Project Zomboid

Project Zomboid

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Proper Vehicle Injuries for MP [B42/41]
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21 Thg07, 2023 @ 6:09pm
17 Thg12, 2024 @ 3:44pm
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Proper Vehicle Injuries for MP [B42/41]

Mô tả
Check out my other mod, ComfySleeping!


Artwork Credit
Credits to Errorthy for drawing the thumbnail!


Purpose
The name says it all! Project Zomboid does feature injuries from vehicle collisions in vanilla, however, the experience in multiplayer is extremely inconsistent. This mod aims to fix this by having each individual player determine when they were involved in a car crash and make vehicle injuries consistent for multiplayer!

I created this mod to replace the vanilla system, along with adding additional customization so you can modify the chances of certain injuries, enable or disable the chance of breaking full limbs or even death!


Latest Update
Update 3.8
  • Added experimental support for B42 Unstable

Features
  • Working Seatbelt support: PVI is compatible with Working Seatbelt, reducing injuries if seatbelts are buckled, airbags are installed, and potentially ejecting the player out of the vehicle!

  • Real Knockouts support: Car crashes can now knock the player out. Knockout chance is configurable per severity level and overrides Real Knockouts chance for car crashes only.

  • Helmets protect your head: Does what it says on the tin! Helmets offer head protection with the highest protection helmets being full-face helmets (like motorcycle helmets), and half-face helmets (riding helmets) give a lower injury reduction.

  • Multiplayer Support: Now you can share your collision related injuries with others!

  • Varying Severity Levels: Different speeds can cause different injuries, with different times needed to heal. The faster you go, the worse it'll be!

  • Zombie Hordes: Trying to make a quick get away, and slam into a horde? Congratulations, because it's not just other vehicles and buildings that you can collide with!

  • Full Limb Fractures: Makes that broken arm just that much worse, by breaking the rest of it!

  • Fatal Crashes: Going full speed and not paying attention? Hitting a pole or other objects from full speed can very well now spell the end of your character!

  • Customizability: Not a fan of how often certain injuries happen? Nearly all of the variables for this mod are available in the sandbox options!


Planned Features
  • Minimum injuries - Currently the injury count is entirely random aside from the general body damage the player receives (this is what lowers your healthbar on collision).
  • Server & Client sync - I've had several reports of laggy conditions in MP causing issues. I'm going to add a debug option and see if this helps with lag induced false positives.
  • Refresh bodyParts tables when a new player is created via Events.OnCreatePlayer instead of every time a crash happens.

If you have any other ideas that you think would be in line with the mod, feel free to add them to the "Ideas & Suggestions" discussion. These may or may not be implemented, as this mod is more meant as a small project to explore the world of modding and for me to tinker on in my spare time.


SANDBOX OPTIONS
Click here to see the sandbox options and their description/examples!

If the above link isn't working, keep scrolling and look for the pinned "Sandbox Options" discussion board.


FAQ (READ BEFORE COMMENTING)
  • Is PVI compatible with B42 IWBUMS?
Probably, TIS has said there were significant lua/script changes made, but PVI appears to work out of the box.

  • Does the load order matter when using PVI, Working Seatbelts, and Real Knockouts? 
No, according to my personal save and user reports, the load order of the three mods does not appear to matter.

  • Does this mod have any incompatibilities? 
Since this mod doesn't replace any Zomboid files, nor modify any of the vanilla game's code, there should not be any incompatibilities with other mods.

One thing to note however, vehicles with very high acceleration or braking power may falsely trip the collision detection, as when you speed up or stop extremely fast, it sees your high speed difference, and thinks you've crashed into something. This shouldn't be an issue for 99% of vehicles (vanilla sport's cars are not powerful enough).

  • Does this mod work in SP/Coop/Dedicated MP? 
Yes it works in all 3! It was built to work with MP, and because the code is handled client side, it should have no issue with either SP or Coop saves.

  • Is this safe to add to a current save? 
Yes it is safe to add and remove at will! All of the code in the mod is custom, meaning it doesn't need to hook in to or modify any of the vanilla game code. If the mod is enabled, you'll have the injuries, if not, then you won't!

  • I'm adding this to an existing SP save, how do I change the sandbox options mid save? 
Use a mod such as Change Sandbox Options to modify them.

KNOWN ISSUES
  • Poor internet connectivity to online servers appears to cause false positives and triggers injuries. This shouldn't affect servers you are hosting locally or in singleplayer.


Translations
PVI has translations for the following languages:
  • English - Translated by Fluffy89
  • Brazilian Portuguese - Translated by Sknurt
  • Simplified Chinese - Translated by Phoenix

Thanks to all who have provided or helped translate the mod into various languages! If there are any translation or spelling issues in any of the available translations, or you would like to translate the mod, please let me know!


MOD PERMISSIONS
[theindiestone.com]

Feel free to include the mod in modpacks/workshop collections here on Steam. You are however NOT AUTHORISED to do any of the following:
  • Redistribute OR re-upload to any platform
  • Modify Proper Vehicle Injuries' code


MOD-ID & WORKSHOP-ID

Workshop ID: 3007922923
Mod ID: ProperVehicleInjuriesMP
Thảo luận nổi bật Xem tất cả (5)
11
13 Thg05, 2024 @ 4:01pm
Simplified Chinese Translation File
Fluffy89
14
9 giờ trước
ĐÁNH DẤU: Bugs & Issues
Fluffy89
7
13 Thg05, 2024 @ 4:00pm
Translates
Sknurt
82 bình luận
Rachel L 9 giờ trước 
There is something weird happening. Whenever something makes the vehicles move more than normal, i get a black screen flicker. I made a more detailed report in the bugs & issues discussion
Morgan 11 giờ trước 
We are getting fractures from potholes in the road. We never had this issue before. Was something updated to cause this?
Fluffy89  [tác giả] 3 Thg12, 2024 @ 4:30pm 
Cerro de los Siete Colores, you're welcome, and thanks for confirming that! I'll add that to the FAQ shortly incase it comes up in the future.

Hope the injuries are plentiful, take care!
Cerro de los Siete Colores 3 Thg12, 2024 @ 3:33pm 
Thank you for the answer!
I was playing with
.PVI
.WK
.RK
And everything was working as intended. So I guess you are right, those three mods could be in any order.

Stay well!
Fluffy89  [tác giả] 3 Thg12, 2024 @ 2:10pm 
Cerro de los Siete Colores, first off, thank you! Always nice to hear people are enjoying the mod! :spiffo:
Fluffy89  [tác giả] 3 Thg12, 2024 @ 2:09pm 
Cerro de los Siete Colores, truth be told, I have no idea, but my gut says that it shouldn't. PZ has a specific type of damage for car crashes that Working Seatbelts and Real Knockouts waits for before doing it's thing, whereas PVI disables that type of damage to avoid applying injuries on top of vanilla crashes.

Logic wise, PVI only cares if it can see the sandbox options of the other two mods, and if it see's they're installed, which I'm not sure load order matters for.

Not sure about the order I have the workshopID's of the three mods for my current save, but the modID's load like this:
First: Real Knockouts
Second: PVI
Third: Working Seatbelts

And everything appears to be working fine on my end, so I doubt load order matters for PVI.

Hope this helps!
Cerro de los Siete Colores 3 Thg12, 2024 @ 4:54am 
Hey! First of all, this mod and it's customization are awesome! Congratulations!

Now let me ask you. Does the Mod Load Order between your mod, Working Seatbelts, and Real Knockouts matter?
aaaaaaaaaawdssss 7 Thg11, 2024 @ 2:15pm 
nvm it works
aaaaaaaaaawdssss 7 Thg11, 2024 @ 2:14pm 
The youtube video isnt working so i can see the mod
Fluffy89  [tác giả] 13 Thg10, 2024 @ 6:32pm 
Crazyk4250, from what I know, PZ uses metric internally, Im not sure if the speed values change depending on if the game is set to metric or imperial.

From when I was first writing the logic for crash detection, it appeared to use metric, so if you were going at 30mph, thats be about 48km/h, which is very close to the upper bound of low severity crashes by default. Its likely you were going slightly faster and actually triggered a medium severity injury, as lacerations caused by PVI are impossible at the default options.

Hope this helps!