Project Zomboid

Project Zomboid

Improved Projectile B42
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N0wh3re  [开发者] 2024 年 12 月 28 日 上午 5:44
Bug Report & Known Issue
If there's any errors, please send a report here with your console.txt file.

Known Issue)
- Projectile is not working as its intended when player or/and target is basement(when Z axis is below 0)
最后由 N0wh3re 编辑于; 2 月 10 日 上午 3:07
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正在显示第 1 - 14 条,共 14 条留言
chelenia 2 月 9 日 上午 7:48 
This mode prevents users from hunting or shooting animals with a gun.
N0wh3re  [开发者] 2 月 9 日 上午 8:31 
引用自 chelenia
This mode prevents users from hunting or shooting animals with a gun.

I will investigate. thanks for noticing.
Juani 2 月 9 日 下午 5:57 
Also knox event survivors take very little damage, had to edit the max admited values from this mod
Juani 2 月 9 日 下午 6:50 
also aiming gets bugged when shooting to zombies on the floor
N0wh3re  [开发者] 2 月 9 日 下午 6:59 
引用自 Juani
Also knox event survivors take very little damage, had to edit the max admited values from this mod
I will look into knox event mod someday later but not in short time.
Do you feel like they have less HP when you are shooting without IPPJ too?
because they have so much HP than zombie or normal NPC by default.

引用自 Juani
also aiming gets bugged when shooting to zombies on the floor
do you mean about animation?

引用自 chelenia
This mode prevents users from hunting or shooting animals with a gun.
I'm testing now. hope I can push the update today or tomorrow.
最后由 N0wh3re 编辑于; 2 月 9 日 下午 7:00
Juani 2 月 9 日 下午 9:45 
I mean the first shot is made but only in the sound, there is no projectile really and i cant fire any more until reaiming. Using the last of us mod. No damage is dealt in that condition.
N0wh3re  [开发者] 2 月 10 日 上午 3:07 
引用自 Juani
I mean the first shot is made but only in the sound, there is no projectile really and i cant fire any more until reaiming. Using the last of us mod. No damage is dealt in that condition.
I think it's a vanilla bug? there's a animation bug when player aims crawlers.



引用自 chelenia
This mode prevents users from hunting or shooting animals with a gun.
update has pushed
chelenia 2 月 12 日 上午 4:17 
Thank you. I'll try the updated mod and let you know how it goes.
Juani 2 月 16 日 下午 12:06 
is working oddly since last update some firearms stop using the machanic and switch to vanilla without advice.
Juani 2 月 16 日 下午 12:13 
I have discovered is related to equipping scopes on them
Epic7404 2 月 19 日 下午 7:18 
vanilla crosshair is still visible
🔰 4 月 15 日 下午 2:00 
aiming at crawlers / zombies on the ground gets all funky. i can shoot but no ammo is used and no damage done. if a crawler is in the line of sight (or a downed zombie often as well, or one eating a corpse from starving zombies) then its impossible to shoot, getting me killed.

i really hope there is a fix for this. i had a similar issue with advanced trajectory where sometimes i would get stuck in some kind of self folded posture, unable to shoot at all until i weapon swap, which sucked as well but at least it wasnt all the time and there was a quick fix for it. here im unable to do anything at all in those situations outside of trying to somehow line the zombies up differently so the crawlers are out of the line of sight when i need to shoot
0kamiKaiju 5 月 10 日 下午 8:07 
Shooting at Or through Vehicles in B42 *Haven't tested this in B41) produces a massive lag spike, Was able to reproduce it with just this mod activated too
Notorious96 10 月 11 日 上午 7:27 
I'm getting these errors when holding and aiming certain weapons:


引用自 author
function: calcAiming -- file: ImprovedProjectile_01_main.lua line # 1431 | MOD: Improved Projectile B42
function: initCurrInfo -- file: ImprovedProjectile_02_init.lua line # 101 | MOD: Improved Projectile B42
function: initCurrInfo -- file: ImprovedProjectile_02_init.lua line # 138 | MOD: Improved Projectile B42
Callframe at: setPrimaryHandItem
function: complete -- file: ISEquipWeaponAction.lua line # 211 | Vanilla
function: complete -- file: LTSProneTimedActionsController.lua line # 84 | MOD: Lethal Stealth

`function: calcAiming -- file: ImprovedProjectile_01_main.lua line # 1431 | MOD: Improved Projectile B42
function: initCurrInfo -- file: ImprovedProjectile_02_init.lua line # 101 | MOD: Improved Projectile B42
function: validCheck -- file: ImprovedProjectile_02_init.lua line # 31 | MOD: Improved Projectile B42
java.lang.RuntimeException: __le not defined for operand
at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:101)
at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:744)
at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:174)
at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1826)
at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1653)
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:72)
at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:315)
at zombie.characters.IsoPlayer.updateInternal2(IsoPlayer.java:2186)
at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:1946)
at zombie.characters.IsoPlayer.update(IsoPlayer.java:1935)
at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:71)
at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:155)
at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:3056)
at zombie.iso.IsoCell.updateInternal(IsoCell.java:5964)
at zombie.iso.IsoCell.update(IsoCell.java:5897)
at zombie.iso.IsoWorld.updateWorld(IsoWorld.java:4203)
at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:4323)
at zombie.iso.IsoWorld.update(IsoWorld.java:4237)
at zombie.gameStates.IngameState.updateInternal(IngameState.java:1700)
at zombie.gameStates.IngameState.update(IngameState.java:1465)
at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:87)
at zombie.GameWindow.logic(GameWindow.java:386)
at zombie.GameWindow.frameStep(GameWindow.java:923)
at zombie.GameWindow.mainThreadStep(GameWindow.java:647)
at zombie.MainThread.mainLoop(MainThread.java:76)
at java.base/java.lang.Thread.run(Unknown Source)
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