Project Zomboid

Project Zomboid

Progressive Multihit
73 kommentarer
nyhr213  [ophavsmand] 6. maj kl. 3:54 
@Eles if you have the errorMagnifier mod on it would be helpful to see if there were any errors in my mod when it stops working. Otherwise idk how to approach this, maybe provide a full mod-list and I'll test it around. Most likely a clash with other mods but i'll need to test. You can do it in the bug reports in discussions

@Ullatec a little late but if you want I can provide MY fix for b42 for shoving. I was hesitant in posting it for the unreleased branch since it can be overwritten at any update, and if it is, a new fix should be recompiled because otherwise if people recopy the file it will probably break other stuff. I'll see to post one for the latest patch but with the caveat that if that file updates, (aka shoving stops multihitting) you'll need to NOT recopy the file since it might break other things.
ELES 5. maj kl. 9:05 
Anyone have issue where you lose the ability to multi-hit (cleave) all of a sudden? It's not exhaustion or strength or anything, it seems to happen randomly to me, despite me not being tired or overloaded, and I have 10 strength. Seems to get fixed when i re-login to the game. I don't know if it's this mod or some other mod causing it. B41 multiplayer.
Ullatec 28. feb. kl. 16:53 
lol, the first sentence is exactly how i feel when i have multi hit on. Gonna try it, but ill be watching on progress also for shoving.
Zimmer 9. feb. kl. 20:24 
multiit trait? In the future...
nyhr213  [ophavsmand] 24. jan. kl. 6:53 
Updated structure for compatibility with both b41 and b42. No shoving changes for the time being, it changed a bit and I need to see what's what but that will probably happen when we have a stable branch.

Calculation is the same for both builds, muscle strain is not accounted for. I'll be doing some testing in my own plays to see how it feels but for now it's ignored.
SSS-class Warlock 18. jan. kl. 10:24 
Thank you, I look forward to this working with B42
nyhr213  [ophavsmand] 26. dec. 2024 kl. 9:11 
haven't got to play b42 myself yet but I'll go at it soon then check the mod
plytz 25. dec. 2024 kl. 7:43 
B42!
caveira6614 21. dec. 2024 kl. 11:17 
build 42 /////....
nyhr213  [ophavsmand] 5. dec. 2024 kl. 0:41 
@Skull2858 the mod will turn it on, but if you want to maybe remove the mod at some point on an ongoin world you'll need something like ChangeSandboxOptions mod

Java fix is not needed, if you don't do it there won't be errors but shoving will always multihit like in vanilla, 3 targets
Skull2858 2. dec. 2024 kl. 8:14 
do i need to turn the multi hit on or with just the mod is okay?
30. nov. 2024 kl. 19:07 
does every player need the java fix to prevent errors?
Strelok 22. aug. 2024 kl. 13:53 
Amazing idea. Love multi hit, but hate to kill 3 zed at the same time.
Soul 22. juli 2024 kl. 8:36 
Sorry, I took a break from the game. It works now, I fixed it. All I had to do was make sure Multihit Limiter's Java fix replaced yours.
nyhr213  [ophavsmand] 17. juli 2024 kl. 4:19 
Some other possible scenarios:
1. For multihit limiter mod to take effect, you need to make sure mh is enabled as a general setting. While my mod will change it itself, depending on your load order this might not cut it if my mod loads the last. Reloading the world though will make it work fine.

2. If you have just my mod, (with the latest fix) make sure to also have a value for minimum str to hit 3, because if you have for example:

6 for 2 targets, and 0 for 3, the lower value will be overriden as otherwise it would not make sense.

If you have them as 6 and 8 then you will properly get the chance to hit 2 targtes, and on 8 to hit 3 targets.
nyhr213  [ophavsmand] 17. juli 2024 kl. 4:18 
@Soul I've made a discussion for bug reports if you want please to post there details regarding your sandbox settings of this mod and perhaps any other related info.

1. Does this work for regular hitting with weapons? Is it just for shoving or does the mod not work at all? Do you always multihit? or does the random factor still work, just not the limits you put?

2. If used with MH Limiter, you need to make sure to toggle OFF the "Override given max hit count per weapon" feature from sandbox. If not, it needs to be ON. If enabled, it will use the options listed there, such as the minimum strength requirement given off this mod. If OFF, it will just roll the RNG but not change the max hit count, this way allowing it to be changed by other mods.

3. Try unsubscribing then resubscribing, maybe you didn't get my latest fix
Soul 16. juli 2024 kl. 14:21 
java fix*
woops
Soul 16. juli 2024 kl. 5:38 
Ive download your java six, ive downloaded MH limiter and its java six, still nothing. I keep multihitting.
nyhr213  [ophavsmand] 15. juli 2024 kl. 10:18 
@Soul so I tested a bit and yeah, there was a bug affecting the min requirement of hitting 2. Thanks for pointing it out, pushed the fix.

Note that if you have a problem with just the shoving, but the mod works fine when hitting with the weapons, you might need to install the java patch, since that cannot be changed in lua. More info listed in the description.
Soul 15. juli 2024 kl. 6:46 
@nyhr213 Vanilla, and it appeared to only happen when I shoved with a weapon
nyhr213  [ophavsmand] 15. juli 2024 kl. 0:29 
@Soul
1. is this for any melee weapon? i mean not just for shoving or some weapon in particular.
2. Do you have any other mods that might interfere with the attack?
Soul 14. juli 2024 kl. 8:40 
Hey I put my Strength requirement to start multi hitting at 8, my guys is at 6 yet he still multihits with weapons? am I doing something wrong?
nyhr213  [ophavsmand] 19. juni 2024 kl. 12:47 
@MizKai
@BethesdaEnjoyer

Haven't tested it personally but just by quickly glancing on the code I don't see a reason why it wouldn't work. From what I can see SOMW mostly deals with damage modifiers, which I don't touch, and I don't see it touch multihit, so I guess it should be compatible.
MizKai 14. juni 2024 kl. 22:27 
yeah good question
BethesdaEnjoyer 10. juni 2024 kl. 18:30 
is this compatible with somw?
nyhr213  [ophavsmand] 22. apr. 2024 kl. 1:57 
@Hendy no, it will change it automatically for itself if you enable it. Only caveat is that if you choose to remove the mod later on you'll need to adjust the setting back on that world if you want multi hit off. Can easily be done with other mods such as Change Sandbox Options
Hendy 20. apr. 2024 kl. 20:28 
I am a simpleton, do I need to have the default Multi-hit setting on for this mod to work?
nyhr213  [ophavsmand] 14. apr. 2024 kl. 23:17 
@Mikołaj Honestly I'm not sure. It might make it incompatible with other mods that affect your damage/items. I'd have to research this first, maybe when 1.5 comes out I'll see if/how the apis are changed and along with the upgrade I'll see to perhaps extend this or better yet make a companion mod.

@bAhAcAn if you're talking about Sowilo's Multihit Limiter then yes, it's compatible. You need to to uncheck override hit count toggle in sandbox settings.
bAhAcAn 12. apr. 2024 kl. 0:19 
Hi. Thank you for your effort and time. Kudos.:steamhappy: Are there any news on compatibility with limiter? I would also think that they would complement each other pretty well.
Mikołaj 11. apr. 2024 kl. 1:16 
Is it possible to programmatically make it so that targets that get hit via multihit take reduced damage while still getting staggered?
In my mind, the ideal balance for multihit would be what your mod already does, but any additional targets only get knocked back without actually taking damage (or greatly reduced damage)
goldenarrow7862 2. apr. 2024 kl. 10:51 
thank you omg finally
Tiro de Esquina 2. feb. 2024 kl. 8:35 
Perfectly balanced
nyhr213  [ophavsmand] 29. jan. 2024 kl. 11:08 
@TheoryOfMadness thanks for posting the error. Pushed a fix.

@sampson_h2008 glad you like it.
TheoryOfMadness 28. jan. 2024 kl. 21:25 
Happened when SpikedPlank broke on a hit.

attempted index: setMaxHitCount of non-table: null
function: Add -- file: ProgressiveMultihit.lua line # 147 | MOD: Progressive Multihit
java.lang.RuntimeException: attempted index: setMaxHitCount of non-table: null
suzinistherealjuno 26. jan. 2024 kl. 17:52 
this is one of the only mods that i prefer the default sandbox options for. Others i always change, or the sandbox options are too complicated so i dont touch them, but this one is perfectly balance. THANK YOU!
Sowilo 20. jan. 2024 kl. 1:13 
For those who just want to turn on/off multi hit for certain types of weapons or make it shove only, you may want to check out my Multi Hit Limiter, it's basically that and lets you turn multi hit on/off for different types of weapons with lots of customisability.

Our mods should be compatible soon and complement each other pretty well imo once they are, since nyhr's mod gives multi hit a random factor with RNG whereas mine lets you turn it on/off for different weapons.
GamerGuyIDIOT 19. jan. 2024 kl. 23:34 
multi hit for specific weapon categories?
✪ Tax 19. jan. 2024 kl. 4:34 
@nyhr213 This is awkward, but I think you misunderstood me. I wasn't talking about RNG at all. I was just asking if it is possible to, using this mod, disable multihit for ALL weapons, but leave "multihit" for the action of pushing zombies (shoving, regardless of how it is done, with spacebar, when zombies are too close, or anything else)
nyhr213  [ophavsmand] 19. jan. 2024 kl. 1:43 
@Tax if you just want to enable or disable multihit for a specific weapon(barehands in your case), but without the actual random chance this mod brings, I think Sowilo's MultihitLimiter mod might best fit your needs.

I'm working on a way to have the mods work together, as well as any other mods which might change the hit values in other events, and I think I kind of made it work but don't have much time right now on my hands for proper testing and to make sure all cases are covered. Soon™

Even before that though, you had a good point, maybe someone would like RNG to be applied(or not) only for specific weapons, so I'll add a couple more sandbox settings regarding that.
aquelarrefox 18. jan. 2024 kl. 9:43 
i think its a good code testing, but as Anticipating Zombies (i love it, but its not working as extended with newver version), i feel than put random in the way the game handle it is no so good as i wish.
On the other side, restrictions like the skills (the other mod) and moodle (panic or pain) are fine to me. its a personal opinion, aside of your good work
✪ Tax 18. jan. 2024 kl. 6:31 
I'm really sorry, I have no idea about coding - I just want to know what thing:
If I enable the mod (no java fixes or anything), is it possible to only enable multihit for pushing zombies? (I am talking about all 3 "shove types" at the same time, not just one or two)
nyhr213  [ophavsmand] 18. jan. 2024 kl. 2:33 
It's easy to make it apply to all 3 shoves or none at all, since currently they all get handled by the same function touched by the java fix. Without the java fix shoving can't even be modified, but with it, you can separate the shove instances through logic though it would be a little more than just adding a checkbox in settings(if possible at all without another java patch, i'll have to look into it).

Referring if you want pressing space to behave differently than attacking below min range.
✪ Tax 18. jan. 2024 kl. 1:19 
Sorry just to clarify, you mean it would or wouldn't? Asking just in case there was a typo
nyhr213  [ophavsmand] 18. jan. 2024 kl. 0:43 
@Tax, if understand correctly this should be just as easy as adding a checkbox in sandbox options. But note that it would apply for all shoving instances: pressing space, hitting while unarmed, hitting with a weapon but being too close to the zombies. Separating any of these 3 of the others is another story.
✪ Tax 18. jan. 2024 kl. 0:24 
Can you make a version of the mod that only lets us multi-hit shove? I.e. not hitting zombies put pushing them, depending on what item we are holding? Essentially just a part of this mod
That would be a godsent to many
nyhr213  [ophavsmand] 17. jan. 2024 kl. 23:22 
@sampson_h2008, yeah I've actually moved that logic to lua so basically the java fixes do the same thing, and either mod should work with a java fix on the other. As discussed with Sowilo, we could also make the mods compatible and it shouldn't be that hard but I will look into it during the weekend. The mod activates multihit for itself, even on current apocalypse playthroughs though if you don't touch the sandbox settings it will use my default values(the only things is if you do choose to remove the mod, multihit will remain on and for that you would need change sandbox settings or to modify your map_sand.bin)
nyhr213  [ophavsmand] 17. jan. 2024 kl. 23:21 
@Jasdan, I do not know, I'll have to test it out. As it actually changes combat mechanics it might not work but it depends, I'll look into this too.

@Xapti and David Hogins yes pretty much. Depends on how you determine what makes a weapon heavy. There are sandbox settings that you could use, I've set them so that you can input a list of weapons to either hit 1 2 or 3. Sowilo's mod might actually have better limit configs here and hopefully soon my mod will just use his values if enabled.
nyhr213  [ophavsmand] 17. jan. 2024 kl. 23:20 
@aquelarrefox the outline you see uses the same calchit function the actual swing uses. Even in vanilla gameplay, when you hit the target list might be slightly different than out was just outlined, since it depends on positioning and angles which may have changed (even if just a little) between the outline being shown and the actual swing connecting. But generally, while with regular vanilla multihit you might want to have the zombies parallel, with this mod you might want to handle the combat like in apocalypse settings, avoiding zeds getting parallel but have the queue one behind another as you can't know for sure if you will multihit or not. The order in which the targets are selected is still the vanilla one, and the function goes through each potential zombie in that cell(discounting them based on angles and etc) and it just stops if it reached the max hitcount number.
aquelarrefox 17. jan. 2024 kl. 19:54 
i need some details to evaluate if this is a good idea or a bad: how it determine witch zombie hit if the roll say siglehit, when theres 3 zombies on the multihit selaction (outlined)? in same cases the attack angule of the zombies for multihit is spread and not hit the zombie infront of you could be deadly using mixed speeds for exampe.
xapti 17. jan. 2024 kl. 19:42 
@David Hogins
A basic method would not be hard, but have two downsides:1. all weapon mods that add their own weapons would kind of still have their own choice about how many it can hit (to override that you'd have to write some lua code that changes it every time a character picks one up) 2. Shove will still be able to hit 3 zombies, because that is hard-coded, hence why the manual java mod needs to be done as well.