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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.
быть равно false)."
Если можно, пожалуйста, расширьте этот пункт подробнее) спасибо
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?
The manual does not cover this case.
@colby I'm afraid not, it has to be either dedicated server or singleplayer.
I wonder if you could make it that #is_lua could be used as #set (TaskType) as well?
There's a demo mod with quests that you can play to see what can be made with it (it's a bit outdated, but still has something to show): https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2846798761
This is hiding the game's actual SpriteRenderer java class, resulting in incompatibility with any mod that makes use of said class.
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.
"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.
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.
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
If nothing happens, you did something wrong.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=698519943
#lua healerPlayer(getPlayer())
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.
https://discord.com/channels/944253639076229160/947520956774117419/1065876407189766194