Project Zomboid

Project Zomboid

163 ratings
Danger Zone (Holy Ground)
5
2
3
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
2.993 MB
6 Jan, 2022 @ 10:12am
18 Apr @ 3:01am
7 Change Notes ( view )

Subscribe to download
Danger Zone (Holy Ground)

Description
This mode registers churches as "holy ground". Zombies that set foot on holy ground will burst into flame and die. The zombies will literally catch fire so beware if you have "fire spreading" turned on. Totally burned out churches will still function as holy ground. This only registers in actual churches, where there is an altar. The rectories, offices, other parts of any given church that are not the actual church will not count as holy ground.

- Zombies that step on holy ground will burst into flames and die instantly.
- When a zombie climbs through a window and falls down on the floor, it takes until they stand up again to register the holy ground effect.
- Burned up churches are still holy ground.





If you like what I do and want to show your support then consider checking out my 90's style indie JRPG "Neverspring Chronicles" here on Steam.
https://steamhost.cn/app/1747220/Neverspring_Chronicles/



Tags:Gameplay,B40,B41,Multiplayer

Workshop ID: 2710217688
Mod ID: DangerZoneHolyGround
66 Comments
boss_vertolet 25 Jun @ 9:59am 
DONT BE AFRAID, JOHN.
bulow21 26 Apr @ 6:00am 
I am getting this messege from error finder.

`attempted index: addDURGAMtraits of non-table: null
function: DURGAM_HolyTraits.lua -- file: DURGAM_HolyTraits.lua line # 44 | MOD: Danger Zone (Holy Ground)
Goldcat99 18 Apr @ 5:04pm 
Praise the lord!
OgreLeg  [author] 18 Apr @ 3:05am 
That was a strange one! Finally got it, though.

It was an item recipe that hadn't been changed to the new b42 recipe format. Apparently it caused a cascade of problems that eventually popped up as a totally unrelated error. Took me a minute to figure it out but we should be good now.
Goldcat99 17 Apr @ 7:56pm 
I narrowed it down, it has something to do with part of the mod outside the main holy ground function. Not sure what part but I made a stripped down version with only that feature and it works.
Goldcat99 17 Apr @ 7:28pm 
Oh forgot to mention, this is in build 42
Goldcat99 17 Apr @ 7:27pm 
I have been trying everything and I just cannot figure out why the issues occurs. Hopefully its an easy fix and I am just missing the obvious.
Goldcat99 17 Apr @ 6:37pm 
Line 34: ui.vehicle = self.vehicle; I am not familiar with zomboid modding so I have no idea what causes it. I looked at your Lua and to my untrained eyes I did not see anything related to the mechanics UI
Goldcat99 17 Apr @ 6:35pm 
Will throw an error with this mod installed and not show the mechanics UI
Goldcat99 17 Apr @ 6:35pm 
I don't know why but this function from IsOpenMechanicsUIAction.lua from the base game: function ISOpenMechanicsUIAction:perform()
local ui = getPlayerMechanicsUI(self.character:getPlayerNum());
ui.vehicle = self.vehicle;
ui.usedHood = self.usedHood
ui:initParts();
ui:setVisible(true, JoypadState.players[self.character:getPlayerNum()+1])
ui:addToUIManager()
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self)
end