lemmy101 Posted August 12, 2013 Author Share Posted August 12, 2013 Desura is always the newest stable version. If its not on Desura it's because we don't want people getting auto-updated with save destroying bugs and so on. Doing these forum tests costs us hundreds of $$$ so trust me, as soon as its remotely ready for Desura it'll be on there. Link to comment Share on other sites More sharing options...
tazyload Posted August 12, 2013 Share Posted August 12, 2013 I have been looking around for the new food items as was wondering if they were centred on specific locations or if I'm just being really unlucky? Link to comment Share on other sites More sharing options...
Tooks Posted August 12, 2013 Share Posted August 12, 2013 Wich Skills/Bugs ? Also : edited OP with cool stuff Does that mean no more making a nailed bat with a broken one now? Looking forward to the reduced zombie numbers. Seems theres ALOT of them at the moment I seen that on your stream, that was well amusing haha Is this what you're referring to? TizzDog and SenorMonstro 2 Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 12, 2013 Share Posted August 12, 2013 Ahahah, laughed so hard I hope it's fixed for .14 tho... Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 12, 2013 Share Posted August 12, 2013 Updated OP with new good stuff, a big thanks to RoboMat for helping me testing the running on the spot zombies RoboMat 1 Link to comment Share on other sites More sharing options...
RoboMat Posted August 12, 2013 Share Posted August 12, 2013 Updated OP with new good stuff, a big thanks to RoboMat for helping me testing the running on the spot zombies A beer will do Link to comment Share on other sites More sharing options...
TheCenturion Posted August 12, 2013 Share Posted August 12, 2013 ... when in reality, the new version should REALLY be 2.9.9.1.4.23.32.123.5.8.2. That would make far more sense. Uh... Lemmy... what are you doing with that giant hammer...? Link to comment Share on other sites More sharing options...
lemmy101 Posted August 12, 2013 Author Share Posted August 12, 2013 Link to comment Share on other sites More sharing options...
lemmy101 Posted August 12, 2013 Author Share Posted August 12, 2013 Anyone who downloads before the reupload finishes gets an accidental free baseball bat, hammer and nails ;D Link to comment Share on other sites More sharing options...
Marmotte971 Posted August 13, 2013 Share Posted August 13, 2013 Thank you, Santa Claus! Link to comment Share on other sites More sharing options...
AstraAndromeda Posted August 13, 2013 Share Posted August 13, 2013 You guys work so fast! I'm gonna play this all night now.Thank you! Link to comment Share on other sites More sharing options...
Qweets Posted August 13, 2013 Share Posted August 13, 2013 Why does it say in the options under shaders that my hardware is unsupported, I have a great graphics card MSI 570GTX Twin Frozr III PE/OC, is it just disabled for right now? Or is there a file I can manually enable it? Link to comment Share on other sites More sharing options...
CaptainJameson Posted August 13, 2013 Share Posted August 13, 2013 Guess you guys left the godmode on ? Standing in a horde 5 mins, never lost HP Some zeds, which are knocking on windows and doors, wander away or standing still, if you open it. Link to comment Share on other sites More sharing options...
psibomber Posted August 13, 2013 Share Posted August 13, 2013 Yup, I'm invincible in .14! But in my dreams the zeds are still gnawing away... D: Link to comment Share on other sites More sharing options...
MrZombifiedGamer Posted August 13, 2013 Share Posted August 13, 2013 Well as much as I would love to play this I can't seem to load the link for windows. It's not a big deal, I can wait til it releases I just wanted to stop by to say that it looks good. Link to comment Share on other sites More sharing options...
Eggplanticus Posted August 13, 2013 Share Posted August 13, 2013 Why does it say in the options under shaders that my hardware is unsupported, I have a great graphics card MSI 570GTX Twin Frozr III PE/OC, is it just disabled for right now? Or is there a file I can manually enable it? I also have this. TizzDog 1 Link to comment Share on other sites More sharing options...
Qweets Posted August 13, 2013 Share Posted August 13, 2013 yeah godmode is on you have like infinite sprint and can't be hurt Link to comment Share on other sites More sharing options...
feral_donkey Posted August 13, 2013 Share Posted August 13, 2013 Sheet rope instadeath seems already fixed in 2.9.9.13 I just had a sheet rope instadeath in 2.9.9.13. So it may be still there. NE farmhouse, 2cd floor, N hallway window. 1 sheetrope, nail and hammer. Nothing below and no zeds. Could it be that I didnt have two sheetropes in inventory so it becomes an auto death slide? I don't know. Link to comment Share on other sites More sharing options...
snipertyler Posted August 13, 2013 Share Posted August 13, 2013 (edited) Hey Dev's! Looks like the tarball is not working still. EDIT: Posted fix here Even if nothing changes, that is fine! This is a great game guys! Keep it up Edited August 13, 2013 by snipertyler tazyload 1 Link to comment Share on other sites More sharing options...
BaphClass Posted August 13, 2013 Share Posted August 13, 2013 Also experiencing god mode with 2.9.9.14 Additionally, the score counter went nuts shortly into a Sandbox test run. At first it counted kills properly, then it shot upwards. Character status screen shows a counter that's constantly ticking upwards. Link to comment Share on other sites More sharing options...
jhepong24 Posted August 13, 2013 Share Posted August 13, 2013 im gonna help out with the testing, gonna download now Link to comment Share on other sites More sharing options...
Qweets Posted August 13, 2013 Share Posted August 13, 2013 yeah playing with godmode is boring Link to comment Share on other sites More sharing options...
BioRemnant Posted August 13, 2013 Share Posted August 13, 2013 You guys are working hard! Keep sending us amazing patches and content! : ] Link to comment Share on other sites More sharing options...
RobertJohnson Posted August 13, 2013 Share Posted August 13, 2013 Oh god, I hate myself...I should stop working late and say to Lemmy "ok for a release !", everything is my bad Hotfix tho,Go in media/lua/camping/camping.lua, and replace everything with this :------------------------------------------------------------------------- CAMPING MOD ---- CODE BY ROBERT JOHNSON ---- TEXTURE BY THUZTOR --------------------------------------------------------------------------- OFFICIAL TOPIC ---- http://theindiestone.com/community/viewtopic.php?f=31&t=8968 ---- -------------------------------------------------------------------------require 'luautils'camping = {};gameTime = {};camping.player = {};camping.playerData = {};camping.tick = 0;camping.currentGridSquare = {};camping.campfires = {};camping.tents = {};camping.cookingFood = {};camping.upHeatOk = false;camping.hourElapsed = 0;camping.previousHour = 0;camping.campfireXp = 0;camping.forcedSleep = false;camping.tentClicked = {};camping.mouseLeftClicked = false;camping.mouseRightClicked = false;camping.doCamping = function(character, item) camping.currentGridSquare = camping.player:getCurrentSquare(); if(item:getType() == "FireWoodKit") then camping.lightFireWithWoodKit(); elseif(item:getType() == "SteelAndFlint") then camping.lightFireWithSteelAndFlint(); endendcamping.lightFireWithSteelAndFlint = function() -- fireSteelAndFlintActionendfunction fireSteelAndFlintAction() local currentCampfire = camping.getCurrentCampfire(); -- 1 to 3 chance to start fire with wood kit ! local randFireNumber = 3 - camping.campfireXp; if(randFireNumber < 1) then randFireNumber = 1; end local randFire = ZombRand(randFireNumber); if(randFire == 0) then currentCampfire.fireLvl = 2; camping.changeFireLvl(currentCampfire); camping.gainXp(); endendcamping.lightFireWithWoodKit = function() --fireWoodActionend-- light the campfire with wood (Kindling)function fireWoodAction(currentCampfire, player, isOutdoorsMan) -- 1 to 5 chance to start fire with wood kit ! -- a outdoorsman have a greater chance to light the fire local randNumber = 6; if isOutdoorsMan then randNumber = 2; end if ZombRand(randNumber) == 0 then currentCampfire.fireLvl = 2; camping.changeFireLvl(currentCampfire); else -- fail ? Maybe the wood kit will broke... if ZombRand(randNumber) == 0 then player:Say("I broke my kindling..."); player:getInventory():Remove("FireWoodKit"); else player:Say("Crap, I fail..."); end endend-- The Doors FTW ! camping.lightMyFire = function(campfire, player) local lighter = player:getInventory():FindAndReturn("Lighter"); lighter:Use(); campfire.fireLvl = 2; camping.changeFireLvl(campfire);end-- edit the sprite according to the fire lvlcamping.changeFireLvl = function(campFire) if campFire.gridSquare then local previousCont = campFire.tile:getItemContainer() or ItemContainer.new(); camping.removeTileFromGrid(campFire.gridSquare); local tile = IsoObject.new(campFire.gridSquare, "TileThuztorFirePit_0", "Campfire"); if(campFire.fireLvl == 1) then tile = IsoObject.new(campFire.gridSquare, "TileThuztorFirePitMedium_0", "Campfire"); elseif(campFire.fireLvl == 2) then tile = IsoObject.new(campFire.gridSquare, "TileThuztorFirePitBig_0", "Campfire"); getSoundManager():PlayWorldSound("campfire", false, campFire.gridSquare, 0, 10, 1, true); end campFire.tile = tile; campFire.tile:setOutlineOnMouseover(true); campFire.tile:setContainer(previousCont); campFire.gridSquare:AddTileObject(tile); camping.saveData(campFire); endend-- add petrol (from petrol can) over the campfirecamping.addPetrol = function(campfire, player) local petrolCan = player:getInventory():FindAndReturn("PetrolCan"); petrolCan:Use(); campfire.hasPetrol = true; camping.saveData(campfire);end-- add a campfire to the groundcamping.addCampfire = function(grid) local id = #camping.campfires + 1; local newCampFire = {}; local tile = {}; if grid then tile = IsoObject.new(grid, "TileThuztorFirePit_0", "Campfire"); grid:AddTileObject(tile); newCampFire.tile = tile; newCampFire.tile:setOutlineOnMouseover(true); newCampFire.tile:setContainer(ItemContainer.new()); newCampFire.gridSquare = grid; newCampFire.x = grid:getX(); newCampFire.y = grid:getY(); newCampFire.z = grid:getZ(); newCampFire.addTile = "false"; else newCampFire.addTile = "true"; end --tile:AttachAnim( "Smoke", "01", 4, IsoFireManager.SmokeAnimDelay, 0, 12, true, 0, false, 0.7f,IsoFireManager.SmokeTintMod ); --tile:AttachAnim( "Fire", "01", 4, IsoFireManager.FireAnimDelay, -16, -72, true, 0, false, 0.7f,IsoFireManager.FireTintMod ); newCampFire.id = id; newCampFire.fireLvl = 0; newCampFire.hasPetrol = false; table.insert(camping.campfires, id, newCampFire); camping.saveData(newCampFire); return newCampFire;end-- add a tent to the groundcamping.addTent = function(grid) local id = #camping.tents + 1; local newTent = {}; if grid then grid:AddTileObject(IsoObject.new(grid, "TileIndieStoneTentFrontLeft", "Tent")); newTent.gridSquare = grid; newTent.x = grid:getX(); newTent.y = grid:getY(); newTent.z = grid:getZ(); newTent.addTile = "false"; else newTent.addTile = "true"; end newTent.id = id; table.insert(camping.tents, id, newTent); camping.saveData(nil, newTent); return newTent;end-- remove a tentcamping.removeTent = function(tent) -- we start to remove it from our tent list (camping.tents) local tentNew = {}; for iN,vN in pairs(camping.tents) do if(iN ~= tent.id) then tentNew[iN] = vN; end end camping.tents = tentNew; -- then remove it physically from the ground camping.removeTileFromGrid(tent.gridSquare); -- we notice into our modata that we don't have a tent here anymore camping.playerData["tent:" .. tent.id .. ":x"] = -1; -- we give back the tent kit to the player camping.player:getInventory():AddItem("camping.CampingTentKit");end-- remove a camp firecamping.removeCampfire = function(campfire) -- we start to remove it from our campfire list (camping.campfires) local campfireNew = {}; for iN,vN in pairs(camping.campfires) do if(iN ~= campfire.id) then campfireNew[iN] = vN; end end camping.campfires = campfireNew; -- then remove it physically from the ground camping.removeTileFromGrid(campfire.gridSquare); -- we notice into our modata that we don't have a campfire here anymore camping.playerData["campfire:" .. campfire.id .. ":x"] = -1; -- we give back the campfire kit to the player camping.player:getInventory():AddItem("camping.CampfireKit");end-- return the campfire on the gridSquare the player is standing on-- or from the gridsquare in parameter (if from context menu for example)camping.getCurrentCampfire = function(square) if not square then return nil; end for iCur,vCur in pairs(camping.campfires) do -- we test if the x,y,z of our currentGridSquare exist in the list of the campfires tile list if vCur.gridSquare and (vCur.gridSquare:getX() == square:getX() and vCur.gridSquare:getY() == square:getY() and vCur.gridSquare:getZ() == square:getZ()) then return vCur; end end return nil;end-- return the tent on the gridSquare the player is standing on-- or from the gridsquare in parameter (if from context menu for example)camping.getCurrentTent = function(grid) if not grid then return nil; end for iCur,vCur in pairs(camping.tents) do -- we test if the x,y,z of our currentGridSquare exist in the list of the tents tile list if vCur.gridSquare and (vCur.gridSquare:getX() == grid:getX() and vCur.gridSquare:getY() == grid:getY() and vCur.gridSquare:getZ() == grid:getZ()) then return vCur; end end return nil;end-- remove the campfire or tent (sprite) from the gridcamping.removeTileFromGrid = function(grid) for i,v in pairs(grid:getLuaTileObjectList()) do if luautils.stringStarts(v:getObjectName(), "Campfire") then grid:RemoveTileObject(v); elseif luautils.stringStarts(v:getObjectName(), "Tent") then grid:RemoveTileObject(v); end endendcamping.saveData = function(camp, tent) if(camp ~= nil) then if camp.gridSquare then camping.playerData["campfire:" .. camp.id .. ":x"] = camp.gridSquare:getX(); camping.playerData["campfire:" .. camp.id .. ":y"] = camp.gridSquare:getY(); camping.playerData["campfire:" .. camp.id .. ":z"] = camp.gridSquare:getZ(); end camping.playerData["campfire:" .. camp.id .. ":fireLvl"] = camp.fireLvl; camping.playerData["campfire:" .. camp.id .. ":hasPetrol"] = camp.hasPetrol; camping.playerData["campfire:" .. camp.id .. ":id"] = camp.id; camping.playerData["campfire:" .. camp.id .. ":addTile"] = camp.addTile; camping.saveItem(camp); end if(tent ~= nil) then if tent.gridSquare then camping.playerData["tent:" .. tent.id .. ":x"] = tent.gridSquare:getX(); camping.playerData["tent:" .. tent.id .. ":y"] = tent.gridSquare:getY(); camping.playerData["tent:" .. tent.id .. ":z"] = tent.gridSquare:getZ(); end camping.playerData["tent:" .. tent.id .. ":id"] = tent.id; camping.playerData["tent:" .. tent.id .. ":addTile"] = tent.addTile; endend-- load all our tent and campfirecamping.loadDatas = function() camping.player = getPlayer(); camping.playerData = gameTime:getModData(); local sec = math.floor(gameTime:getTimeOfDay() * 3600); camping.previousHour = math.floor(sec / 3600); camping.campfireXp = camping.playerData["campfireXp"] or 0; -- first we check in our table PlayerData all the thing starting with "campfire:" because they are my saving grid system -- with that we gonna make an unique array with the id of the index after campfire: (one index per campfire) local indexes = {}; -- load our campfire for iPData,vPData in pairs(camping.playerData) do for index in string.gmatch(iPData, "^campfire:(.+):") do if tonumber(index) then if indexes[tonumber(index)] == nil then indexes[tonumber(index)] = index; end end end end -- now we fetch our indexes array to get all our grid information (x,y,z etc.) for ind,var in ipairs(indexes) do local x = camping.playerData["campfire:" .. ind .. ":x"]; -- if it's -1 it's because we have remove the tile, but I can't find a way to remove infos from the playerData... if(x > -1) then local y = camping.playerData["campfire:" .. ind .. ":y"]; local z = camping.playerData["campfire:" .. ind .. ":z"]; local grid = getWorld():getCell():getGridSquare(x, y, z); local fireLvl = camping.playerData["campfire:" .. ind .. ":fireLvl"]; local hasPetrol = camping.playerData["campfire:" .. ind .. ":hasPetrol"]; local newcampFire = camping.addCampfire(grid); if not newcampFire.gridSquare then--~ print("no grid " .. x .. " " .. y); newcampFire.x = x; newcampFire.y = y; newcampFire.z = z; end newcampFire.fireLvl = fireLvl; newcampFire.hasPetrol = hasPetrol; camping.changeFireLvl(newcampFire); camping.loadItem(newcampFire); end end -- load our tents indexes = {}; for iPData,vPData in pairs(camping.playerData) do for index in string.gmatch(iPData, "^tent:(.+):") do if tonumber(index) then if indexes[tonumber(index)] == nil then indexes[tonumber(index)] = index; end end end end -- now we fetch our indexes array to get all our grid information (x,y,z etc.) for ind,var in ipairs(indexes) do local x = camping.playerData["tent:" .. ind .. ":x"]; -- if it's -1 it's because we have remove the tile, but I can't find a way to remove infos from the playerData... if x > -1 then local y = camping.playerData["tent:" .. ind .. ":y"]; local z = camping.playerData["tent:" .. ind .. ":z"]; local grid = getWorld():getCell():getGridSquare(x, y, z); local newTent = camping.addTent(grid); if not newTent.gridSquare then newTent.x = x; newTent.y = y; newTent.z = z; end end endend-- we lower by 1 the firelvl (every 3 hours if no more wood)camping.lowerFirelvl = function() for iCamp, vCamp in pairs(camping.campfires) do if(vCamp.fireLvl > 0) then vCamp.fireLvl = vCamp.fireLvl - 1; camping.changeFireLvl(vCamp); end endend-- every tick we gonna check thingscamping.checkCamping = function() if getCore():isDedicated() then return end -- maybe we have to wake up if we are sleeping in a tent ! if(camping.player:isAsleep() and camping.forcedSleep) then if(camping.player:getStats():getFatigue() == 0) then camping.player:setAsleep(false); camping.forcedSleep = false; end end camping.tick = camping.tick + 1; -- 30 ticks ~= 1s if(camping.tick == 60) then local sec = math.floor(gameTime:getTimeOfDay() * 3600); local currentHour = math.floor(sec / 3600); -- an hour as passed if(currentHour ~= camping.previousHour) then camping.previousHour = currentHour; camping.hourElapsed = camping.hourElapsed + 1; -- every 3 hours elapsed, we lower by 1 the fire lvl if(camping.hourElapsed == 3) then camping.lowerFirelvl(); camping.hourElapsed = 0; end end camping.tick = 0; -- we search in all our firecamp if they are food to cook for iCamp, vCamp in pairs(camping.campfires) do -- if it's raining, we set the firelvl to 0 if RainManager.isRaining() and vCamp.fireLvl > 0 then vCamp.fireLvl = 0; camping.changeFireLvl(vCamp); end -- add fire sound around the campfire if vCamp.fireLvl > 0 then --getSoundManager():PlayWorldSound("campfire", false, vCamp.gridSquare, 0, 10, 1, true); end if vCamp.tile and vCamp.gridSquare and vCamp.tile:getItemContainer():getItems() ~= nil and vCamp.fireLvl > 0 then for i = 0, vCamp.tile:getItemContainer():getItems():size() - 1 do local vItem = vCamp.tile:getItemContainer():getItems():get(i); if luautils.stringStarts(vItem:toString(), "zombie.inventory.types.Food") then -- if food is already cooked, we gonna set the cooking minute = time to cook it if vItem:getLastCookMinute() == 0 and vItem:isCooked() then vItem:setLastCookMinute(vItem:getMinutesToCook()); end if not vItem:isBurnt() then -- fireLvl = 2 (great fire) : cooking time normal (1s = 1minute) -- fireLvl = 1, we gonna up 1 time on 2 the cooking time. if vCamp.fireLvl == 2 or camping.upHeatOk then vItem:setLastCookMinute(vItem:getLastCookMinute() + 1); vItem:setHeat(vItem:getHeat() + 0.09); if vItem:getHeat() > 2 then vItem:setHeat(2); end camping.isCooked(vItem); camping.isBurnt(vItem); vItem:update(); camping.upHeatOk = false; else camping.upHeatOk = true; end end -- if we try to add wood to our fire with woodenPlank elseif (vItem:getName() == "Wooden Plank" or vItem:getName() == "Log") and vCamp.fireLvl < 2 then vCamp.fireLvl = vCamp.fireLvl + 1; vCamp.tile:getItemContainer():Remove(vItem); camping.changeFireLvl(vCamp); camping.hourElapsed = 0; elseif vItem:getCategory() == "Literature" and vCamp.fireLvl < 2 then vCamp.fireLvl = vCamp.fireLvl + 1; vCamp.tile:getItemContainer():Remove(vItem); camping.changeFireLvl(vCamp); camping.hourElapsed = camping.hourElapsed - 1; if camping.hourElapsed < 0 then camping.hourElapsed = 0; end -- if we try to stop our fire with water -- the waterSource must be not empty (that's why I test the usedDelta) elseif vItem:isWaterSource() and math.floor(vItem:getUsedDelta()/vItem:getUseDelta()) > 0 then vCamp.fireLvl = 0; camping.changeFireLvl(vCamp); vCamp.hasPetrol = false; vItem:Use(); camping.hourElapsed = 0; end end end camping.saveItem(vCamp); end endend-- sleep into the tentcamping.sleep = function() camping.player:setAsleep(true); camping.forcedSleep = true;end-- attract the zombie to the campfire and warm the playercamping.nearCamp = function(delay) local playerSquare = camping.player:getCurrentSquare(); local findCloseCampfire = false; for iCamp, vCamp in pairs(camping.campfires) do -- if campfire is burning (and still there, I mean not destroy because of streaming) if vCamp.fireLvl > 0 and vCamp.addTile == "false" then -- zombie are attracted 10 from the 10 next tile if fireLvl is at 1, or 20 if it's at 2 local squareAround = luautils.getNextTiles(getWorld():getCell(), vCamp.gridSquare, vCamp.fireLvl * 10); for u,j in pairs(squareAround) do for k,l in pairs(j:getLuaMovingObjectList()) do if luautils.stringStarts(l:toString(), "zombie.characters.IsoZombie") then l:PathTo(vCamp.gridSquare:getX(), vCamp.gridSquare:getY(), vCamp.gridSquare:getZ(), false, delay); end end end end for i,vPlayer in IsoPlayer.getPlayers() do -- warm the player if he's less than 3 tile from the fire -- can up the maximum body T� only by 10 (so you can't set up 50 campfire and be always hot, even during high winter) if vPlayer:getCurrentSquare():DistTo(vCamp.gridSquare) <= 3 and season.temperatureModifier <= 10 then -- if the fire lvl of the campfire is 1, up by 2 the body t�, otherwise by 4 season.temperatureModifier = season.temperatureModifier + (2 * vCamp.fireLvl); findCloseCampfire = true; end -- the player getting dry faster when around a campfire if vPlayer:getCurrentSquare():DistTo(vCamp.gridSquare) <= 3 then vPlayer:getBodyDamage():setWetness(vPlayer:getBodyDamage():getWetness() - ((vPlayer:getBodyDamage():getWetnessReductionValue() * GameTime:getInstance():getMultiplier()) * vCamp.fireLvl)); end end end -- if we haven't find any closed campfire, we nullify the temperatureModifier if not findCloseCampfire then season.temperatureModifier = 0; endend-- cook the foodcamping.isCooked = function(food) if(not food:isCooked()) then if(food:getLastCookMinute() >= food:getMinutesToCook()) then food:setCooked(true); end endend-- burn the foodcamping.isBurnt = function(food) if(not food:isBurnt()) then if(food:getLastCookMinute() >= food:getMinutesToBurn()) then food:setBurnt(true); end endend-- save all the items in the camp containercamping.saveItem = function(camp) if camp.tile and camp.gridSquare then for i = 0, camp.tile:getItemContainer():getItems():size() - 1 do local item = camp.tile:getItemContainer():getItems():get(i); camping.playerData["campfire:" .. camp.id .. ":item:" .. i] = item:getModule() .. "." .. item:getType(); end endend-- load the item in the camp containercamping.loadItem = function(camp) local indexesItem = {}; -- we fetch all the index for the item (like campfire:1:item:[1], etc.) for iPData,vPData in pairs(camping.playerData) do for index in string.gmatch(iPData, "campfire:" .. camp.id .. ":item:(.+)") do if(indexesItem[index] == nil) then indexesItem[index] = index; end end end -- then get all the items (items are save with module.name like Base.Carrots) for indItem,varItem in pairs(indexesItem) do if camping.playerData["campfire:" .. camp.id .. ":item:" .. indItem] then camp.tile:getContainer():AddItem(camping.playerData["campfire:" .. camp.id .. ":item:" .. indItem]); camping.playerData["campfire:" .. camp.id .. ":item:" .. indItem] = nil; end endendcamping.reuseGridsquare = function(sq)--~ print("grid : " .. sq:getX() .. " " .. sq:getY() .. " is reused"); for i,tent in pairs(camping.tents) do if tent.x == sq:getX() and tent.y == sq:getY() and tent.z == sq:getZ() then--~ print("FOUND A TENT REUSE : " .. tent.x .. " " .. tent.y); tent.addTile = "true"; tent.gridSquare = nil; camping.saveData(nil, tent); end end for i,campfire in pairs(camping.campfires) do if campfire.x == sq:getX() and campfire.y == sq:getY() and campfire.z == sq:getZ() then--~ print("FOUND A CAMPFIRE REUSE : " .. campfire.x .. " " .. campfire.y); campfire.addTile = "true"; campfire.gridSquare = nil; camping.saveData(campfire, nil); end endendcamping.loadGridsquare = function(sq) for i,tent in pairs(camping.tents) do if tent.x == sq:getX() and tent.y == sq:getY() and tent.z == sq:getZ() then if tent.addTile == "true" then--~ print("FOUND A TENT LOADED : " .. tent.x .. " " .. tent.y); tent.addTile = "false"; tent.gridSquare = sq; local tile = IsoObject.new(sq, "TileIndieStoneTentFrontLeft", "Tent"); sq:AddTileObject(tile); camping.saveData(nil, tent); break; end end end for i,campfire in pairs(camping.campfires) do if campfire.x == sq:getX() and campfire.y == sq:getY() and campfire.z == sq:getZ() then--~ print("FOUND A CAMPFIRE LOADED : " .. campfire.x .. " " .. campfire.y); if campfire.addTile == "true" then campfire.addTile = "false"; local tile = IsoObject.new(sq, "TileThuztorFirePit_0", "Campfire"); campfire.gridSquare = sq; sq:AddTileObject(tile); campfire.tile = tile; campfire.tile:setOutlineOnMouseover(true); campfire.tile:setContainer(ItemContainer.new()); camping.changeFireLvl(campfire); -- now load all the item camping.loadItem(campfire); camping.saveData(campfire, nil); break; end end endendcamping.attractZed = function() camping.nearCamp(0);endEvents.EveryTenMinutes.Add(camping.attractZed);Events.OnTick.Add(camping.checkCamping);Events.OnGameStart.Add(camping.loadDatas);Events.ReuseGridsquare.Add(camping.reuseGridsquare);Events.LoadGridsquare.Add(camping.loadGridsquare); It will end the god mode... I'm trully sorry guys, it's gonna be better when i'll have only 1 job (well, I hope ) Link to comment Share on other sites More sharing options...
ExcentriCreation Posted August 13, 2013 Share Posted August 13, 2013 Found a bunch of stuff today, just about to compile into 1 video.... Just thought I would post first that the "Running on the Spot" Zombies are still in the game. I managed to re-create one by waiting for a zombie to "wander" & then hit the time-lapse.... It seems as though they are getting stuck in their "wandering" animation when the player sleeps Link to comment Share on other sites More sharing options...
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