Project Zomboid

Project Zomboid

SSR: Quest System
277 Comments
Oneline  [author] 8 Jul @ 12:14pm 
@PRI-364 I'll consider changing the design of the reward screen in the future updates, but you are actually not supposed to run dialogues or give rewards to players in dangerous situations. Despawning zombies in a small radius via #remove_zombies command and using non pvp zones should make the process relatively safe.
PRI-364 8 Jul @ 4:18am 
Can you help with move the achievement reward pop-up. It interferes with gameplay and can cause problems for the player.
Oneline  [author] 30 May @ 5:45am 
@Rick Grimes когда доделают мультиплеер 42 билда, увидим. Возможно не сразу, но обновление будет.
Rick Grimes 29 May @ 8:54am 
будет ли доступно в МП 42 билда сразу после выхода?
zabanen.nu 20 May @ 4:52am 
@Oneline спасибо большое)
Oneline  [author] 17 May @ 1:09am 
@zabanen.nu добавил в документацию список анимаций, которые смог найти в сборке 41.

Что касается процитированного предложения, в текстовых редакторах вроде notepad++ можно производить поиск по файлам. Если искать "setActionAnim" в папке steamapps\common\ProjectZomboid\media\lua, в результатах можно увидеть множество строчек типа self:setActionAnim("Loot"), где упомянуты названия анимаций персонажа игрока.
zabanen.nu 21 Apr @ 1:45pm 
"Названия анимаций можно найти в скриптах игры по слову setActionAnim (может
быть равно false)."

Если можно, пожалуйста, расширьте этот пункт подробнее) спасибо
Hammy 15 Apr @ 12:13pm 
@Oneline I went through all the files in the data folder and its subfolders, but I couldn’t find any use of the #is_lua command anywhere. It doesn’t seem to be referenced at all.

What I’m trying to do is have a dialogue script run when the player presses a key in-game.
My initial idea was to toggle a boolean in Lua and then use #is_lua to check its state, but since that doesn’t seem possible, I’m kind of stuck. Is there maybe a way to use Lua directly to trigger a specific dialogue script, or is there another workaround I could try?
Oneline  [author] 14 Apr @ 1:06pm 
@Hammy playable teaser has many examples of RaiseFlag usage. Have a look
Hammy 14 Apr @ 12:14pm 
@Oneline Could you give me an example on how to do that?
The manual does not cover this case.
Oneline  [author] 14 Apr @ 5:14am 
@Hammy you can use #is_lua to control RaiseFlag tasks.

@colby I'm afraid not, it has to be either dedicated server or singleplayer.
Hammy 13 Apr @ 1:49pm 
@Oneline Hey, this is such a awesome system!
I wonder if you could make it that #is_lua could be used as #set (TaskType) as well?
colby 17 Mar @ 11:12pm 
can i put this on a non-dedicated server?
Oneline  [author] 4 Feb @ 10:13pm 
@Ryan should be. I know a server that uses both quest system and bandits mod, works fine.
Ryan 4 Feb @ 9:50pm 
compatible with bandits and week one mod?
Oneline  [author] 4 Jan @ 9:28am 
@quilates_24 framework. Quests are not included.

There's a demo mod with quests that you can play to see what can be made with it (it's a bit outdated, but still has something to show): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2846798761
quilates_24 4 Jan @ 8:05am 
Sorry if the question is obvious but I'm confused, SSR: core + SSR: Quest system, adds quests to the game or is it a framework and the quests are downloaded as a separate mod?
Oneline  [author] 3 Jan @ 11:29pm 
@leaneag разработчики изменили стандартную кодировку для файлов с переводом (был 1251, теперь UTF-8), что собственно хорошее решение, но, т.к. у меня игра на английском, я этот момент успешно упустил. Спасибо, что сообщили. Поправлю в сегодняшнем хотфиксе.
leaneag 3 Jan @ 1:37pm 
Есть проблема с русскими словами. Отсутствуют слова, некоторые заменены на ?????. В чем может быть проблема? На игре без доп модов, проблема сохраняется. 42 билд
Oneline  [author] 2 Jan @ 9:47am 
@Noctoc I'll fix it in the next update. Thanks for telling.
Notloc 2 Jan @ 7:57am 
The mod's VFX.lua file appears to create a global lua object named "SpriteRenderer".
This is hiding the game's actual SpriteRenderer java class, resulting in incompatibility with any mod that makes use of said class.
GSQ 13 Dec, 2024 @ 4:40am 
Great. Thanks, I think that helps who want to make different types os interactions with npcs.
Oneline  [author] 3 Dec, 2024 @ 1:02am 
@GSQ I've released an update. Both NPC plugins can be used simultaneously now
GSQ 29 Nov, 2024 @ 2:33pm 
I have found a solution. I wanted to use some sprite objects (statues) as npcs too while having regular mannequin npc too. Turns out, I created a new mannequin model with no texture, so it is invisible, and I just had to place the object I wanted in the square. Thanks
Oneline  [author] 28 Nov, 2024 @ 1:14pm 
@GSQ not possible, since both plugins have common command names and refer to the same scripts for updating NPC position in real time. Making them compatible with each other by changing syntax would break all existing quest packs, so it's complicated. Have yet to find the solution that won't break anything and won't affect interpreter's performance too much.
GSQ 28 Nov, 2024 @ 4:47am 
It is possible to use at the same time both types of npc? Mannequin and sprite, so I can choose when to use each one?
Oneline  [author] 16 Nov, 2024 @ 1:42am 
@Panduhsal probably no. At first there was a problem with super survivors due to one script with same name and relative path, but I fixed it, and since then no one complained
Panduhsal 15 Nov, 2024 @ 7:44pm 
Just a quick inquiry, are there any known incompatibilities with this mod and any other mods in the workshop? I'm sorry if i missed it in any threads already posted... maybe I'm blind :steamsad:
PleaseGod 15 Nov, 2024 @ 3:45pm 
@Oneline thanks for the reply buddy. i just meant i tried replacing the gameserver file with your ssroverride within filezilla on the server side. no worries, i like your mod so much im going to play it singleplayer while i wait for build42 =D
Oneline  [author] 15 Nov, 2024 @ 10:26am 
As far as I know it's not possible to use this mod on gportal, because hosting doesn't allow modification of server files or script used to run the server.

I have no idea what you've "tried doing" to make your game(?) crash. The instruction you quoted is for server, NOT for client. You shouldn't touch your game files.
PleaseGod 15 Nov, 2024 @ 2:16am 
hey there @Oneline. i cant get your mod to work on my gportal server. im a little consfused where exactly to unpack the java mod. i use filezilla and put it where i thought it should go (within java.zombie...)

"If your server is running on Windows, open the batch file you use to launch it and replace zombie.network.GameServer with zombie.SSROverride."
i tried doing this too ^ but it crashed my game and i couldnt load it so i reverted back. please help. thank you.
Oneline  [author] 6 Oct, 2024 @ 11:21pm 
@GSQ use self.extdata to store (if nil) and read coordinates from (if has value) in your task's update function. Its value is stored as a part of quest system's save file.
GSQ 6 Oct, 2024 @ 3:05pm 
Hi. First, great mod.
I'm trying to create some custom tasks. basicaly the tasks are variations of of GotoLocation and LootContainer. The difference is that it work with random destinations, and a random container in a building, for the second. Implementation is working fine as I want, but I'm still failing in one thing. As it get a random destination, when taks is created and define the destination, I need to save this destination in case player quit the game and get back latter in middle of the task. As you reconnect in middle os the task the system will reacreate the task, I need to get this saved data from before, so the task doesn't recreate with a new destination, but the preview one. How do you recommend I do this? Call that on what Task function, when do I save the info, where I reload that on task recreation on a reconnect? Thanks.
Oneline  [author] 3 Oct, 2024 @ 11:54pm 
@rio there's no built-in option to despawn characters when zombies are nearby.

But you can implement the same logic with #is_lua. First you'll need to add this script to your mod to allow usage of is_lua in _pos scripts
https://pastebin.com/HzhfgzSH
rio 3 Oct, 2024 @ 1:18pm 
Great mod! Already working on some quests. Is there a way to make a character despawn when zombies are inside the same building?
Oneline  [author] 1 Oct, 2024 @ 2:54pm 
@TayW install the mod following the instruction, run the server, join as admin, you'll see orange book icon on the right bottom corner.
If nothing happens, you did something wrong.
TayW 29 Sep, 2024 @ 12:27pm 
How do you access the debug menu on dedicated server? I have admin perms.
Oneline  [author] 13 Sep, 2024 @ 9:00am 
@Naughty this was answered many times in the comments section of corresponding mod page:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=698519943
Naughty Ugly[FR] 13 Sep, 2024 @ 7:46am 
Pliz i have bug on quest " sally explorer " meet to south gas station etc. i found sally to south gas station and passed all the dialogues but the quests are not progressing help me pliz.
Oneline  [author] 12 Aug, 2024 @ 7:50am 
@INoler it doesn't work because you use undeclared variables in your code. When you use #lua, you can only refer to global variables and functions, for example.:

#lua healerPlayer(getPlayer())
lNoler 11 Aug, 2024 @ 6:00pm 
Hi @Oneline i have a question. How can i heal a player with de #lua command?

I tried to put this in the dialogue txt:

#lua healPlayer(player)

But it doesn't work. I need a .lua archive in the shared folder?

If you can help me i'm fully appreciated. Thank you. :steamhappy:
N0wh3re 1 Aug, 2024 @ 12:43am 
@Oneline oh.. im sad :( anyway Thank you for reply!
Oneline  [author] 31 Jul, 2024 @ 10:52pm 
@NOwh3re either that or debug quests in multiplayer from admin account. Forcing quest debugger via LUA in singleplayer will be tricky (see lua/client/UI/QuestButton.lua and lua/client/OnScreenTime.lua)
N0wh3re 31 Jul, 2024 @ 4:05am 
Can i turn on debug mode while i'm not using debug mode of zomboid? because when i start with '-debug' commandline, game is always crash on my old saved file. (new saved file is okay) so i want to use debug of this mod without using -debug command. any helps? I can read and edit LUA file myself but i don't know where should I start with.
Djackz 9 May, 2024 @ 4:03am 
Found it! Amazing mod thanks for the help.
Oneline  [author] 27 Apr, 2024 @ 12:24am 
@Djackz yes. Possible combinations of mesh and texture are defined by mannequin scripts. If you check `ssr-quests-e2/media/scripts/npcs.txt`, you'll find other options aside from FemaleFolk and MaleFolk mentioned in the guide. You can use them in your NPC template, or create your own mannequin script using available as a reference (with zombie skins or something self drawn for example).
Djackz 26 Apr, 2024 @ 8:30am 
Is it possible to change the skin colour on the mannequins? and if you could give an example that would be amazing! thanks bud:cherrypie:
Oneline  [author] 15 Apr, 2024 @ 11:16pm 
@Mikochi you may try this solution, but there's no guarantee that it works, and I won't provide additional support. Java mod is dedicated server only for reason.
https://discord.com/channels/944253639076229160/947520956774117419/1065876407189766194
Matikanetannhauser 9 Apr, 2024 @ 8:56pm 
what should I do if Im hosting a server? but its not a Dedicated server? Is there any special steps?
Djackz 30 Mar, 2024 @ 10:53am 
Probably the best mod ever created thanks bud! :bleach::cherrypie::deadrat::pillow::spiffo: