Project Zomboid

Project Zomboid

2,326 avaliações
Bow and Arrow
7
14
6
8
3
5
3
   
Premiar
+ favoritos
Nos favoritos
- favoritos
Tamanho
Publicado em
Atualizado em
888.742 KB
24/ago./2020 às 14:25
29/dez./2024 às 6:36
87 notas de atualização (ver)

Inscreva-se para baixar
Bow and Arrow

Descrição
Adds archery.
Glitched in multiplayer (Arrows are more lethal because of a game limitation (This could be worked around). The bow looks different to other players when it is drawn (A fix was attempted but with only one instance of the game running, for lack of RAM)).
Not working with a controller (For lack of a controller to test with. Oh, a controller can be emulated).
In the latest game version the arrows do not pitch up or down.

(I am currently not playing project zomboid or modding it much though)

You assemble arrows with the right-click menu, like with firearm attachments, instead of with the recipe menu.

How fast your character can nock an arrow and how well he can aim depend on his archery skill (and panic and tiredness). Your character can start with the "Archer" trait. Hitting targets is easier when they are close than when they are far away. An arrow is nocked with the reload button. The bow uses the same controls as firearms, so you can check the controls page. This mod shows green circles over the targets' heads as part of a custom targeting system.

It's not exactly balanced right now, but it might be a bit of fun, maybe. (This sentence was typed long ago :/ )

A wooden bow can be made by the character. There is also a compound bow without a recipe.
Bow: Plank + knife
Bow string: Twine
Arrow shaft: Sturdy stick + knife
Arrowhead: Either a nail hammered against a big hammerhead; or spoon/butterknife and saw; or a sharpned stone
Fletchings: DuctTape or something + scissors; or from butchering a bird


This mod uses its own aiming system, so it doesn't intermesh with any other mod that does things with aiming systems unless the other mod is specifically programmed to do so. For example it probably does not collaborate with Advanced Trajectory.


Possible additions (Though actually perhaps I am unlikely to put the time into doing most of these. Also archery is going to be added to the base game which makes me extra unlikely to so much more work on this mod):
. Adding more detail to bow making, like different sorts of wood and different bow designs and humidity (Probably not. It would ideally involve finding how to get the Lua to distinguish conifer wood from deciduous wood).
. Balancing (Two different ways of aiming - looking down the arrow, and not looking down the arrow. The Archer trait giving good looking-down-the-arrow skill. Looking down the arrow being slow to aim and bad against moving targets. Instinctive archery being good for hitting moving targets, and at shooting without spending time aiming)
. Seeing arrows stuck in zombies (partly done)
. A quiver (done. added compatibility with another mod's quiver)
. Translations (got some Russian and Korean)
. Other sorts of bow like recurve laminated and composite and mechanical, and stone-shooting (added one)
. Shooting at zombies lower down than the archer.
. Shooting at superb and subpar survivors.
. Target practice.
. Getting tired from drawing the bow
. Having separate aim and draw buttons
. The sounds someone made (or maybe not eew)
. Shooting over fences
. A bow holster
. Shooting molotovs
. Strings snapping
. Making the compound bow look better on the back with a bag
. Aiming with a controller (using a controller emulator)
. Note to self on reduced action time mod incompatibility.

Acknowledgements:
. To make the arrow move and detect collisions I used Driving Cars Mod by nolanritchie to start with, where the item is picked up and put down again to move it.
. The lua tooltip things were originally copied from something like ORGM.

Zomboid log file for error messages:
HardDrive:\Users\Username\Zomboid\Logs

Someone made this mod for this mod:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2824362101
"Bow and Arrow Addon" "QoL Addon"

There is also a mod for alternative drawing. And there's another one that implements that mod differently. This code has not yet been merged with this mod, my apology for being tardy :c

Compatible with the quiver in the mod "Better Belts". The quiver makes nocking an arrow a bit faster too.

There's a mod that does something with this mod and others. (I wonder what I meant by this line)

In case you want to know how to do things with this mod's modular arrow system, There's an example mod that adds a glass arrowhead and things in the "discussions" section of this page.

I remember there was a mod that makes changes to this mod like adding flint arrowheads and more ways of making fletchings but it's not listed in this mod description, which is inconvenient.

I'm all right with mods of this mod being made, like retextures and other things, and also mod packs. I'm okay with someone using code or artwork from this mod for another mod, like a Star Wars blaster mod or another archery mod, or an edited version of this mod for example. There's no need to ask me, I might take days or months to reply.

Workshop ID: 2208315526
Mod ID: MandelaBowAndArrow
Discussões populares Ver todos (18)
17
4/jul./2023 às 9:12
Error Log - Continuous errors -
tinytea.
6
9 de jan. às 5:14
Bow with controller
Syam
4
25/out./2024 às 2:03
Translation of "Bow and Arrow"
Texaliuz
1.145 comentário(s)
TheoryOfMadness há 9 horas 
Fixed the bug with Efficiency Skill Mod. In case anyone else has this issue.

Fixed in EfficiencyTimedActions.lua

...
if efficiency >= 0 and efficiency <= 10 then
if self.recipe and self.recipe.getOriginalname and self.recipe:getOriginalname() == "Transcribe Journal" then
print("Avoiding Efficiency multiplier for Journal")
else
TheoryOfMadness 12 de jan. às 10:21 
`function: adjustMaxTime -- file: EfficiencyTimedActions.lua line # 28 | MOD: Efficiency Skill Mod
function: addToQueue -- file: EfficiencyTimedActions.lua line # 48 | MOD: Efficiency Skill Mod
function: add -- file: ISTimedActionQueue.lua line # 131 | Vanilla
function: add -- file: TimedActionXP.lua line # 47 | MOD: Efficiency Skill Mod
function: OnDoRecipe -- file: MandelaBowAndArrowClient.lua line # 1819 | MOD: Bow and Arrow
function: onMouseUp -- file: ISContextMenu.lua line # 90 | Vanilla
java.lang.RuntimeException: Object tried to call nil in adjustMaxTime

zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71)
TheoryOfMadness 11 de jan. às 20:09 
Incompatible with Efficiency Skill Mod. Can't make arrows
The Honey Badger 11 de jan. às 15:10 
when b42?
DoktorFar 10 de jan. às 6:20 
@nakahashi it definitely works in b41. Make sure the arrow is in your MAIN inventory, not in any containers or in backpacks, only main inventory.

If that doesn't work I would try make an entirely new game (a new world, not just a new character in same world). And then ONLY have Bow and Arrow mod enabled, no other mods. See if it works there.
nakahashi 8 de jan. às 17:26 
i can’t load an arrow in b41 :(
Gluten the Sensitive  [autor(a)] 3 de jan. às 15:31 
Postscript: I don't want to though.
Gluten the Sensitive  [autor(a)] 3 de jan. às 15:30 
I remembered multiplayer isn't working in Build 42 anyway. Porting this to Build 42 may be quite easy. It might need fbx models instead of X. X can be read as plain text, so with basic coding knowledge you can write a converter to convert a model to X format. Using fbx models is actually easier, blender exports as fbx directly. (also, reportedly, blender exports as X, but my preferred model editor didn't, so I used that and a converter rather than blender)
Gluten the Sensitive  [autor(a)] 29/dez./2024 às 6:41 
I don't know, it might be. I don't know what needs to be different. I don't know if they've reduced client authority in item creation.
Also, when I was trying to find what needed to be different, I read that if people don't use mods during Build 42 Unstable, it will be easier for The Indie Stone to fix bugs because the bugs won't be caused by mods.

Also, I used system restore to get a working version of Steam back, so I was able to run PZ with steam and update this mod, so I did that.
Fego306(GER) 28/dez./2024 às 15:18 
Is it a lot of work to make this mod work for Build 42?