Project Zomboid

Project Zomboid

Zomboid Forge
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Update: Oct 29, 2024 @ 7:03pm



I suggest checking the Github for the various changes, I have done a bunch of those a while ago actually and was too tired to properly remember everything I had done.

2.1.8

Added:
  • Added Chinese translation by XunYiShiny
  • New data sent to customDamage functions (HP, handPush, footStomp)
  • New data tag for zombies: jawStabImmune, canCrawlUnderVehicles

Changed:
  • Data tag for zombies: hitTime replacing resetHitTime
  • Health was weird as a value before, same for damage received and now it should be more fitting ? (damage is divided by 10 before being applied to zombie health)
  • Optimizations: less calls to server
  • Changed call to update health for clients and on server, only the owner of the zombie (client handling the zombie) calls for a sync
  • Cleaned up command functions, changed some names and variable names

Fixed:
  • Another potential fix to zombies with high health going stale (help me)
  • Custom health zombies not having a death animations (THIS MIGHT CAUSE IMMORTAL ZOMBIES, I NEED CONFIRMATION IF IT HAPPENS OR NOT)

[discord.gg]

Update: Sep 5, 2024 @ 3:50pm



2.1.7

Changed:
  • Optimization: remove ZombRand and replace with Random Java library which is a bit more efficient
  • ZomboidForge.seededRand is more efficient than ZomboidForge.ZombSeedRand (less getters) tho requires basically the same data
  • Code clarifications

Fixed:
  • Potentially a new fix to high HP ZTypes going stale in MP. Having a too high difference of HP client and server side makes the zombie go stale, this patch tries to tackle this problem and finally fix stale zombies

[discord.gg]

Update: Aug 31, 2024 @ 11:30am



2.1.6

Fixed:
  • Fixed the new avoiding damage method causing zombies to pass other zombies their damage attribute when IsoZombie are recycled

[discord.gg]

Update: Aug 28, 2024 @ 2:24pm



2.1.5

Fixed:
  • Fixed checking if zombie is reanimated to skip custom ZType for it
  • Reworked checking for ZombieIsValid as it did not work properly and optimized it quite a bit. If you want to add your own check you can simply make a decoration of the function

[discord.gg]

Update: Aug 27, 2024 @ 12:19pm



2.1.4

Added:
  • New data for onHit_zombieAttacking: attackOutcome (zombie:getVariableString("AttackOutcome"))
  • New data for onHit_zombie2player: attackOutcome, hitReaction (target:getHitReaction())

Changed:
  • onHit_zombieAttacking now take table argument with corresponding data
  • onHit_zombie2player now take table argument with corresponding data

Fixed:
  • shouldIgnoreStagger should work better, now set zombie to avoid damage (which avoids staggers), and forces custom handling of damage to zombie. setIgnoreStaggerBack did not work at all (classic PZ am I right)
  • shouldAvoidDamage now uses setNoDamage meaning it no longer uses setAvoidDamage and doesn't force anti stagger to the zombie

[discord.gg]

Update: Aug 22, 2024 @ 5:07pm

With the files it's better o7

Update: Aug 21, 2024 @ 3:29pm



2.1.3

Changed:
  • Data input of damage functions now taking tables

Fixed:
  • Potential fix to disappearing zombies in MP when setting their HP server side too high (setting HP to 10 server side)

[discord.gg]

Update: Aug 21, 2024 @ 1:59pm



2.1.2

Fixed:
  • Setting Mod Options ticks for nametag too high throwing errors

[discord.gg]

Update: Aug 21, 2024 @ 12:21pm



2.1.1

Added:
  • New behavior tag: onHit_zombieAttacking. If `zombie` attacks `target`, even when `target` does have `hitReaction`.

[discord.gg]

Update: Aug 19, 2024 @ 3:22pm



2.1.0

Changed:
  • Optimizations everywhere
  • Changed more functions to take table base argument (DamageZombie, ZombieAgro)
  • New tool: ZomboidForge.ZombSeedRand. Takes a table base argument, 2 arguments or 3 arguments (refer to function annotations until doc is finished)
  • Replaced seededRand (now deprecated) with ZomboidForge.ZombSeedRand
  • New server2clients and client2server command: PathToSound. Syncs a zombie to path towards a sound for every clients
  • Updated health update server side to make zombie a corpse (could improve syncing)
  • Reorganized ZomboidForge_combat to have less function calls. Will improve performances but reduce the ability for custom patch to functions

Fixed:
  • Damage from fire being too high, now you can set damage from fire with a new tag: fireKillRate. Should be a number, default from game is 0.0038
  • Agro functions not running when a zombie is agro, should properly run now
  • Removed commented prints from ATRO patched function, just for my mental health
  • RemoveEmitters clientside command receiver annotation

[discord.gg]