Project Zomboid

Project Zomboid

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Vehicle Military Zone
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3 月 1 日 上午 10:19
12 月 8 日 上午 5:55
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Vehicle Military Zone

在 Пупсич 的 1 个合集中
Vanilla Vehicles Replacer (KI5)
74 件物品
描述
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.

(Only B41) If you want the cars to spawn only in military zones then load it after vehicle mods.

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*engineForce)/(maxSpeed*1000) is less than or equal 60)
-> military_vehicle_heavy (heavy military cars; determined if (mass*engineForce)/(maxSpeed*1000) is more than 60)

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*engineForce)/(maxSpeed*1000) is less than or equal 60)
-> military_vehicle_light_angled (slightly rotated light military cars)
-> military_vehicle_heavy (heavy military cars; determined if (mass*engineForce)/(maxSpeed*1000) is more than 60)
-> 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:
[dalink.to]

Workshop ID: 3436499337
Mod ID: VMZNEW
Mod ID: VMZ
Map Folder: Vehicle Military Zone
热门讨论 查看全部(2)
9
12 月 8 日 上午 5:43
置顶: B42 Bugs
Пупсич
0
8 月 2 日 上午 4:41
置顶: B41 Bugs
Пупсич
390 条留言
Пупсич  [作者] 14 小时以前 
@心扉 i just wait when KI5 update his mods, so i'll make it as soon as possible
心扉 18 小时以前 
When you have time, please arrange an update to adapt to 4213. Thank you
Пупсич  [作者] 12 月 9 日 下午 7:46 
@Lemonz yes, it should be compatible
Lemonz 12 月 9 日 下午 4:59 
does this have Filibuster Rhyme's Used Cars compatibility?
Пупсич  [作者] 12 月 7 日 下午 1:50 
@Гашишник потому что так удобнее)
Гашишник 12 月 7 日 下午 1:20 
И ♥♥♥♥ пупсич пишет на английском?
ZspeedbeatZ 12 月 6 日 上午 4:38 
ok nice:steamthis::steamthumbsup:
Пупсич  [作者] 12 月 5 日 下午 9:08 
@hoodie some zones may overlap, that can cause strange spawn of vehicles, so i recommend using only one mod
hoodie 12 月 5 日 下午 8:26 
does this mod work with treads military spawn zones?
Пупсич  [作者] 12 月 5 日 上午 5:36 
@ZspeedbeatZ papa_chads vehicles should be automatically supported by mod, he personally asked what was needed for this. Abiut spawning on parking lots i loaded mod after KI5's vehicles and they spawned only in military zones