tuliomir Posted August 8, 2021 Posted August 8, 2021 I'm borrowing an idea from the mod "Fast Keys" here.  I want to bind a key, say, F1 to the "Walk To" action. Waaay better than trying to right-click and hope it works while being chased by a horde and trying to dodge the translucent bushes at the same time 😱 </panic>  Looking at the source code available I can imagine something along the lines of... local KEY_WALK = { name = "Walk To", key = Keyboard.KEY_F1, } if ModOptions and ModOptions.AddKeyBinding then ModOptions:AddKeyBinding("[Player Control]",KEY_WALK) end local function KeyUp(keynum) local specificPlayer = getSpecificPlayer(0) if specificPlayer ~= nil then if keynum == KEY_WALK.key then -- F1 ISWorldObjectContextMenu.WHAT_SHOULD_I_PUT_HERE?(0) end end end Events.OnKeyPressed.Add(KeyUp); Can someone shine a light here? I'm at a loss of where to search for this "WHAT_SHOULD_I_PUT_HERE" function that calls the "Walk To" action.  Thanks in advance!
Tchernobill Posted September 2, 2021 Posted September 2, 2021 (edited) Hi tuliomir, I looked at the walkToAction in there and found it was using the action of WalkToTimedAction.lua That one requires a square as target. I found the Mouse:getX and getY functions from https://projectzomboid.com/modding/ Then at the same place I found IsoUtils.XToIso that I was not able to use properly. With luck they were used ~properly by DebugContextMenu.lua. Just the zoom management is wrong (I'd guess obsolete) and I was lucky to find it fast enough. That was it for the target square. I added a way to bypass the end of the current move action when we start the next and the result is here: https://steamcommunity.com/sharedfiles/filedetails/?id=2591232239 Edited September 2, 2021 by Tchernobill text construction needs clear articulation
tuliomir Posted September 7, 2021 Author Posted September 7, 2021 So happy to see this implemented! Thanks a lot, @Tchernobill! Â
Raven-14 Posted October 25, 2021 Posted October 25, 2021 On 9/1/2021 at 8:25 PM, Tchernobill said: Hi tuliomir, I looked at the walkToAction in there and found it was using the action of WalkToTimedAction.lua That one requires a square as target. I found the Mouse:getX and getY functions from https://projectzomboid.com/modding/ Then at the same place I found IsoUtils.XToIso that I was not able to use properly. With luck they were used ~properly by DebugContextMenu.lua. Just the zoom management is wrong (I'd guess obsolete) and I was lucky to find it fast enough. That was it for the target square. I added a way to bypass the end of the current move action when we start the next and the result is here: https://steamcommunity.com/sharedfiles/filedetails/?id=2591232239 Is it possible to make a mod, that if u are holding W your character always walks forward to your mouses pointer and stops moving when u let go. Then when holding S down u walk backwards but still follows your mouse pointer and faces your mouse pointer.
That Homeless Guy Posted July 31, 2024 Posted July 31, 2024 This solves all your problems without a hotkey. It just moves the Move To command to the left click. It doesn't have any nasty interactions and uses proper pathing to navigate to the desired location. The meatbag will also open doors if they are unlocked to get to their destination.
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