nolanri Posted March 4, 2016 Share Posted March 4, 2016 (edited) Now gun lovers can be stealthy too! I made a Mod that just adds a Silencer / Suppressor as a weapon part that can be attached to Pistols, and Rifles. It reduces the sound the gun makes by 90% and lowers max range slightly and slows down the fire rate by adding recoil time. The silencer can be found in gunstore and police station locations. Also in any crate or locker but at a much rarer rate. you can craft a home made silencer from a pipe or flashlight with saw, screwdriver and a few aiming skill points. This home made silencer does not work as well as the real one. And lowers fire rate and max range more than the real silencer as well. Download Link - Version 1.1Steam Workshop Though it worked fine in testing I just put it together recently and pretty quickly so let me know if you find something wrong with it and i'll get it fixed ASAP. Enjoy! Edited March 7, 2016 by nolanri Ankhr, francogp, Nebula and 3 others 6 Link to comment Share on other sites More sharing options...
Ecn Posted March 4, 2016 Share Posted March 4, 2016 It's funny, I was literally thinking about an hour or two ago about how someone should mod in silencers. Awesome work, keep it up! Should maybe look into making craftable ones! pop bottle (one time use), flashlight silencers are both a thing. Link to comment Share on other sites More sharing options...
nolanri Posted March 7, 2016 Author Share Posted March 7, 2016 Added link to steam workshop Ecn 1 Link to comment Share on other sites More sharing options...
francogp Posted March 8, 2016 Share Posted March 8, 2016 (edited) @nolanri I get this error: Loading: C:/Users/franc/Zomboid/mods/ORGM Silencer/media/lua/server/Loading.lua ------------------------------------------------------------- attempted index: items of non-table: null ----------------------------------------- STACK TRACE ----------------------------------------- function: Loading.lua -- file: Loading.lua line # 19 java.lang.RuntimeException: attempted index: items of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63) at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:77) at zombie.Lua.LuaManager.RunLua(LuaManager.java:630) at zombie.Lua.LuaManager.RunLua(LuaManager.java:576) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:460) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:381) at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:101) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145) at zombie.GameWindow.logic(GameWindow.java:619) at zombie.GameWindow.run(GameWindow.java:1173) at zombie.GameWindow.maina(GameWindow.java:974) at zombie.gameStates.MainScreenState.main(MainScreenState.java:173) ----------------------------------------- STACK TRACE ----------------------------------------- function: Loading.lua -- file: Loading.lua line # 19 mar 08, 2016 6:51:51 PM zombie.Lua.LuaManager RunLua SEVERE: null mar 08, 2016 6:51:51 PM zombie.Lua.LuaManager RunLua SEVERE: null java.lang.RuntimeException: at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1285) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63) at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:77) at zombie.Lua.LuaManager.RunLua(LuaManager.java:630) at zombie.Lua.LuaManager.RunLua(LuaManager.java:576) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:460) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:381) at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:101) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145) at zombie.GameWindow.logic(GameWindow.java:619) at zombie.GameWindow.run(GameWindow.java:1173) at zombie.GameWindow.maina(GameWindow.java:974) at zombie.gameStates.MainScreenState.main(MainScreenState.java:173) Edited March 8, 2016 by francogp Link to comment Share on other sites More sharing options...
francogp Posted March 8, 2016 Share Posted March 8, 2016 (edited) On 7/3/2016 at 0:00 AM, nolanri said: Added link to steam workshop You should use the ORGM spawn algorithm for this items, because inserting that object in the vanilla table with 0.1 prob... it will spawn almost every 10 zombies if you hace lucky or unlucky traits. Edited March 9, 2016 by francogp Link to comment Share on other sites More sharing options...
francogp Posted March 9, 2016 Share Posted March 9, 2016 (edited) Here, I rewrite all your Loading.lua to work perfectly using ORGM mod and their spawning algorithms. I tested it, it work fine! Loading.lua NEW content (replace ALL other content): require "ORGMDistribution" SSilencer = {} SSilencer.getSprites = function() getTexture("Item_Silencer.png"); end table.insert(CivModTable, "Silencer.Silencer"); table.insert(NonCivModTable, "Silencer.Silencer"); print ("* Silencer / Suppressor Mod Loaded"); Events.OnGameBoot.Add(SSilencer.getSprites); Edited March 9, 2016 by francogp Link to comment Share on other sites More sharing options...
nolanri Posted March 9, 2016 Author Share Posted March 9, 2016 5 hours ago, francogp said: @nolanri I get this error: Loading: C:/Users/franc/Zomboid/mods/ORGM Silencer/media/lua/server/Loading.lua ------------------------------------------------------------- attempted index: items of non-table: null ----------------------------------------- STACK TRACE ----------------------------------------- function: Loading.lua -- file: Loading.lua line # 19 java.lang.RuntimeException: attempted index: items of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63) at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:77) at zombie.Lua.LuaManager.RunLua(LuaManager.java:630) at zombie.Lua.LuaManager.RunLua(LuaManager.java:576) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:460) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:381) at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:101) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145) at zombie.GameWindow.logic(GameWindow.java:619) at zombie.GameWindow.run(GameWindow.java:1173) at zombie.GameWindow.maina(GameWindow.java:974) at zombie.gameStates.MainScreenState.main(MainScreenState.java:173) ----------------------------------------- STACK TRACE ----------------------------------------- function: Loading.lua -- file: Loading.lua line # 19 mar 08, 2016 6:51:51 PM zombie.Lua.LuaManager RunLua SEVERE: null mar 08, 2016 6:51:51 PM zombie.Lua.LuaManager RunLua SEVERE: null java.lang.RuntimeException: at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:1285) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:63) at se.krka.kahlua.integration.LuaCaller.protectedCall(LuaCaller.java:77) at zombie.Lua.LuaManager.RunLua(LuaManager.java:630) at zombie.Lua.LuaManager.RunLua(LuaManager.java:576) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:460) at zombie.Lua.LuaManager.LoadDirBase(LuaManager.java:381) at zombie.gameStates.GameLoadingState.enter(GameLoadingState.java:101) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145) at zombie.GameWindow.logic(GameWindow.java:619) at zombie.GameWindow.run(GameWindow.java:1173) at zombie.GameWindow.maina(GameWindow.java:974) at zombie.gameStates.MainScreenState.main(MainScreenState.java:173) As this to do with my loading lua? Did it fix when you remade the loading lua with that above code? Or still get that error? If so, can you tell me all the mods you have enabled when you get this error? Link to comment Share on other sites More sharing options...
nolanri Posted March 9, 2016 Author Share Posted March 9, 2016 I changed the item spawning code with yours and yeah it's all good. Updated the workshop. francogp 1 Link to comment Share on other sites More sharing options...
francogp Posted March 9, 2016 Share Posted March 9, 2016 16 hours ago, nolanri said: As this to do with my loading lua? Did it fix when you remade the loading lua with that above code? Or still get that error? If so, can you tell me all the mods you have enabled when you get this error? that error was with YOUR code... My code fix it that and improve the spawning algorithm using ORGM code Link to comment Share on other sites More sharing options...
nolanri Posted March 10, 2016 Author Share Posted March 10, 2016 7 hours ago, francogp said: that error was with YOUR code... My code fix it that and improve the spawning algorithm using ORGM code Yes I understood. I was just wanting to confirm if you still had the error you posted or not. i'll take it as it's gone now. Link to comment Share on other sites More sharing options...
francogp Posted May 27, 2016 Share Posted May 27, 2016 (edited) every time I try to hit someone with a broken knife (v34.28) I get: function: useSilencer -- file: Silencer.lua line # 43 function: onAttack -- file: Silencer.lua line # 9 java.lang.RuntimeException: attempted index: getCanon of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:623) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:117) at zombie.ai.states.SwipeStatePlayer.enter(SwipeStatePlayer.java:116) at zombie.ai.StateMachine.changeState(StateMachine.java:48) at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:4891) at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:4760) at zombie.characters.IsoLivingCharacter.AttemptAttack(IsoLivingCharacter.java:73) at zombie.characters.IsoPlayer.update(IsoPlayer.java:3390) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1353) at zombie.iso.IsoCell.update(IsoCell.java:4659) at zombie.iso.IsoWorld.update(IsoWorld.java:2534) at zombie.gameStates.IngameState.update(IngameState.java:1273) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:630) at zombie.GameWindow.run(GameWindow.java:1233) at zombie.GameWindow.maina(GameWindow.java:1015) at zombie.gameStates.MainScreenState.main(MainScreenState.java:177) Edited May 27, 2016 by francogp Link to comment Share on other sites More sharing options...
ZombieHunter Posted May 14, 2019 Share Posted May 14, 2019 Apparently this mod doesn't work anymore, any hope of finding out what caused it to break? Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted May 14, 2019 Share Posted May 14, 2019 22 minutes ago, ZombieHunter said: Apparently this mod doesn't work anymore, any hope of finding out what caused it to break? If its the workshop version of the ORGM silencers mod, it should be fine. Non-ORGM version or copies hosted outside the workshop I can't verify. ZombieHunter 1 Link to comment Share on other sites More sharing options...
EnigmaGrey Posted May 14, 2019 Share Posted May 14, 2019 2 hours ago, ZombieHunter said: Apparently this mod doesn't work anymore, any hope of finding out what caused it to break? What problems are you having specifically? If it's specifically getting it to work in MP, it's possible Steam is having workshop issues today. It'd really help to confirm if this is connected or not. Link to comment Share on other sites More sharing options...
ZombieHunter Posted May 14, 2019 Share Posted May 14, 2019 Ill try again and get back to you, thanks for the quick reply. Link to comment Share on other sites More sharing options...
ZombieHunter Posted May 14, 2019 Share Posted May 14, 2019 (edited) 4 hours ago, EnigmaGrey said: What problems are you having specifically? If it's specifically getting it to work in MP, it's possible Steam is having workshop issues today. It'd really help to confirm if this is connected or not. 5 hours ago, Fenris_Wolf said: If its the workshop version of the ORGM silencers mod, it should be fine. Non-ORGM version or copies hosted outside the workshop I can't verify. So I double checked to make sure all the parts are installed correctly made sure the versions I got were https://steamcommunity.com/sharedfiles/filedetails/?id=514618604 https://steamcommunity.com/workshop/filedetails/?id=640674707 What seems to be happening is even though the Surpressor installs correctly on the weapon, and makes the "noise" as if silenced. The noise reduction function and noise spread does not actually occur. It still pulls zombies from very larges distances as if not installed at all. You can check out the other steam comments, again thanks for the reply and continued interest in the mod. Edited May 14, 2019 by ZombieHunter Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted May 14, 2019 Share Posted May 14, 2019 7 minutes ago, ZombieHunter said: What seems to be happening is even though the Surpressor installs correctly on the weapon, and makes the "noise" as if silenced. The noise reduction function and noise spread does not actually occur. It still pulls zombies from very larges distances as if not installed at all. If the sound has changed, the radius has changed. There's a bar in the weapons tooltips for noise (this is the sound radius) and will have a drastic drop when the suppressor is attached. The mod used to reduce the radius down to 10%...so a 150 range pistol would only be 15 tiles, but a few updates ago orgm shifted it to 20% instead of 10% (30 tiles vs 15), which tends to make the radius larger then the players view. Last update for ORGM also included a option in the PZ settings screen (on the ORGM tab) so you can set the sound reduction level yourself. Link to comment Share on other sites More sharing options...
ZombieHunter Posted May 14, 2019 Share Posted May 14, 2019 Thanks, I found the ORGM settings - I am running a dedicated server and found the ORGM.ini file but it is 0kb, I am guessing it only saves the changes. So I will have to manually edit it in SP then copy that file onto my dedicated? Link to comment Share on other sites More sharing options...
Fenris_Wolf Posted May 14, 2019 Share Posted May 14, 2019 27 minutes ago, ZombieHunter said: So I will have to manually edit it in SP then copy that file onto my dedicated? Ya it only saves if there's changes. You can manually edit it, or make sure you're not connected and edit using the PZ options screen from the main menu, then upload the finished .ini file to the server Link to comment Share on other sites More sharing options...
ZombieHunter Posted May 15, 2019 Share Posted May 15, 2019 1 hour ago, Fenris_Wolf said: Ya it only saves if there's changes. You can manually edit it, or make sure you're not connected and edit using the PZ options screen from the main menu, then upload the finished .ini file to the server Thanks, I will post all the information you provided to steam to help others! Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now