Morry 19 Posted September 14, 2017 OnAIStateChange is not called in one of the changeState functions. Also please make it trigger after the state change happens so it's possible to revert state changes. And on the subject of StateMachine.class, it is not exposed to the LuaManager. Please expose the StateMachine.class. Quote Share this post Link to post Share on other sites
tserj 0 Posted March 6, 2018 Hi, is that possible to add something like getCustomBuildArea(...)? A lot of modders and many of gamers want to make their objects private in multiplayer game. Right now it is possible only to game-own houses, but not for a custom buildings. Just an example it will be worth to retrieve area based on the custom floors. Returns an area if custom build floor is connected to the in-game building OR (floor area have a square more than YxY AND this area is the first player floor object [preventing a lot of small floors on a map]). I.e. the idea is to have in-game mechanism that clarify custom buildings. Quote Share this post Link to post Share on other sites
Rusty_knight 0 Posted March 23, 2018 Is it possible to change sandbox world settings in a running game? Quote Share this post Link to post Share on other sites
Josko 129 Posted November 13, 2018 What about OnUnequipPrimary? Does that exist? Quote Share this post Link to post Share on other sites
Maris 63 Posted December 3, 2018 Please add API for custom moodles. 2 Bejasc and sharkstertheshark reacted to this Quote Share this post Link to post Share on other sites
Maris 63 Posted December 25, 2018 (edited) Barricade health get/set. P.S. If try to inject game code in multiplayer and set barricade health over 450, it becomes invisible. (Bug?) Inject code: https://pastebin.com/J0H676Gf Edited December 25, 2018 by Maris Quote Share this post Link to post Share on other sites
Maris 63 Posted January 4, 2019 (edited) - OnScratched (one event for scratches, bites, fractures etc with details which type, is infected or not, what zombie/player/item causes wound etc) - OnTreatment (one event for scratches, bites, fractures etc with details what is doctor level, used items etc) - OnHit (by zombie on humans and walls) - EveryOneMinute - good alternative to OnPlayerUpdate - OnDrop(item) - OnPickup(item) - OnUse(item) - very important event which makes possible very interesting mods with vanilla (or custom) consumables. - OnDeplete(item) And it would be very nice to see the documentation for all existing events. Thank you! Edited January 4, 2019 by Maris Quote Share this post Link to post Share on other sites
Dr_Cox1911 286 Posted January 17, 2020 This thread is rather old, but I still hope that the devs are looking in here from time to time. I'm currently coding a mod where the helicopter drops a crate with loot in it. The basic functionality is already done, but I'm now struggling with the helicopter. The Helicopter.class is not exposed to Lua, so I can't instantiate a new one. The one instantiated in IsoWorld is not really accessible. So I hope that you (@TIS) can expose the Helicopter.class so that I can set a target with Lua using the "setTarget()" method. Quote Share this post Link to post Share on other sites
Aiteron 13 Posted October 23, 2020 Working with 3D models through Lua code (add/remove, move, scale, etc.). I tried to add a cable model to the Towing a car mod, but nothing came of it. Didn't find a way to add my own model and move it in space (and draw). The lua manager has a method loadZomboidModel-, but it is not used anywhere and it does not help here (you still cannot draw). Quote Share this post Link to post Share on other sites
Aiteron 13 Posted November 1, 2020 Get light value of square (want to make panic when too dark) Quote Share this post Link to post Share on other sites
Aiteron 13 Posted November 15, 2020 Change freeze system for food (that affect on roting). Let it depend on the temperature of the container. Example - I want create movable cooler box. I can set custom temperature, but in class Food in method updateAge asking for working electrecity in square. (need way to create freezer too) Quote Share this post Link to post Share on other sites
harrycheez 0 Posted November 20, 2020 We need a function to change modelWeaponPart and mountOn without rewriting all the script. Quote Share this post Link to post Share on other sites
Asilar 4 Posted November 22, 2020 Hi, Would it be possible to have a function that return the full date without having to rebuild it from ground ? And also a function that calculate time past between 2 dates without having to rebuild the whole gregorian calendar functions ? Thanks a lot for the great job ! Quote Share this post Link to post Share on other sites
Tiax 5 Posted November 27, 2020 Request: OnInventoryItemTooltip It would be nice, if mods could implement dynamic tooltips on inventory items, based on the game's or character's state. Example: achieve something like the vanilla game's "already read" on literature items. Quote Share this post Link to post Share on other sites
Asilar 4 Posted November 28, 2020 This is doable Tiax. I do it very often in the mod I'm working on. You have to use ModData and item:setToolTip(). I can give you some code and/or help you if you want, just ping me on discord. Quote Share this post Link to post Share on other sites
Tiax 5 Posted December 1, 2020 (edited) On 11/28/2020 at 6:14 PM, Asilar said: This is doable Tiax. I do it very often in the mod I'm working on. You have to use ModData and item:setToolTip(). I can give you some code and/or help you if you want, just ping me on discord. Doing it like that seems like a bit of a hack though, since you're changing it globally, not just based on the current player? Edit: this *has* to be done with an event. You could have multiple players look at an item in a container. You will need to show each player a tooltip based on the player's state, which may not be the same one, when sticking to the read/unread example. Edited December 2, 2020 by Tiax Quote Share this post Link to post Share on other sites