Project Zomboid

Project Zomboid

Rick's MLC Concussion
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Update: 12 Jun @ 3:50am

Updated to work the B42.9 change to ISReloadWeaponAction.canShoot() which now takes two arguments instead of 1.

Update: 22 Dec, 2024 @ 4:55pm

Updated for B42. Note there is an issue in vanilla B42 where the Hard of Hearing Trait does not reduce and muffle the audio. This means wearing ear protectors (which gives the wearer hard of hearing) does not have an audible difference until they fix it.
Tripping and falling seems to no longer cause injuries. In B41 falling would almost always give scratches or some such. B42 may have moved that automatic injuries to another code call which I don't know about.

Update: 10 Apr, 2024 @ 5:57am

Updated the sandbox options so now concussion from car crashes is ON by default. The default chance to get concussed when you crash your car is 40%.

Update: 29 Mar, 2024 @ 2:29am

Updated the WorkplaceHealthAndSafety to recognise if the Ear Protectors are worn on the Ears (Compatibility with MufflesEarsSlot mod)

Update: 29 Mar, 2024 @ 1:43am

Added Concussion if you crash your car.
It is disable by default for now while we are trying to get the balance right. It is disabled by the Sandbox option "Car Crash Concussion Effect Time (seconds) = 0" Set this to a non-zero value to turn it on. Maybe 10 seconds to start with.
Driving while brandishing a firearm is probably bad if you have a crash... so give it a go :)

Update: 8 Feb, 2024 @ 7:57pm

Updated moodles function calls to the new MoodleFramework 1.1. Thanks to Tchernobill for the heads up on the change.

Update: 4 Jan, 2024 @ 11:57pm

Small change to Drunk handler to check if the eat action item exists. Someone reported an error which looks like the item is not populated for the ISEatFoodAction. I don't know how that was possible, but this change will handle it.

Update: 22 Oct, 2023 @ 6:40pm

Modified the chances to shoot yourself when tripping or concussed. New sandbox options to cover the chances.
Decoupled the Accidental Discharge from the concussion, so now you can trigger Accidental Discharge even if not concussed when tripped.
Falling down while drunk may result in Accidenal Discharge.
Added a small time delay when damaging hearing. The player will now go deaf a fraction of a second after the firearm discharges so the player and audience can have some indication as to why they suddenly can't hear anything.

Modified the MP Admin God Mode code in RicksMLC_Drunk to remove a runtime error. I have not reproduced it, but it looks like the code that cauesd the error is now fixed. Please let me know if there are any errors encountered

Update: 16 Oct, 2023 @ 8:15am

When the player is in God mode the player cannot be concussed or have damaged hearing or get drunk.

Getting concussed while a firearm is equipped in the primary hand now has a % probabilty of discharging, and a % chance of shooting yourself or a nearby zombie. Usually yourself though. Lucky and Unlucky traits alter the probabilities. The probabilities can be set in the Custom Sandbox settings.

Update: 2 Oct, 2023 @ 1:57pm

Fix a fault introduced in the last update where the trip code checks if sitting.