Project Zomboid

Project Zomboid

619 ratings
Vehicle Military Zone
2
2
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
737.342 KB
1 Mar @ 10:19am
2 Aug @ 1:37pm
25 Change Notes ( view )

Subscribe to download
Vehicle Military Zone

In 1 collection by Пупсич
Vanilla Vehicles Replacer (KI5)
62 items
Description
I warn you, all screenshots were taken on B42, it has quite noticeable differences from B41.

The main goal of the mod is to add spawn zones for military vehicles in the appropriate places on the vanilla map. However, at the moment, several mod maps are also supported. The mod doesn't add structures or anything like that.
If you have ideas where else I can add military zones, I will listen to you.

The mod is designed to use modded vehicles, as there are no military vehicles in vanilla. So if you only play with vanilla vehicles, this mod is useless for you.

Can be added to/removed from existing save. When added to an existing save, the changes will only apply to unexplored areas. When removed from a save, already spawned cars will remain, but will no longer appear in other places.

What is the old version?
When I made an update that allowed the mod to work in existing saves, people lost the ability to load saves that were created with this mod before the update. So I made backup and a separate submod with the old version so that people could continue to play on their saves.



Where are the zones:
  • Military base
  • Louisville checkpoint
  • East Army Camp near Louisville
  • Brandenburg
  • March Ridge
  • Bridge near West Point
  • Crossroads near Muldraugh and Louisville
  • In small camps in Doe Valley and near Rosewood and Irvington
Supported maps:



Little bit of technical part

All vehicles are sorted from VehicleZoneDistribution.military, but it also works with army, just adding vehicles from army to military.
The mod automatically removes all vehicles from other zones, so if you don't enable a special sandbox option, military vehicles will only spawn in military zones.

As I said earlier, the mod versions for B41 and B42 are slightly different and the main difference is the number of different zones.
B41 version:
-> military_burnt (burnt military vehiles; determined by the presence of "burnt" in the vehicle's script name)
-> military_container (containers added by the mod Containers!; determined by the presence of "container" in the vehicle's script name)
-> military_trailer (trailers; determined by the presence of "trailer" in the vehicle's script name)
-> military_trailer_light (only small trailers; determined if offroad efficiency of trailer is less than or equal to 1)
-> military_trailer_heavy (only huge heavy trailers; determined if offroad efficiency of trailer is more than 1)
-> military_vehicle (military cars; remainder after sorting)
-> military_vehicle_light (light military cars; determined if mass of car is less than 980)
-> military_vehicle_heavy (heavy military cars; determined if mass of car is more than or equal 980)

B42 version:
-> military_burnt (burnt military vehiles; determined by the presence of "burnt" in the vehicle's script name)
-> military_container (containers added by the mod Containers!; determined by the presence of "container" in the vehicle's script name)
-> military_container_angled (slightly rotated containers)
-> military_trailer (all trailers; determined by the presence of "trailer" in the vehicle's script name)
-> military_trailer_angled (slightly rotated trailers)
-> military_trailer_light (only small trailers; determined if offroad efficiency of trailer is less than or equal to 1)
-> military_trailer_light_angled (slightly rotated light trailers)
-> military_trailer_heavy (only huge heavy trailers; determined if offroad efficiency of trailer is more than 1)
-> military_trailer_heavy_angled (slightly rotated heavy trailers)
-> military_vehicle (all military cars; remainder after sorting)
-> military_vehicle_angled (slightly rotated military cars)
-> military_vehicle_light (light military cars; determined if mass of car is less than or equal 900)
-> military_vehicle_light_angled (slightly rotated light military cars)
-> military_vehicle_heavy (heavy military cars; determined if mass of car is more than 900)
-> military_trailer_heavy_angled (slightly rotated heavy military cars)

Making your own compatibility
For vehicle mods:
Just add your vehicle in VehicleZoneDistribution.military or VehicleZoneDistribution.army. If you are interested in where your vehicle will be distributed, read above about the zones.

For map mods:
I made a guide specifically for this.



If you want to support me and my work you can do it here:
[boosty.to]

Workshop ID: 3436499337
Mod ID: VMZNEW
Mod ID: VMZ
Map Folder: Vehicle Military Zone
Popular Discussions View All (2)
7
2 Aug @ 2:50pm
PINNED: B42 Bugs
Пупсич
0
2 Aug @ 4:41am
PINNED: B41 Bugs
Пупсич
327 Comments
Пупсич  [author] 2 Aug @ 4:53am 
@hhshasan2003 It would have been even faster if I hadn't slept for 11 hours.
hhshasan2003 2 Aug @ 4:44am 
You are chad, such fast work
Пупсич  [author] 2 Aug @ 4:09am 
Thanks all for your feedback, i'll try to fix all as soon as possible
VKingr 2 Aug @ 3:48am 
[02-08-25 18:39:31.604] ERROR: General f:0, t:1754131171604> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: getType of non-table: public final java.util.ArrayList zombie.iso.IsoMetaCell.vehicleZones at KahluaThread.tableget(KahluaThread.java:1667).
VKingr 2 Aug @ 3:48am 
Stack trace:
se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:479)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
zombie.Lua.Event.trigger(Event.java:72)
zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:281)
zombie.iso.IsoWorld.init(IsoWorld.java:2806)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
java.base/java.lang.Thread.run(Unknown Source)
VKingr 2 Aug @ 3:47am 
function: removeMapZonesForMods -- file: MVZ_RegisterZonesCore.lua line # 32 | MOD: Vehicle Military Zone
function: registerVehZonesForVanilla -- file: MVZ_RegisterZonesCore.lua line # 61 | MOD: Vehicle Military Zone
function: VMZ_registerVanilla -- file: VMZ_RegisterZones.lua line # 4 | MOD: Vehicle Military Zone.

new bug..
z11937 1 Aug @ 10:35pm 
After the update, an error suddenly appears...
kArMaFPS 1 Aug @ 6:47pm 
I have stack trace errors on console:

LOG : General f:0, t:1754095141488> -----------------------------------------
STACK TRACE
-----------------------------------------
function: VMZ_DifferentMilitaryZones -- file: VMZ_DifferentMilitaryZones.lua line # 48 | MOD: Vehicle Military Zone

ERROR: General f:0, t:1754095141488> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: getMass of non-table: null at KahluaThread.tableget(KahluaThread.java:1667).
Stack trace:
se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
Пупсич  [author] 1 Aug @ 1:19pm 
@CarltoN. yeah i had similar thoughts too, but judging from my mods it's clear that i'm a fan of KI5's cars
CarltoN. 1 Aug @ 1:06pm 
i only really realised that the vanilla game doesnt have ANY military vehicles when i read this mod description. isnt that insane? not a single vanilla military vehicle on the whole map, even at the louisville checkpoint.
i wish they would just hire ki5 or filibuster rhymes and replace all of the vanilla cars with one of their packs. personally i love fili's the most as they feel a lot more vanilla-like, as much as i love ki5's they are a little 'too' good and detailed relative to vanilla