Project Zomboid

Project Zomboid

374 ratings
SSR: Quest System
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File Size
Posted
Updated
11.709 MB
12 Apr, 2022 @ 10:48am
3 Jan @ 11:50pm
69 Change Notes ( view )

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SSR: Quest System

In 1 collection by Oneline
SpiffoSpace Russia
5 items
Description
This mod implements quest system framework that allows creating complex quests with nonlinear dialogues and multiple endings.
It provides a set of APIs and flexible custom scripting language that can be easily expanded with new commands, quest tasks, etc. Works both in singleplayer and multiplayer.

If you're a content creator:
Follow the guide[drive.google.com] to learn how to create a story using this framework.
If you're a solo player or a server owner:
Preform the following steps to set up the mod for playing in single or multi player game.
Singleplayer installation
1) Subscribe the framework
2) Subscribe quest packs (Note: they may not be compatible with each other)
3) Activate ssr-core, ssr-quests and the npc plugin used in a quest pack (either ssr-quests-e1 or ssr-quests-e2).
Multiplayer installation
1) Download the latest version of java mod[drive.google.com] and unpack the archive to directory of your dedicated server.
If your server is running on Windows, open the batch file you use to launch it and replace zombie.network.GameServer with zombie.SSROverride.
If your server is running on Linux, use start-server-jm.sh script to launch it.
2) Open server settings (servertest.ini).
3) Add the Workshop ID of this item and quest packs to the WorkshopItems field.
4) Add ssr-core, ssr-quests and the npc plugin used in a quest pack (either ssr-quests-e1 or ssr-quests-e2) to the Mods field.
Quest packs can be found in this collection.
Contact me, if you want yours to be added.



Join my discord server for updates and support:
[discord.gg]

If you like my mods, please, consider donating.
Even $1 is highly appreciated and shows that you care.
[boosty.to]
[www.blockchain.com]

Redistribution of this mod without explicit permission from the original creator is prohibited under any circumstances. This includes, but not limited to, uploading this mod to the Steam Workshop or any other site, distribution as part of another mod or modpack, distribution of modified versions. The product can be published on Steam only through an account with the name Oneline.

© 2022-2025 Oneline
[theindiestone.com]

Workshop ID: 2793385743
Mod ID: ssr-quests
Mod ID: ssr-quests-e1
Mod ID: ssr-quests-e2
Mod ID: ssr-quests-e3
Popular Discussions View All (5)
6
19 Jul @ 10:38pm
PINNED: Support
Oneline
3
18 Aug, 2024 @ 10:07am
PINNED: Servers with quests
Oneline
2
17 May, 2023 @ 2:34am
PINNED: Showcase
Oneline
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.