Vyn Halcyon Posted March 18, 2018 Share Posted March 18, 2018 Hi favorite Devs <3, I was looking long and hard at the Project Zomboid map, and planning my progression through the game, with the Wiki page open on the other screen. I was thinking about vanilla survival strategies to use on "official" settings. Eventually the Gas Stations will shut off, so I decided it would be a good idea to fill up all the cars on the map with gas, to use as mobile gas tanks for future siphoning, and as spare-part piggies. - line them up at the parking lots. I like using cars to loot the living daylights out of *everything*, then park them as mobile containers. Was thinking; I'll just turn the gas station into my new base, or at the very least, rally-points. Like the one closest to the east river "mouth" down south, because it's already got a nice living room built in to the second floor, and plenty of space for cars, and a half-way pre-built (de)fence, and its not too far away from a water source (the river). And that's when a logistical problem came to mind... I'm playing single player. Which means I can only drive 1 car at a time. If I am to collect most cars to the gas station, i'd have to run back to get the cars, if i'm at a more remote gas station. So I could do the opposite. I could bring gas TO the cars spread across the map, and place a traffic cone in front of a car to mark it as a "Prepper's Cache" with a select amount of supplies (food, water and stuff), and siphon/ strip them when needed, considering they are immune to erosion and ignored by zombies. When traveling up north to the farm with a well after I used up most of the gas on the map, and need a heavy supply of water for farming and drinking, and all the cars are grounded to be retired as containers that act as walls, I'll still like to be fast. Introducing the foldable bike. The perfect stealth companion vehicle to the car, which will outlast it's host. Also perfect for driving back to another car for a piggy-back pick up. Link to comment Share on other sites More sharing options...
Svarog Posted March 18, 2018 Share Posted March 18, 2018 Well... don't get your hopes up but considering the Vehicle scripts had a basically commented out thing for a Motorcycle it means they were at least playing with the Idea of two wheeled vehicles and the wall that's currently in the way is (according to some posts I recall) player model/animation and attaching it to another entity. I wouldn't worry, this is gonna happen but I'd say we at least have to wait for the new player models/animations update. Link to comment Share on other sites More sharing options...
Vyn Halcyon Posted March 18, 2018 Author Share Posted March 18, 2018 5 hours ago, Svarog said: Well... don't get your hopes up but considering the Vehicle scripts had a basically commented out thing for a Motorcycle it means they were at least playing with the Idea of two wheeled vehicles and the wall that's currently in the way is (according to some posts I recall) player model/animation and attaching it to another entity. I wouldn't worry, this is gonna happen but I'd say we at least have to wait for the new player models/animations update. Ohhh boilerplate code for Motorcycle? Puurrfect I have a feeling when the new animation system comes out, things are gonna escalate quite quickly on the modding end of things Is the character and associated animations in .FBX? Link to comment Share on other sites More sharing options...
martingee Posted March 18, 2018 Share Posted March 18, 2018 33 minutes ago, Vyn Halcyon said: Ohhh boilerplate code for Motorcycle? Puurrfect I have a feeling when the new animation system comes out, things are gonna escalate quite quickly on the modding end of things Is the character and associated animations in .FBX? Currently we export to X files and then there's an in between proprietary exporter so the PZ engine can read the anim/model. However one of Bitaboon Mark's tasks is to streamline this process and have the ability to import X files directly into the engine along with more common formats like FBX. Bikes are something we'd like to do but we have to get a few things worked out and lined up in order for it to happen. Link to comment Share on other sites More sharing options...
Vyn Halcyon Posted March 18, 2018 Author Share Posted March 18, 2018 9 hours ago, martingee said: Currently we export to X files and then there's an in between proprietary exporter so the PZ engine can read the anim/model. However one of Bitaboon Mark's tasks is to streamline this process and have the ability to import X files directly into the engine along with more common formats like FBX. Bikes are something we'd like to do but we have to get a few things worked out and lined up in order for it to happen. Did I mention how much I love you guys? Link to comment Share on other sites More sharing options...
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