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If you ever have the time, I'd love to see a blacklist sandbox setting to preserve certain progression items for extremely low loot runs.
Threw in a print statement for isCosmetic and to check if the item's an Accessory, and even when both were false the hole/damage generator didn't work.
When I replaced the 'if not cosmetic and not accessory' line with two separate if then return statements, everything started working again. The logic looks right, but lua isn't my strong suit so idk how it's evaluating the original statement.
The error occured on tights clothing items. I added a check so Accessory items are not affected. This should do the trick hopefully.
@all
i also added options to not damage reanimated players (need further testing) and disable additional damage to when a zombie dies (so it only damaged Clothing items on hit)
Here are the errors I get after killing a zombie (B42). I hope this helps! Unfortunately, I cannot post the full log - it is too long.
`Callframe at: addRandomHole
function: updateInventory -- file: worse-zombie-loot-condition.lua line # 20 | MOD: Worse Zombie Loot Condition
function: OnZombieDead -- file: worse-zombie-loot-condition.lua line # 45 | MOD: Worse Zombie Loot Condition
`
`java.lang.reflect.InvocationTargetException
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
...
Currently not playing experimental, only made it for you guys so it works in a minimum state already. but a run is on the horizon :D
@MilaYanska i removed adding extra blood which was indeed very annoying
@MilaYanska can you post a from the log files what the error is? i tested a little bit, but currently not active playing the game. but i'll fix issues when you show me the error logs
It's not really a "bug" per se, it's just how the mechanics of these two mods interact together that create this new mechanic. Now, I wonder, is there any way to make these recently stuck weapons not lose condition upon the zombie dying/getting hit? Is there even any way to check for this in the API? It would make for a nice sandbox option.
(sorry for double post, character limit)
One "issue" I found, if you can call it that, is the way that the mod calculates weapon condition reduction for stuck weapons. From what I can understand, when a zombie dies/gets hit, any weapons on the zombie will get damaged. This is of course intended behaviour - weapons stuck in zombies will get their condition lowered by a random amount depending on the sandbox settings.
On my server, there are lots of errors with your mods when we add an existing save into the server map files before to launch.
By this way, Worse Zombie Loot Condition generate lots of errors when player approach a corpse added with the save file and not killed directly into the game.
Do you know how to fix this please ?
Thank you :)
When i changer or modify anything of the values and save, the change dont take effect and put in the default value.
i'm currently waiting for the next PZ patch where they finally add a event where you can hook into zombie creation. this might be a goof starting point to move from adding holes on hit to reduce the condition on spawn. this will also significantly improve performance since i should be able to remove using onGridSquare logic. but lets see. PZ devs are good but slow in adding stuff for modding.
but with that said there are sure some issues with the current logic and some things are just working out of random things i tried to get the mod working. since i haven't run enough tests i'm pretty unsure if all options in sandbox are working as intended.
i might switch to reducing conditions on spawn, which would work better but i haven't found a way to do it with any of the available modding logic.
if your interested the code is available here: https://github.com/ngc-corp/worse-zombie-loot-condition
i'm also looking for a solution to reduce lighter uses a.s.o. - feel free to contribute :)
grettings
It's 0.5% chance that I find something which is damaged, they're almost always destroyed.
not yet. why do you want this? respawn in the same world an kill you zedself to not loose any equipment?
but it might be possible if there is any property on the zed to determine that this was a player before. i have a look into it for the next update. lately a bit busy...
cheers