Bourbon Posted January 3, 2017 Share Posted January 3, 2017 Hallo Everyone, i am trying to get Rausheims Reloading mod up to date. But i ran into a wall there. I tried to get his old code working, but there is an Error occouring when you fire the shot. (Error Code below) I am pretty much stuck here. I am happy for anyone helping [spoiler][code]require "ISBaseObject" require "Reloading/ISReloadUtil" require "Reloading/ISRackAction" require "Reloading/ISReloadAction" ISReloadManager = ISBaseObject:derive("ISReloadManager"); --************************************************************************-- --** ISReloadable:initialise --** --************************************************************************-- function ISReloadManager:initialise() end -- CUSTOM FUNCTION FOR EJECTING BRASS -- Called from: ISReloadManager:fireShot below. local function addEmptyBrass(wielder, weapon) local player = wielder; -- gets the player shooting -- Get the name. local weapon = weapon; --The Weapon local name = weapon:getName(); --The Weapon Name -- Compare the name (string) to the weapon strings if name == "Pistol" then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0); -- This is 9mm brass elseif name == 'Shotgun' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0); -- This is shotgun shells, rename the item to what it is called. elseif name == 'Varmint Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0); -- .223, rename to what it is in your code. elseif name == 'Hunting Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0); -- .308, rename to what it is in your code. end end --************************************************************************-- --** ISReloadManager:new --** --************************************************************************-- function ISReloadManager:new(player) local o = {} setmetatable(o, self) self.__index = self o.reloadAction = nil; o.reloadStarted = false; o.reloadWeapon = nil; o.rackingStarted = false; o.chainReload = false; o.spaceIsPressed = false; o.rIsPressed = false; --o.kIsPressed = false; -- debugging tool o.difficulty = 1; o.reloadAction = nil; o.rackingAction = nil; o.reloadable = nil; o.playerid = player; o.lastClickTime = 0 -- Debug hooks --o.managerDetails = function() --return ReloadManager:printManagerDetails(); --end --Events.OnPlayerUpdate.Add(o.managerDetails); return o; end aaa = {} aaa.startRackingHook = function(pl) if pl then return ReloadManager[pl:getPlayerNum()+1]:checkRackConditions(); else return ReloadManager[1]:checkRackConditions(); end end Events.OnPlayerUpdate.Add(aaa.startRackingHook); aaa.startReloadHook = function(pl) if pl then return ReloadManager[pl:getPlayerNum()+1]:checkReloadConditions(); else return ReloadManager[1]:checkReloadConditions(); end end Events.OnPlayerUpdate.Add(aaa.startReloadHook); aaa.fireShotHook = function(wielder, weapon) return ReloadManager[wielder:getPlayerNum()+1]:fireShot(wielder, weapon); end Events.OnWeaponSwingHitPoint.Add(aaa.fireShotHook); aaa.checkLoadedHook = function(character, chargeDelta) return ReloadManager[character:getPlayerNum()+1]:checkLoaded(character, chargeDelta); end Hook.Attack.Add(aaa.checkLoadedHook); --************************************************************************-- --** ISReloadManager:checkLoaded --** --** Checks whether the DoAttackMethod may begin (i.e whether a weapon) --** has a round loaded. --** --************************************************************************-- --************************************************************************-- function ISReloadManager:checkLoaded(character, chargeDelta) local weapon = character:getPrimaryHandItem(); if(ReloadUtil:setUpGun(weapon) == true) then self.reloadable = ReloadUtil:getReloadableWeapon(weapon, character); if(self.reloadable:isLoaded(self.difficulty) == true) then ISTimedActionQueue.clear(character) if(chargeDelta == nil) then character:DoAttack(0); else character:DoAttack(chargeDelta); end else character:DoAttack(chargeDelta, true, self.reloadable.clickSound); -- elseif Calendar.getInstance():getTimeInMillis() - self.lastClickTime > 250 then -- getSoundManager():PlayWorldSound(self.reloadable.clickSound, character:getSquare(), 0, 4, 1.0, false); -- self.lastClickTime = Calendar.getInstance():getTimeInMillis() end else character:DoAttack(chargeDelta); end self.reloadable = nil; end --************************************************************************-- --** ISReloadManager:fireShot --** --** Checks whether weapon is reloadable and performs any necessary --** actions after the weapon is fired --** --************************************************************************-- function ISReloadManager:fireShot(wielder, weapon, difficulty) self.reloadable = ReloadUtil:getReloadableWeapon(weapon, wielder); if(self.reloadable ~= nil) then self.reloadable:fireShot(weapon, self.difficulty); addEmptyBrass(wielder, weapon); -- HERE WE EJECT OUR BRASS end self.reloadable = nil; end --************************************************************************-- --** ISReloadManager:isWeaponReloadable --** --** Performs various checks to make sure that the equipped item is --** reloadable --** --************************************************************************-- function ISReloadManager:isWeaponReloadable() self.reloadWeapon = getSpecificPlayer(self.playerid):getPrimaryHandItem(); if(self.reloadWeapon == nil) then return false; end self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, getSpecificPlayer(self.playerid)); if self.reloadable == nil then return false; end local isReloadable = self.reloadable:canReload(getSpecificPlayer(self.playerid)); self.reloadable = nil; return isReloadable; end --************************************************************************-- --** ISReloadManager:stopReload --** --** Resets variables after a cancelled reload timed action. --** --************************************************************************-- function ISReloadManager:stopReload(noSound) if self.reloadable.bulletOutSound and self.reloadable.currentCapacity > 0 and not noSound then getSoundManager():PlayWorldSound(self.reloadable.bulletOutSound, getSpecificPlayer(self.playerid):getSquare(), 0, 10, 1.0, false); end self.reloadStarted = false; self.reloadAction.javaAction = nil; self.reloadWeapon = nil; self.reloadable = nil; self.chainReload = false; end --************************************************************************-- --** ISReloadManager:stopReloadSuccess --** --** Determines whether further reload actions should be performed and --** resets variables after a reload timed action completes successfully. --** --************************************************************************-- function ISReloadManager:stopReloadSuccess() self.chainReload = ReloadUtil:getReloadableWeapon(self.reloadWeapon,getSpecificPlayer(self.playerid)):isChainReloading(); if(self.reloadWeapon ~= nil and self.chainReload == true and self.reloadStarted == true) then self.reloadStarted = false; if(self.reloadable:canReload(getSpecificPlayer(self.playerid))) then self:startReloading(); else if self.reloadable.bulletOutSound and self.reloadable.currentCapacity > 0 then getSoundManager():PlayWorldSound(self.reloadable.bulletOutSound, getSpecificPlayer(self.playerid):getSquare(), 0, 10, 1.0, false); end end elseif(self.chainReload == false) then self:stopReload(); end end --************************************************************************-- --** ISReloadManager:checkReloadConditions --** --** Checks for the reload key being pressed and starts the reload if --** conditions are suitable --** --************************************************************************-- function ISReloadManager:checkReloadConditions() if((isKeyDown(Keyboard.KEY_R) == true or getSpecificPlayer(self.playerid):isLTPressed()) and self.reloadStarted == false and self.rackingStarted == false) then self.reloadWeapon = getSpecificPlayer(self.playerid):getPrimaryHandItem(); if not(self.difficulty == 3 and isKeyDown(Keyboard.KEY_SPACE)) then if(self:isWeaponReloadable() == true) then self:startReloading(); end end end end --************************************************************************-- --** ISReloadManager:startReload --** --** Sets up and starts the reload timed action --** --************************************************************************-- function ISReloadManager:startReloading() -- prep the reload information local player = getSpecificPlayer(self.playerid) local moodles = player:getMoodles(); local panicLevel = moodles:getMoodleLevel(MoodleType.Panic); self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, player); self.reloadAction = ISReloadAction:new(self, player, player:getSquare(), (self.reloadable:getReloadTime()*player:getReloadingMod())+(panicLevel*30)) self.reloadStarted = true if not self.chainReload then ISTimedActionQueue.clear(player) end ISTimedActionQueue.add(self.reloadAction) end --************************************************************************-- --** ISReloadManager:startReloadFromUi --** --** Sets up and starts the reload timed action from the UI --** --************************************************************************-- --function ISReloadManager:startReloadFromUi(item) -- if(self.reloadStarted == false and self.rackingStarted == false) then -- self.reloadWeapon = item; -- self:startReloading(); -- end -- end function ISReloadManager:startReloadFromUi(item) if(self.reloadStarted == false and self.rackingStarted == false) then self.reloadWeapon = item; self:startReloading(); end end --************************************************************************-- --** ISReloadManager:checkRackConditions --** --** Checks for the rack key being pressed and starts racking if --** conditions are suitable --** --************************************************************************-- function ISReloadManager:checkRackConditions() if(isKeyDown(Keyboard.KEY_SPACE) == true and self.rackingStarted == false and self.reloadStarted == false) then if(self.difficulty == 3 and isKeyDown(Keyboard.KEY_R) == false) then self.reloadWeapon = getSpecificPlayer(self.playerid):getPrimaryHandItem(); if(self.reloadWeapon == nil) then return false; end self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, getSpecificPlayer(self.playerid)); if(self.reloadable ~= nil) then self:startRacking(); else self:stopRacking(); end end end end --************************************************************************-- --** ISReloadManager:startRackFromUi --** --** Sets up and starts the rack timed action from the UI --** --************************************************************************-- function ISReloadManager:startRackFromUi(item) if(self.reloadStarted == false and self.rackingStarted == false) then self.reloadWeapon = item; self:startRacking(); end end --************************************************************************-- --** ISReloadManager:startRacking --** --** Sets up and starts the racking timed action --** --************************************************************************-- function ISReloadManager:startRacking() -- prep the racking information local player = getSpecificPlayer(self.playerid) local moodles = player:getMoodles(); local panicLevel = moodles:getMoodleLevel(MoodleType.Panic); self.reloadable = ReloadUtil:getReloadableWeapon(self.reloadWeapon, player); self.rackingAction = ISRackAction:new(self, player, player:getSquare(), (self.reloadable:getRackTime()*player:getReloadingMod())+(panicLevel*30)); self.rackingStarted = true; ISTimedActionQueue.add(self.rackingAction) end --************************************************************************-- --** ISReloadManager:stopRacking --** --** Resets variables after a racking timed action. --** --************************************************************************-- function ISReloadManager:stopRacking() self.rackingStarted = false; self.rackingAction = nil; self.reloadWeapon = nil; end --************************************************************************-- --** ISReloadManager:setDifficulty --** --** Sets the Difficulty to the value provided. Valid difficulties are: --** 1 = EASY --** 2 = MEDIUM --** 3 = HARDCORE --** --** @param newDifficulty a number representing the new difficulty --** --************************************************************************-- function ISReloadManager:setDifficulty(newDifficulty) self.difficulty = newDifficulty; end --************************************************************************-- --** ISReloadManager:getDifficulty --** --** Gets the Difficulty value currently set. Will return a number between --** 1 and 3 where each number corresponds with the following --** difficulties: --** --** 1 = EASY --** 2 = MEDIUM --** 3 = HARDCORE --** --************************************************************************-- function ISReloadManager:getDifficulty() return self.difficulty; end --************************************************************************-- --** ISReloadManager:getDifficultyDescription --** --** Returns the text that should appear in the MainOptions screen to --** describe the reload difficulty setting. --** --************************************************************************-- function ISReloadManager:getDifficultyDescription(difficulty) if(difficulty == 1) then return 'Reloading handguns refills the weapon provided there is ammunition available.'; elseif(difficulty == 3) then return 'Reloading handguns ejects or inserts a magazine. The magazine must be reloaded separately.\nWeapons must be racked before firing to ensure a round is chambered.'; else return 'Reloading handguns ejects or inserts a magazine. The magazine must be reloaded separately.'; end end function ISReloadManager:printManagerDetails() if(isKeyDown(Keyboard.KEY_K) == true) then self.kIsPressed = true; print('***************************************************************'); print('Reload Manager state'); print('***************************************************************'); local outString = ''; if(self.reloadStarted ~= nil) then outString = outString..', reload Started: ' if(self.reloadStarted == true) then outString = outString..'true'; else outString = outString..'false'; end else outString = outString..', reload Started == nil'; end if(self.reloadWeapon ~= nil) then outString = outString..', reload Weapon: '..self.reloadWeapon; else outString = outString..', reload Weapon == nil'; end if(self.rackingStarted ~= nil) then outString = outString..', rackingStarted: ' if(self.rackingStarted == true) then outString = outString..'true'; else outString = outString..'false'; end else outString = outString..', racking Started = nil'; end if(self.chainReload ~= nil) then outString = outString..', chain reloading: '; if(self.chainReload == true) then outString = outString..'true'; else outString = outString..'false'; end else outString = outString..', chain reloading == nil'; end if(self.spaceIsPressed ~= nil) then outString = outString..', space Is Pressed: '; if(self.spaceIsPressed == true) then outString = outString..'true'; else outString = outString..'false'; end else outString = outString..', space Is pressed = nil'; end if(self.rIsPressed ~= nil) then outString = outString..', r Is Pressed: '; if(self.rIsPressed == true) then outString = outString..'true'; else outString = outString..'false'; end else outString = outString..', r Is pressed = nil'; end if(self.difficulty ~= nil) then outString = outString..', difficulty: '..self.difficulty; else outString = outString..', difficulty = nil'; end print(outString); print('self.reloadable: '); print(self.relodable); print('Reload Action:') print(self.reloadAction) print('Racking Action:') print(self.rackingAction) print('***************************************************************'); print(); print(); self:printReloadableDetails(); self:printWeaponModDetails(); self.kIsPressed = false; end end function ISReloadManager:printReloadableDetails() local weapon = getPlayer():getPrimaryHandItem(); if(weapon ~= nil) then local reloadable = ReloadUtil:getReloadableWeapon(weapon, getSpecificPlayer(self.playerid)); if(reloadable ~= nil) then reloadable:printReloadableWeaponDetails(); end end end function ISReloadManager:printWeaponModDetails() local weapon = getPlayer():getPrimaryHandItem(); if(weapon ~= nil) then local reloadable = ReloadUtil:getReloadableWeapon(weapon, getSpecificPlayer(self.playerid)); if(reloadable ~= nil) then reloadable:printWeaponDetails(weapon); end end end [/code][/spoiler] STACK TRACE Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@6a0cdb41 function: checkLoaded --file: ISReloadMAnager.lua line # 90 Link to comment Share on other sites More sharing options...
tommysticks Posted January 3, 2017 Share Posted January 3, 2017 Sup man. I'm not good at translating stack traces, but try changing line 90 from this: Events.OnWeaponSwingHitPoint.Add(aaa.fireShotHook); to this: Events.OnWeaponSwing.Add(aaa.fireShotHook); I don't know if the first one is a thing. Bourbon 1 Link to comment Share on other sites More sharing options...
Bourbon Posted January 4, 2017 Author Share Posted January 4, 2017 @tommysticksThanks for the reply, man! Something clearly worked here, but unfortunetly NO ejected brass, but NO ErrorCode either. You still get a cookie! My uneducated guess is that something with the spawning ist wrong. Any further ideas? Link to comment Share on other sites More sharing options...
tommysticks Posted January 4, 2017 Share Posted January 4, 2017 (edited) 2 hours ago, Bourbon said: @tommysticksThanks for the reply, man! Something clearly worked here, but unfortunetly NO ejected brass, but NO ErrorCode either. You still get a cookie! My uneducated guess is that something with the spawning ist wrong. Any further ideas? Can you print the new console log? This looks like an old version of the reload manager, I might be wrong. But if you get on, fire some shots and reload then print the log that might help. Edited January 4, 2017 by tommysticks Bourbon 1 Link to comment Share on other sites More sharing options...
tommysticks Posted January 4, 2017 Share Posted January 4, 2017 (edited) Try this: Replace line 18 - 37 with this: local function addEmptyBrass(wielder, weapon) local player = wielder; -- gets the player shooting -- Get the name. local weapon = weapon; --The Weapon local name = weapon:getName(); --The Weapon Name -- Compare the name (string) to the weapon strings if name == "Pistol" then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0); -- This is 9mm brass elseif name == 'Shotgun' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0); -- This is shotgun shells, rename the item to what it is called. elseif name == 'Varmint Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0); -- .223, rename to what it is in your code. elseif name == 'Hunting Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0); -- .308, rename to what it is in your code. end getPlayer():Say("Here there be brass..."); print("The weapon used is " .. weapon); print("Weapon name is " .. name); end That will check to make sure the function is working, evertime you shoot your character will say "Here there be brass..." ...and will also print to the console whether or not the function is detecting which weapon you're using. So still print a new console and post it here. If the function works, then the issue is not in this file... what I'm thinking is that you're missing the actual brass item. Edited January 4, 2017 by tommysticks Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 @tommysticks tried your code, still no error code, nothing in console :/ The item is where it should be. It linked a debug function for spawning brass next to the player on "O". I will now try to copy the functions into the new ISReloadManager from PZCode. Old Code might be the problem as you said. This is the mod as it is right now, if you want download it and try something in the code directly. "O" is debug for the casespawning, "P" is for all the items. http://www.mediafire.com/file/ana7k23j3hbq12r/HandloadingMod.zip You have been a HUGE help honestly thank you. Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 7 hours ago, Bourbon said: @tommysticks tried your code, still no error code, nothing in console :/ The item is where it should be. It linked a debug function for spawning brass next to the player on "O". I will now try to copy the functions into the new ISReloadManager from PZCode. Old Code might be the problem as you said. This is the mod as it is right now, if you want download it and try something in the code directly. "O" is debug for the casespawning, "P" is for all the items. http://www.mediafire.com/file/ana7k23j3hbq12r/HandloadingMod.zip You have been a HUGE help honestly thank you. I'm lookin at it, it's really weird, there are a whole bunch of weird errors that make it look like this mod never ran or that he may have sabotaged it. For example a comma where a period should be. Did you ever play a game with it working? I'm still working on it to see if I can get it running. Bourbon 1 Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 Got it workin, but it is pretty weird how fucked up it was. Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 Replace everything in the ISReloadManager file with this: local function addEmptyBrass(wielder, weapon) local player = wielder; -- gets the player shooting -- Get the name. local weapon = weapon; --The Weapon local name = weapon:getName(); --The Weapon Name -- Compare the name (string) to the weapon strings if name == "Pistol" then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass9mm", 0.0, 0.0, 0.0); -- This is 9mm brass elseif name == 'Shotgun' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptyshell12ga", 0.0, 0.0, 0.0); -- This is shotgun shells, rename the item to what it is called. elseif name == 'Varmint Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass223", 0.0, 0.0, 0.0); -- .223, rename to what it is in your code. elseif name == 'Hunting Rifle' then player:getCurrentSquare():AddWorldInventoryItem("handloading.emptybrass308", 0.0, 0.0, 0.0); -- .308, rename to what it is in your code. end -- getPlayer():Say("Here there be brass..."); -- print("The weapon used is " .. tostring(weapon)); -- print("Weapon name is " .. tostring(name)); end Events.OnWeaponSwing.Add(addEmptyBrass); ...and change the name of that file (the one in the mod, not the game one) to anything else, like BrassManager.lua so it doesn't override the game's file. Are you gonna release this as a mod? Bourbon 1 Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 (edited) Shit, I forgot that there was some shit in some of the other files that was fucked up: New HCPlacingMenu.lua : -- PlacingMenu = {}; HandloadingPlacing = {}; HandloadingPlacing.currentSquare = nil; function HandloadingPlacing.doPlacingMenu(player, context, worldobjects) if getSpecificPlayer(player):getInventory():contains("handloading.reloadingpress") then context:addOption("Place Reloading Press", worldobjects, HandloadingPlacing.onPlacePillar, player); end if getSpecificPlayer(player):getInventory():contains("handloading.reloadingpressshotgun") then context:addOption("Place Shotgun Reloading Press", worldobjects, HandloadingPlacing.onPlaceLPillar, player); end end function HandloadingPlacing.onPlacePillar(worldobjects, player) local bo = HCStonePillar:new("media/textures/Object_HCStonepillar.png", player); bo.player = player; getCell():setDrag(bo, player); end function HandloadingPlacing.onPlaceLPillar(worldobjects, player) local bo = HCLogPillar:new("media/textures/Object_HCLogpillar.png", player); bo.player = player; getCell():setDrag(bo, player); end Events.OnPreFillInventoryObjectContextMenu.Add(HandloadingPlacing.doPlacingMenu); New handloadingtablerecipes.txt : module handloading { imports { Base.items } item WoodenWindows { Type = Moveable, Weight = 8.0, WorldObjectSprite = fixtures_windows_01_1, DisplayName = Wooden Windows, Icon = default, } recipe Wooden Windows { SkillRequired:Woodwork=0, Plank=4, Nails=4, keep Saw/Hammer, Sound:PZ_Hammer, Result:WoodenWindows, Time:500, Category:Carpentry, } } Edited January 5, 2017 by tommysticks Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 (edited) I didn't try any of the other functions of the mod, just that it would drop brass when you shoot. So there might be some shit wrong with creating new bullets or whatever it is. But currently I'm getting no errors. Edited January 5, 2017 by tommysticks Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 I am trying it out right now. HUGE Thanks for the help! I got some fucked up shit everywhere in this mod because I am trying a lot of things with the mod. It isnt anywhere near to release state. My Plan was to get the recipies and eject brass + loot distribution in order and releasing it. Of Course you will get mentioned because you did a lot of work! Unfortunatly It does not run on my game, did you copy the right code? Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 Yeah, did you get the other 2 file changes? I forgot about them when I made the first post. Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 So it should be these 3 files: ISReloadManager.lua HCPlacingMenu.lua .lua handloadingtablerecipes.txt Those were the 3 giving me problems. Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 I replaced the old ISReloadManager.lua with the new code you gave me, and renamed it. I threw the other two out for now, because they were just there to test stuff. But I just tried shooting some rounds ingame after using the debug button and it did not spawn empty brass Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 2 minutes ago, Bourbon said: I replaced the old ISReloadManager.lua with the new code you gave me, and renamed it. I threw the other two out for now, because they were just there to test stuff. But I just tried shooting some rounds ingame after using the debug button and it did not spawn empty brass Yeah, the other two are producing errors and causing everything to break before it gets to firing the shots. You need to change them or delete them from the mod folder. Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 1 minute ago, tommysticks said: Yeah, the other two are producing errors and causing everything to break before it gets to firing the shots. You need to change them or delete them from the mod folder. I put them out for now, but still not working. Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 (edited) My changes LINK Try that out, should work. EDIT - Never uploaded to MediaFire before... I mighta fucked that up. Edited January 5, 2017 by tommysticks Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 (edited) 4 minutes ago, tommysticks said: My changes LINK Try that out, should work. EDIT - Never uploaded to MediaFire before... I mighta fucked that up. Yeah didnt get it. Put it in a .zip or . rar and upload it. Edited January 5, 2017 by Bourbon Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 http://www.mediafire.com/file/b4f2dy1jnz6szfj/HandloadingMod.zip Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 1 minute ago, tommysticks said: http://www.mediafire.com/file/b4f2dy1jnz6szfj/HandloadingMod.zip I got it and trying it out right now. Link to comment Share on other sites More sharing options...
Bourbon Posted January 5, 2017 Author Share Posted January 5, 2017 Didnt work again. Something is wrong on my end. Debug button didnt work either. I am going to check everything and will get to you when I know more. Thanks for your help, you will hear from me when i got it working. I will get back to my usual computer on monday and will try it there again, reinstall PZ etc. Link to comment Share on other sites More sharing options...
tommysticks Posted January 5, 2017 Share Posted January 5, 2017 Ah, I disabled the debug button. Are you getting any errors? Link to comment Share on other sites More sharing options...
Bourbon Posted January 6, 2017 Author Share Posted January 6, 2017 I am not getting any Errors, unfortunately, otherwise we would know what the problem is. Link to comment Share on other sites More sharing options...
Bourbon Posted January 6, 2017 Author Share Posted January 6, 2017 @tommysticks I GOT IT WORKING! OMG I AM SO HAPPY! Prepare for some weird error report! So i got my game on German because I played it with my girlfriend. THAT was the mistake! The Code you´ve written gets the Weapons name, which is different in German! So it could never have worked in German! So now everything is kinda working as it should, i will be working on getting the first release version of the mod out. HUGE Thanks again for your help. You will be mentioned in the Mod´s code and also in the Mod Post! tommysticks 1 Link to comment Share on other sites More sharing options...
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