Project Zomboid

Project Zomboid

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[41] Respawn in Car [MP/SP]
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1.087 MB
Jun 25, 2022 @ 6:12am
Jan 26, 2024 @ 6:52am
35 Change Notes ( view )

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[41] Respawn in Car [MP/SP]

In 1 collection by AuD
AuD collection pour PZ
144 items
Description

Respawn in car
With this mod, if a player disconnects inside a vehicle, he is bound to respawn in this vehicle.
if the vehicle is full (with players online or offline) : No additionnal player can enter the vehicle.

  • If you disconnect your character inside a vehicle, your character will be forced to respawn inside the same vehicle when reconnecting, even if the vehicle has moved.

  • If the vehicle is full (with players online or offline): No additional players can enter the vehicle.

  • The disconnected player inside vehicle has sort of a "Respawn ticket" for this car..

  • Context menu to check for passengers inside a vehicle, online or disconnected)

  • Context menu to kick a disconnected passenger from occupying a seat (option accessible from outside the vehicle, and the door must be open, for the boats, option accessible from inside).

  • Access to context "DEBUG" in admin level or -debug mode.

(ie: 2 seats vehicles) If 2 players have logged out inside a vehicle , no free seats remain, if a third player tries to get in he gets kicked out of the vehicle (because full :2/2 passengers even deconnected).
Originally posted by AuD:
Now, you don't have to wait for your friends for continue on your road trip!

with this mod, you can play multi-character in only one vehicle on your coop/multiplayer server if multi-characters is allowed, you can go on a road trip^^ alone but with yours characters !




Works in MP and SP
Anti-Cheat Type 2 disabled needed.
No vanilla code rewrite, this mod is effective at 4 specific times and not permanently, 4 events used: when the player enters a vehicle / when the player exits a vehicle, when the player changes places and when the player connects.

another events was added in order to remove the "OnTick" on the server: Only when the player is in the driver's seat, a loop checks the distance traveled by the vehicle in order to save its position (70m).

Some modData are stored in the getGameTime, this only corresponds to the names of the players in order to save the position of the assigned vehicle, if you have 20 players on your server, only a table of 20 will be saved in the getGameTime.

Works with an existing save, safe to remove but the settings will be saved in your data server.
If you reinstall again (second install etc...), the last settings are preserved all the time. /!\
[reinit option coming soon in DEBUG admin]

If you think this mod would be interesting for the community






[theindiestone.com]


Workshop ID: 2825720887
Mod ID: addForceRespawnToCar
Popular Discussions View All (4)
25
Feb 6, 2024 @ 9:43pm
Bug Reports
KodeMan
5
Dec 17, 2023 @ 2:12am
does it works with rv interior?
CilginFlix
3
Aug 27, 2023 @ 5:15am
Proposed addition
AuD
270 Comments
AuD  [author]
Aug 18 @ 4:15am 
I tested it and the mod works in SP (b42). I didn't have to make many adjustments to get it working with b42, which is a good sign for the mod's return very soon.

(It will probably need a proper real-world test on a dedicated server with multiple players. I plan to release it even with bugs for those who want to debug with me; it's necessary.)
Aug 12 @ 12:10pm 
please add a 42.0.2 version please, i miss this mod terribly.
AuD  [author]
Jul 31 @ 1:42pm 
b41 only
Jul 31 @ 8:42am 
This mod looks amazing. I'm going to be running a Nomadic Caravan game and this is just what I needed. Any advice on load order? I've got a mod list of roughly 300 and wanna make sure there's no conflicts.

Before or after car mods is the main question.
Jul 31 @ 2:37am 
This mod is a needed mod for PZ Multiplayer I hope you will bring it back to b42 sooner than later ^^ Thanks for the hard work.
AuD  [author]
Jul 30 @ 4:08pm 
That’s likely going to be a hard mod to fix; if I were to start fixing anything, I’d go with the sound mods—they’re simpler.
Jul 29 @ 5:14pm 
hoping this to be updated! one of my favs
Jun 1 @ 9:13am 
currently no new on deep change on B42. It seems more to be in start it's way to stable sooner than later. as far as I know and see
AuD  [author]
Apr 3 @ 2:12am 
Basically, if I get back into coding, it'll be 100%, and it'll be to review all the mods I've made, the necessary ones. I heard that the Indistone devs want to change how "Tiles"/"maps" work, and I'm afraid that will break a lot of mods, especially map mods, but not only those. I'm not very up-to-date on PZ right now; I'll find out more once b42 is released as a stable version. That will be a sign of long-term stability... well, that's the theory anyway ^^ but the story

Is there anything new about the "tiles" and how they function afterwards?