Project Zomboid

Project Zomboid

35 ratings
Map Move
   
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File Size
Posted
Updated
1.327 MB
1 May @ 3:20am
14 Jul @ 4:06pm
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Map Move

Description
This mod adds a context option to the map

when this option is selected your character will enter a timed action and walk to that location

it is a modfied version of walk to so fast forwarding up to 2x is possible so is jogging and running and foraging

How it works:

Calculating a straight line from your character to the select destination it then finds the furthest loaded square on that line and has your character path to it

before reaching the destination a new waypoint is found at the new furthest square and the character is set to path to this one now

this continues until the chosen location is reached

Issues:

Because the path is just a straight line and it uses the games built in pathing any long obstacles such as high fences or water will break the pathfinding.

This will make the character stop at the last waypoint it found that was good which can be a good distance from what blocked them


Check out my other mods

Functional Escalators, Gun's Elevators, Beds have blankets, Functional Clotheslines

Gun's Posters


Workshop ID: 3473741620
Mod ID: mapMove
17 Comments
gunslinger  [author] 3 Jun @ 12:00pm 
@Omega_Wolf i'm pretty sure i know the issue im just deep into another project rn. ill be able to fix this in a few days, thanks for all the info
Omega_Wolf 3 Jun @ 12:01am 
oh! on the scooter, with the kick scooters mod, queuing seems to work fine while riding a scooter, so perhaps theres a weird interaction there when walking? from some small testing, frame rate seems to be affecting this. if i lock at 60 fps (my usual) i cant use queuing at all, but 90 or above seems to work when its just 2 waypoints. 3 or more seems to confuse it and i just sorta get to the first waypoint and stand there awkwardly haha

figured it was noteworthy ^^
Omega_Wolf 2 Jun @ 2:17pm 
yeah, they were relatively close, about an in game city blocks worth of distance, one end to the other, id path to one end no problem, but then id just freeze at the other end. the weirdest part was the game wasnt giving any error messages, so i dont even know if its a mod conflict, nor am i tech savvy enough to go into the logs (ive tried, but its like reading a different language for me lol)
gunslinger  [author] 2 Jun @ 1:47pm 
@Omega_Wolf thats interesting. would you say the positions you queued were close together? i ask because when the location is loaded in it should do the default walk to function rather than mine which is the same just a series of them. if so it could be an issue with how i do that
Omega_Wolf 2 Jun @ 10:35am 
no problem, i forgot to add that my issues were pretty consistent, and this was happening on clear stretches with no obstacles, even on short distances.

any work improving on this is very appreciated, thank u ^^
gunslinger  [author] 2 Jun @ 6:33am 
@Omega_Wolf the pathing is not great if there are obstacles it decides it can't get around it will just stop. The best solution I can come up with is having the character path another way towards it then attempt again . When I can work on this I'll test out that idea
Omega_Wolf 1 Jun @ 11:56pm 
queuing seems to be odd, ill queue one point, then another, then start the queue, then my character only goes to one point and just sorta stays there, as tho trying to path to the other waypoint but never moves.
how can this be fixed?
p6kocka 20 May @ 12:31am 
Thank you again. Working great the last update
gunslinger  [author] 13 May @ 3:35pm 
I could, the system for queuing i've made makes it an easy addition, I just need to make it so the map stays open and will only start when it closes somehow. I'll see about adding it when i'm not busy
p6kocka 13 May @ 2:00pm 
Pairs with the Bicycle mod greatly