pipedream Posted December 23, 2017 Share Posted December 23, 2017 Maybe while you're at it you can fix the dupe/exploit where while one player is in the chest another player destroys it which makes a bag fall to the ground with the contents that were in the chest plus the first player can still remove all contents that were in it. Link to comment Share on other sites More sharing options...
djkrose Posted December 26, 2017 Author Share Posted December 26, 2017 Maybe while you're at it you can fix the dupe/exploit where while one player is in the chest another player destroys it which makes a bag fall to the ground with the contents that were in the chest plus the first player can still remove all contents that were in it. Is it confirmed that this is still working in the latest version? Because the latest change log contains an entry that alledgedly fixes exactly that (as I understood it): Dupe method "destroying container"Duping with 2 people using containers Link to comment Share on other sites More sharing options...
Eihwaz Posted March 11, 2018 Share Posted March 11, 2018 Hey, is it possible to add a "quest event" to the list? https://github.com/djkrose/7DTD-ScriptingMod/wiki/Event-List I like to execute a command if spec. quests are complete. ~solved, i think i find a other way~ but a quest event is nice to have anyway Link to comment Share on other sites More sharing options...
Wolfenstein10 Posted March 12, 2018 Share Posted March 12, 2018 hi! Is it possible that for the command dj-import xxxxx have another command to erase the prefab in case you are wrong in your position? Same as "pundo" thx and nice work!!! Link to comment Share on other sites More sharing options...
mythan Posted May 3, 2018 Share Posted May 3, 2018 Is there a way to script different names for zombies? Presumably something where it listens for a spawn event and then renames the zombie, based on type (e.g. Bloated Walker), to a predefined name? Keen to personalize the zombies a little instead of the same names over and over. Not keen on modding the XML's for this and already have Scripting Mod installed on the server, so thought it would be an ideal solution. Thanks ----------------- I see under Script Events there are "entityLoaded", "playerSpawnedInWorld" and "playerSpawning". Nothing about zombie spawns, unless "entityLoaded" can be used with zombies? It doesn't have to be perfect. Link to comment Share on other sites More sharing options...
Blight Posted June 2, 2018 Share Posted June 2, 2018 @djkrose there is bug with dj-import /all. I cant use the rotation function, if there are custom blocks in it. "dj-import name /all" works, eveything is there (signs with text, chest-stuff...) but if i write "dj-import name /all 3": = everything is empty, just the building is there Link to comment Share on other sites More sharing options...
djkrose Posted June 3, 2018 Author Share Posted June 3, 2018 I am currently not continuing development due to lack of personal time and motivation, at least not until A17 is there. But feel free to add bug reports and feature wishes to the GitHub issue tracker: https://github.com/djkrose/7DTD-ScriptingMod/issues Since it is open source, maybe someone else will pick it up and submit a pull request. Even if not, there is a chance that I get to it when I continue active development on it. djkrose Link to comment Share on other sites More sharing options...
Ganky Posted October 30, 2018 Share Posted October 30, 2018 I have problems to send anything to the server i tryd it now with GameManager.Instance.GameMessageServer(null, EnumGameMessages.Chat, "test", "Server", false, "", true) directly in the dj-test-lua and loaded before the import("Assembly-CSharp"). but i become now an error ;D♥ 2018-10-26T22:21:51 15281.511 ERR [sCRIPTING MOD] Lua script error in dj-test-lua.lua: [string "chunk"]:42: NLua.Exceptions.LuaScriptException: instance method 'GameMessageServer' requires a non null target object at NLua.Lua.ThrowExceptionFromError (Int32 oldTop) [0x00000] in <filename unknown>:0♥ at NLua.Lua.DoString (System.String chunk, System.String chunkName) [0x00000] in <filename unknown>:0♥ at ScriptingMod.ScriptEngines.LuaEngine.ExecuteFile (System.String filePath) [0x00000] in <filename unknown>:0♥ im new in lua i know php a little little bit of c but java is jeah^^ thats the reson why i try it with lua hope u can help^^ sry for bad english im german ;D Link to comment Share on other sites More sharing options...
Blight Posted November 26, 2018 Share Posted November 26, 2018 any update? Link to comment Share on other sites More sharing options...
masel Posted November 26, 2018 Share Posted November 26, 2018 any update? yes please, the scripts were always very helpful Link to comment Share on other sites More sharing options...
The Lorax Posted November 26, 2018 Share Posted November 26, 2018 Id be interested to have just the tree fixing script at this point.. Link to comment Share on other sites More sharing options...
guill Posted November 27, 2018 Share Posted November 27, 2018 me too, I can remove the small ones by killing the block beneath it, but the bigger trees are stuck all around inside my base Link to comment Share on other sites More sharing options...
Greymantle Posted December 3, 2018 Share Posted December 3, 2018 Looking forward to this. Link to comment Share on other sites More sharing options...
pipedream Posted December 7, 2018 Share Posted December 7, 2018 Really hoping he gets back to updating this, is a great mod Link to comment Share on other sites More sharing options...
kimila Posted January 3, 2019 Share Posted January 3, 2019 Dear djkrose. Will you please update this fantastic script, we need it. Link to comment Share on other sites More sharing options...
max2go Posted October 30, 2019 Share Posted October 30, 2019 Doesn't seem to work w/ A18: 2019-10-30T18:18:11 0.607 INF [MODS] Trying to load from ScriptingMod 2019-10-30T18:18:11 0.611 WRN [MODS] Failed iterating types in DLL ScriptingMod.dll 2019-10-30T18:18:11 0.611 WRN [MODS] No ModAPI found in mod DLLs Link to comment Share on other sites More sharing options...
Guppycur Posted October 30, 2019 Share Posted October 30, 2019 Because it's written for a16. Link to comment Share on other sites More sharing options...
djkrose Posted October 31, 2019 Author Share Posted October 31, 2019 Unfortunately, I won't be able to continue developing the Mod at the moment. If anyone else wants to pick it up, feel free. It's open source after all. Link to comment Share on other sites More sharing options...
kimila Posted December 7, 2019 Share Posted December 7, 2019 Dear djkrose. Will you please update this fantastic script, we need it. I don't know how to rewrite this. PLEASE. Link to comment Share on other sites More sharing options...
djkrose Posted December 7, 2019 Author Share Posted December 7, 2019 Sorry man, my schedule is pretty full with family & stuff and I don't play 7DTD anymore. I'm happy to help or answer questions for anyone who picks up the source code, but I don't see me doing it myself at the moment. Any feature that you are specifically looking after? Link to comment Share on other sites More sharing options...
Blight Posted December 8, 2019 Share Posted December 8, 2019 yeah, dj-regen! Link to comment Share on other sites More sharing options...
masel Posted December 8, 2019 Share Posted December 8, 2019 exactly Link to comment Share on other sites More sharing options...
kimila Posted December 10, 2019 Share Posted December 10, 2019 We realy missed the dj-regen option. When poi is totaly smassed, this option was the best. All of the script was great. Link to comment Share on other sites More sharing options...
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