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1.0 means from 0 to 2 and 0.5 means from 0.5 to 1.5?!
Not sure if a bug or a feature, but I like it. It fits them. They have many phobias, is probably infected, is watching over their sholder lying on a corner with a bloody baseball bat having the worst time of their life
My guess is they are trying to pass out but the panic generated is greater than this mod reduces before passing out. I have many mods
Trippy [imgur.com]
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:298)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
at zombie.GameWindow.frameStep(GameWindow.java:765)
at zombie.GameWindow.run_ez(GameWindow.java:681)
at zombie.GameWindow.mainThread(GameWindow.java:495)
at java.base/java.lang.Thread.run(Unknown Source)
LOG : General , 1675498194617> 8,725,949,822>
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:676)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:64)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:65)
at zombie.GameTime.update(GameTime.java:680)
at zombie.gameStates.IngameState.UpdateStuff(IngameState.java:566)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1623)
function: passingOutRoutine -- file: Pass_Out.lua line # 5 | MOD: Pass out
ERROR: General , 1675498189098> 8,725,944,304> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __add not defined for operands in passingOutRoutine at KahluaUtil.fail line:82.
ERROR: General , 1675498189099> 8,725,944,304> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: __add not defined for operands in passingOutRoutine
Such a mod would be very useful at the zomboid workshop, so I am asking as one of many :D
(I was also thinking about the option of searching an unconscious player with his consent, but that's probably a higher driving school)
I would like to translate this mod into Ukrainian
Download this rar archive via Google Drive and follow this instruction
{LINK REMOVED}https://drive.google.com/file/d/1s9KaNkElpPY9v5SmRaHc_AzwJaog3Aov/view?usp=share_link
So to add a translation, you need to create a folder called shared under the path {LINK REMOVED}...mods/pass-out/media/lua.
In the shared folder, you need to create a "Translate" folder.
And only after that, you will need to unzip the UA folder, where the translation itself is located, into the Translate folder.
Everything is ready! If there are any problems, you can write to me in PM or in Discord Макс 18 років#5884
Agoraphobic + Adrenaline Junkie + Adrenaline mod + Night Owl + Wakeful
in multiplayer players are able to wake up whenever they want, so they can just ignore passing out feature, that's sad
Is it possible to prevent this? So if player is passed out he can't just press "W" and wake up again?
Any Chance we get this?
P A N I C I S K E E P I N G Y O U A W A K E
https://gyazo.com/31c32af1f2a03b5328c6a885658b6416
Is it possible to prevent this? So if player is passed out he can't just press "W" and wake up again?
I am the owner of a small community and would like your permission to place any of your mods in a modpack for my server. Naturally, I'll credit you as the original owner of your mods, along with linking your mods to refer others to their workshop page. Thank you in advance!
Instead of reading the moodle level, you could read the exact fatigue value using:
playerObject:getStats():getFatigue()
This gives you a number between [0, 1.0]
The max level of the tired moodle occurs when fatigue >= 0.9
For compatiblity with adrenaline, I store how much fatigue has been reduced in a global variable in the player mod data:
playerObject:getModData().adrenalineFatigue
so this code would give you a proper reading of the players fatigue (with or without adrenaline) to base your pass out logic on:
local effectiveFatigue = playerObject:getStats():getFatigue()
if playerObject:getModData().adrenalineFatigue then
effectiveFatigue = effectiveFatigue + playerObject:getModData().adrenalineFatigue
end