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function: attackHook -- file: ISReloadWeaponAction.lua line # 410 | Vanilla
`
`java.lang.reflect.InvocationTargetException
at jdk.internal.reflect.GeneratedMethodAccessor723.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:79)
at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:192)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:988)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1790)
at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
at zombie.Lua.Event.trigger(Event.java:81)
at zombie.Lua.LuaHookManager.TriggerHook(LuaHookManager.java:75)
at zombie.characters.IsoLivingCharacter.AttemptAttack(IsoLivingCharacter.java:69)
at zombie.characters.IsoNpcPlayer.updateInternal2(IsoNpcPlayer.java:2040)
at zombie.characters.IsoNpcPlayer.updateInternal1(IsoNpcPlayer.java:1658)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.characters.IsoNpcPlayer.update(IsoNpcPlayer.java:1579)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3058)
at zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:195)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5955)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.iso.IsoCell.update(IsoCell.java:5897)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:3893)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3993)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
at zombie.iso.IsoWorld.update(IsoWorld.java:3917)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1567)
at zombie.gameStates.IngameState.update(IngameState.java:1317)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101)
at zombie.GameWindow.logic(GameWindow.java:372)
at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:76)
at zombie.GameWindow.frameStep(GameWindow.java:917)
at zombie.GameWindow.run_ez(GameWindow.java:810)
at zombie.GameWindow.mainThread(GameWindow.java:610)
at java.base/java.lang.Thread.run(Unknown Source)
Caused by: java.lang.NullPointerException: Cannot invoke "zombie.core.physics.BallisticsController.getMuzzlePosition()" because "var5" is null
at zombie.CombatManager.calculateBallistics(CombatManager.java:1498)
at zombie.CombatManager.isHittableBallisticsTarget(CombatManager.java:1507)
at zombie.CombatManager.CalculateHitListWeapon(CombatManager.java:1948)
at zombie.CombatManager.calculateHitInfoList(CombatManager.java:2171)
at zombie.CombatManager.calculateHitInfoList(CombatManager.java:2141)
at zombie.CombatManager.pressedAttack(CombatManager.java:3074)
at zombie.characters.IsoPlayer.pressedAttack(IsoPlayer.java:4299)
at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:6158)
at zombie.characters.IsoPlayer.DoAttack(IsoPlayer.java:6149)
... 40 more
`
I have seen this issue happen every now and then, but haven't figured out why yet. I am guessing it is related to npcs trying to shoot when they enter the metaverse, so the distance might need some tuning.
https://imgur.com/a/60rmqY9
Can we possibly have the option to disable it if we have no one with us?
Do you use a different font or is this just a side-effect of having the game set to a different language? You can hide the NPC planel to the right by pressing the key to the left of right-shift (/ on EN-US keyboard layout).
Ask them to follow you, right-click them and select "Open NPC Inventory". A bookshelf will appear at the bottom of the list in the loot window (the inventory window to the right per default). This contains is the npc inventory and you can interact with it just as with any container, expect that it has custom commands e.g. "Equip", "Unequip, "Wear" etc.
That is true. I will try to think of a way to improve this.
I don't understand exactly what you mean, but you can send them to scavenge manually. Having them do things around the safehouse by themselves is still WIP.
It will be fixed today.
There is a small little box on the bottom right that says "Fight". If you press it, it will turn red and say "Retreat". This will make npcs ignore zombies. In terms of weapons, you can give them new weapons to use and equip them via the inventory system that I previously described.
Me too having this bugged UI on the right side which i cant disable or do any action on it.
I wonder how do i drag the UI?