod for Project Zomboid, and used your mod as a test case. Forum Topic here. I added your models to the media folder, and merged your textures folder from the drop folder to your icon folder. Feel free to use this edit. ORGM = {}local MOD_ID = "ORGM";local MOD_NAME = "ORMtnMan's Real Gun Mod";local MOD_VERSION = "1.22";local MOD_AUTHOR = "ORMtnMan";local MOD_DESCRIPTION = "Adds in realistic weapons that might be found in the area.";local function info() -- The directory of the mod folder. dir = getModInfo(MOD_ID):getDir(); -- quick extension strings. em = ".txt"; et = ".png"; name = "ar15"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; -- (model name , modelLocation, textureLocation ) loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "fnfal"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "g3"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "kalash"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "kriss"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "krissciv"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "m16"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "mp5"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "revolverlarge"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "ump"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "uzi"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunsawn"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "ShotgunSawn" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunsawnblack"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "ShotgunSawn_Black" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgun"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "Shotgun" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunblack"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "Shotgun_Black" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "spas12"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "glock22"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "glock23"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19bwg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Black_WoodGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19cwg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Chrome_WoodGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19cbg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Chrome_BlackGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ") " .. dir); end Events.OnGameBoot.Add(info); I don't think I can express the gravity of what you have just provided to the community. Fuji opened the initial door and you just flung it wide open! Congratulations, sir! Link to comment Share on other sites More sharing options...
Mr.Cross Posted June 7, 2015 Share Posted June 7, 2015 Hello, I'm rather new to installing mods for PZ and i was just wondering. When I install your mod should it show up in the mods tab at the start up screen? I followed you Quick installation and it doesn't show up. I'm running V. 32.2 if your wondering, Anyone's feed back would be wonderful! Link to comment Share on other sites More sharing options...
Reblar Posted June 7, 2015 Share Posted June 7, 2015 I have the Cheat Menu mod on and when I went to go grab the weapons they all had infinite ammo. I did not have infinite ammo enabled with the cheat menu. Well, I have never used the cheat menu before, so it would have to be in the way the guns are spawned... do you get infinite ammo when you find guns through drops? Yes. Also, you cannot spawn items with cheat menu. This is a link to cheat menu. http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v16/ Sorry, misinterpreted what you said there. I cannot attest to how the two mods mix together, that would require me to take apart the cheat menu mod and see what's inside, which I am not sure the creator would appreciate. Is the cheat menu the only other mod you have? No, I have Hydrocraft and JPM Extended Building Options, but those are both item adding mods. Both of which I have used... hrm... Unfortunately I do not have an easier answer to this, If anyone else uses the cheat menu and has any ideas, please let us know! I just released my ModelLoader mod for Project Zomboid, and used your mod as a test case. Forum Topic here. I added your models to the media folder, and merged your textures folder from the drop folder to your icon folder. Feel free to use this edit. ORGM = {}local MOD_ID = "ORGM";local MOD_NAME = "ORMtnMan's Real Gun Mod";local MOD_VERSION = "1.22";local MOD_AUTHOR = "ORMtnMan";local MOD_DESCRIPTION = "Adds in realistic weapons that might be found in the area.";local function info() -- The directory of the mod folder. dir = getModInfo(MOD_ID):getDir(); -- quick extension strings. em = ".txt"; et = ".png"; name = "ar15"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; -- (model name , modelLocation, textureLocation ) loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "fnfal"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "g3"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "kalash"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "kriss"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "krissciv"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "m16"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "mp5"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "revolverlarge"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "ump"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "uzi"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunsawn"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "ShotgunSawn" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunsawnblack"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "ShotgunSawn_Black" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgun"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "Shotgun" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "shotgunblack"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "Shotgun_Black" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "spas12"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "glock22"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "glock23"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. name .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19bwg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Black_WoodGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19cwg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Chrome_WoodGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; name = "model19cbg"; locationModel = dir .. "/media/models/" .. "weapons_" .. name .. em; locationTexture = dir .. "/media/textures/" .. "Objects_" .. "model19_Chrome_BlackGrip" .. et; loadStaticZomboidModel("weapons_" .. name, locationModel, locationTexture ) ; print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ") " .. dir); end Events.OnGameBoot.Add(info); I don't think I can express the gravity of what you have just provided to the community. Fuji opened the initial door and you just flung it wide open! Congratulations, sir! What does this mean exactlly, as in what does his do? Sorry for being ignorant hahaha. Edit: Referring to ModelLoader Jab 1 Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 7, 2015 Author Share Posted June 7, 2015 clipped massive stackWhat does this mean exactlly, as in what does his do? Sorry for being ignorant hahaha. Edit: Referring to ModelLoader Prior to this for any mod to have custom models that do not replace current models required overwriting the java file. However, this would lead to incompatibility between mods because every mod would have a different overwrite of the same file. Jab managed to externalize the process so that instead of the Java file being overwritten by every mod, each mod will have its own initialization lua. So the Java will load from the lua instead of the Java class itself, removing the incompatibilities (for the most part) Jab 1 Link to comment Share on other sites More sharing options...
Twister Posted June 7, 2015 Share Posted June 7, 2015 Hello sir OTR ! Im doing better with shooting thank again to all your precisions about that I use Hydrocraft as well with your mod, but i have difficulty to understanding why this mod goes well with your...That no bad or vicious don't worry (I don't want to add a critical) , i just want to know if that mod have specials combinations with your, and because he have so many items, so what could be usefull for guns (except backpack that i already know) ? That just to gain more knowledge. Also, I tried to use some Hydrocraft tools to add attachment (but doesn't work because i struggled to find a screwdriver). Cordialy,Twister Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 7, 2015 Author Share Posted June 7, 2015 Hello sir OTR ! Im doing better with shooting thank again to all your precisions about that I use Hydrocraft as well with your mod, but i have difficulty to understanding why this mod goes well with your...That no bad or vicious don't worry (I don't want to add a critical) , i just want to know if that mod have specials combinations with your, and because he have so many items, so what could be usefull for guns (except backpack that i already know) ? That just to gain more knowledge. Also, I tried to use some Hydrocraft tools to add attachment (but doesn't work because i struggled to find a screwdriver). Cordialy,Twister When I say compatible, I mean that there will not be any code conflicts. However, as we are coding separate mods, our mods won't actually do anything with each other. It would take quite a long time to come up with a compatibility patch for either mod and it would be tedious to keep up so, unless one or the other up us stops development, they will simply coexist. Link to comment Share on other sites More sharing options...
Twister Posted June 7, 2015 Share Posted June 7, 2015 Ok. I think that all the snipers in the game need more aiming time right even than a rifle, assault rifle or a gun right ?Otherwise in a old game, i reloaded a gun (with bullets because at this time i didn't know about the reload mode change to have magazines) that i unloaded and i got the bug of unlimited ammo, but i don't remember the gun who have this problem, if i found it again i will inform you about it. Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 7, 2015 Author Share Posted June 7, 2015 Ok. I think that all the snipers in the game need more aiming time right even than a rifle, assault rifle or a gun right ?Otherwise in a old game, i reloaded a gun (with bullets because at this time i didn't know about the reload mode change to have magazines) that i unloaded and i got the bug of unlimited ammo, but i don't remember the gun who have this problem, if i found it again i will inform you about it. Yes, the longer the range, generally the longer the aiming time, though it is not a hard and fast rule though. Do you know which gun it was? Link to comment Share on other sites More sharing options...
Twister Posted June 8, 2015 Share Posted June 8, 2015 I just remember it was a pistol, but i can't remember the name. Link to comment Share on other sites More sharing options...
GothicGhost Posted June 8, 2015 Share Posted June 8, 2015 On my game the glock 22 and unknown shotgun had unlimited ammo. Will do more testing later see what shotgun it was. Link to comment Share on other sites More sharing options...
Twister Posted June 8, 2015 Share Posted June 8, 2015 On my game the glock 22 and unknown shotgun had unlimited ammo. Will do more testing later see what shotgun it was. I've used the glock 22 on my game and i didn't got unlimited ammo (its weird) , i still use the build 31.13 Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 8, 2015 Author Share Posted June 8, 2015 Good news, I think I finally figured out my conversions script. I am headed to work now, but I will do the full testing of the mod tonight and will release it as soon as I can Twister 1 Link to comment Share on other sites More sharing options...
Twister Posted June 8, 2015 Share Posted June 8, 2015 Good news, I think I finally figured out my conversions script. I am headed to work now, but I will do the full testing of the mod tonight and will release it as soon as I can Great ! I like it I also found a bug when i played at my game, i found a Berreta Model 471 sawed off and i can't unload it . Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 8, 2015 Author Share Posted June 8, 2015 Good news, I think I finally figured out my conversions script. I am headed to work now, but I will do the full testing of the mod tonight and will release it as soon as I can Great ! I like it I also found a bug when i played at my game, i found a Berreta Model 471 sawed off and i can't unload it . Hrm, I will see if I can reproduce the issue when I do my testing tonight. (Along with all the other issues notated by others) Link to comment Share on other sites More sharing options...
GothicGhost Posted June 8, 2015 Share Posted June 8, 2015 I did some more testing and all the guns have unlimited ammo and not ammo counter when you look at their information box. Not sure how what is happening seems like the models & sounds are working but the scripts that do the ammo are not? I extracted the mod file to C:\Users\myusername\Zomboid\mods And also copied over the media and zombie files to my main steam folder like it says to do.Not sure what I did wrong? Tested both on server and single player with same effect Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 8, 2015 Author Share Posted June 8, 2015 I did some more testing and all the guns have unlimited ammo and not ammo counter when you look at their information box. Not sure how that is happening seems like the models are working but the scripts are not. I extracted the mod file to C:\Users\myusername\Zomboid\mods And also copied over the media and zombie files to my main steam folder like it says to do.Not sure what I did wrong? Tested both on server and single player with same effect Ithink there might be an incompatibility with the cheat menu interrupting the reload cycle to implement the possibility of infinite ammo. I have custom reload scripts and they may not be recognized by the toggles. I would have to actually delve into his code to be sure, but for now obviously this mod is incompatible with the Cheat Menu... because you installed it correctly, and no one else is having all the guns with unlimited ammo. Link to comment Share on other sites More sharing options...
Fuji Posted June 8, 2015 Share Posted June 8, 2015 I did some more testing and all the guns have unlimited ammo and not ammo counter when you look at their information box.Not sure how that is happening seems like the models are working but the scripts are not.I extracted the mod file to C:\Users\myusername\Zomboid\modsAnd also copied over the media and zombie files to my main steam folder like it says to do.Not sure what I did wrong?Tested both on server and single player with same effect Ithink there might be an incompatibility with the cheat menu interrupting the reload cycle to implement the possibility of infinite ammo. I have custom reload scripts and they may not be recognized by the toggles.I would have to actually delve into his code to be sure, but for now obviously this mod is incompatible with the Cheat Menu... because you installed it correctly, and no one else is having all the guns with unlimited ammo.It's worth noting that if you want to use this mod with cheats, Necroforge is the way to go. I get a lot of use out of it in testing, you just have to add your own configs. Link to comment Share on other sites More sharing options...
GothicGhost Posted June 8, 2015 Share Posted June 8, 2015 Sorry what cheat menu? I never have use any cheats or cheat mods and only have this mod installed.This is why I am very confused about the unlimited ammo lol. Thanks. Link to comment Share on other sites More sharing options...
Fuji Posted June 8, 2015 Share Posted June 8, 2015 Sorry what cheat menu?I never have use any cheats or cheat mods and only have this mod installed.This is why I am very confused about the unlimited ammo lol.Thanks.Have you tried reinstalling both the game and mod? You might have bad files somewhere. I know version 30 is incompatable, but 31 and beta 32 work out if the box. Link to comment Share on other sites More sharing options...
ORMtnMan Posted June 8, 2015 Author Share Posted June 8, 2015 Sorry what cheat menu? I never have use any cheats or cheat mods and only have this mod installed.This is why I am very confused about the unlimited ammo lol. Thanks. Whoops, I think I mixed you up with someone who was having a similar issue... my bad ... try what Fuji said above, otherwise I am releasing a new version very soon (I am serious this time) and it might solve the issue Link to comment Share on other sites More sharing options...
GothicGhost Posted June 8, 2015 Share Posted June 8, 2015 Thanks I will do a total wipe out then reinstall the game should fix it I hope lol. Link to comment Share on other sites More sharing options...
JaRu Posted June 8, 2015 Share Posted June 8, 2015 (edited) I did some more testing and all the guns have unlimited ammo and not ammo counter when you look at their information box.Not sure how that is happening seems like the models are working but the scripts are not.I extracted the mod file to C:\Users\myusername\Zomboid\modsAnd also copied over the media and zombie files to my main steam folder like it says to do.Not sure what I did wrong?Tested both on server and single player with same effect Ithink there might be an incompatibility with the cheat menu interrupting the reload cycle to implement the possibility of infinite ammo. I have custom reload scripts and they may not be recognized by the toggles.I would have to actually delve into his code to be sure, but for now obviously this mod is incompatible with the Cheat Menu... because you installed it correctly, and no one else is having all the guns with unlimited ammo.It's worth noting that if you want to use this mod with cheats, Necroforge is the way to go. I get a lot of use out of it in testing, you just have to add your own configs.Can you please explain more detailed how you made guns from this mod spawnable with necroforge?I was able to accomplish this with another weapons mod from this forum and already thought I know what I'm doing.. But with this mod I can't get it to work.Thnx in advance Edited June 8, 2015 by JaRu Link to comment Share on other sites More sharing options...
Fuji Posted June 8, 2015 Share Posted June 8, 2015 I did some more testing and all the guns have unlimited ammo and not ammo counter when you look at their information box.Not sure how that is happening seems like the models are working but the scripts are not.I extracted the mod file to C:\Users\myusername\Zomboid\modsAnd also copied over the media and zombie files to my main steam folder like it says to do.Not sure what I did wrong?Tested both on server and single player with same effect Ithink there might be an incompatibility with the cheat menu interrupting the reload cycle to implement the possibility of infinite ammo. I have custom reload scripts and they may not be recognized by the toggles.I would have to actually delve into his code to be sure, but for now obviously this mod is incompatible with the Cheat Menu... because you installed it correctly, and no one else is having all the guns with unlimited ammo.It's worth noting that if you want to use this mod with cheats, Necroforge is the way to go. I get a lot of use out of it in testing, you just have to add your own configs.Can you please explain more detailed how you made guns from this mod spawnable with necroforge?I was able to accomplish this with another weapons mod from this forum and already thought I know what I'm doing.. But with this mod I can't get it to work.Thnx in advanceI more or less copied the Necroforge plugin from Svarog's littering mod, you can no doubt figure it out from there. Link to comment Share on other sites More sharing options...
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