if debugScenarios == nil then debugScenarios = {} end debugScenarios.Trailer3Scenario_Fishing = { name = "LIFE 3 - FISHING", -- forceLaunch = true, -- use this to force the launch of THIS scenario right after main menu was loaded, save more clicks! Don't do multiple scenarii with this options startLoc = {x=13933, y=4563, z=0 }, setSandbox = function() SandboxVars.Speed = 3; SandboxVars.Zombies = 6; SandboxVars.Distribution = 1; SandboxVars.Survivors = 1; SandboxVars.DayLength = 3; SandboxVars.StartYear = 1; SandboxVars.StartMonth = 7; SandboxVars.StartDay = 9; SandboxVars.StartTime = 3; SandboxVars.VehicleEasyUse = true; SandboxVars.WaterShutModifier = 30; SandboxVars.ElecShutModifier = 30; SandboxVars.WaterShut = 2; SandboxVars.ElecShut = 2; SandboxVars.FoodLoot = 2; SandboxVars.WeaponLoot = 2; SandboxVars.OtherLoot = 2; SandboxVars.Temperature = 3; SandboxVars.Rain = 3; SandboxVars.ErosionSpeed = 3; SandboxVars.XpMultiplier = 1.0; SandboxVars.StatsDecrease = 3; SandboxVars.NatureAbundance = 3; SandboxVars.Alarm = 1; SandboxVars.LockedHouses = 6; SandboxVars.SurvivorHouseChance = 1; SandboxVars.VehicleStoryChance = 1; SandboxVars.FoodRotSpeed = 3; SandboxVars.FridgeFactor = 3; SandboxVars.Farming = 3; SandboxVars.LootRespawn = 1; SandboxVars.StarterKit = false; SandboxVars.Nutrition = true; SandboxVars.TimeSinceApo = 1; SandboxVars.PlantResilience = 3; SandboxVars.PlantAbundance = 3; SandboxVars.EndRegen = 3; SandboxVars.CarSpawnRate = 3; SandboxVars.LockedCar = 3; SandboxVars.CarAlarm = 2; SandboxVars.ChanceHasGas = 1; SandboxVars.InitialGas = 2; SandboxVars.CarGeneralCondition = 1; SandboxVars.RecentlySurvivorVehicles = 1; SandboxVars.ZombieLore = { Speed = 2, Strength = 2, Toughness = 2, Transmission = 1, Mortality = 5, Reanimate = 3, Cognition = 3, Memory = 2, Decomp = 1, Sight = 3, Hearing = 3, ThumpNoChasing = 0, } end, onStart = function() local chr = getPlayer(); local inv = chr:getInventory(); local visual = chr:getHumanVisual(); chr:setFemale(false); chr:getDescriptor():setFemale(false); -- local immutableColor = ImmutableColor.new(color.r, color.g, color.b, 1) -- desc:getHumanVisual():setHairColor(immutableColor) -- desc:getHumanVisual():setBeardColor(immutableColor) -- reset chr:clearWornItems(); chr:getInventory():clear(); -- chr visual visual:setBeardModel("Long"); visual:setHairModel("Messy"); local immutableColor = ImmutableColor.new(0.105, 0.09, 0.086, 1) visual:setHairColor(immutableColor) visual:setBeardColor(immutableColor) visual:setSkinTextureIndex(2); chr:resetModel(); chr:setGhostMode(true); -- wpn wpn = inv:AddItem("Base.FishingRod"); chr:setPrimaryHandItem(wpn); worm = inv:AddItem("Base.Worm"); chr:setSecondaryHandItem(worm); inv:AddItem("Base.Worm");inv:AddItem("Base.Worm");inv:AddItem("Base.Worm");inv:AddItem("Base.Worm");inv:AddItem("Base.Worm");inv:AddItem("Base.Worm"); -- holster = inv:AddItem("Base.HolsterDouble"); -- chr:setWornItem(holster:getBodyLocation(), holster); -- wpn = inv:AddItem("Base.Revolver_Long"); -- -- chr:setAttachedItem("Holster Left", wpn); -- wpn:setAttachedSlot(2); -- wpn:setAttachedSlotType("HolsterLeft"); -- wpn:setAttachedToModel("Holster Left"); getPlayer():LevelPerk(Perks.Fishing);getPlayer():LevelPerk(Perks.Fishing);getPlayer():LevelPerk(Perks.Fishing);getPlayer():LevelPerk(Perks.Fishing);getPlayer():LevelPerk(Perks.Fishing);getPlayer():LevelPerk(Perks.Fishing);getPlayer():LevelPerk(Perks.Fishing); -- clothing clothe = inv:AddItem("Base.Tshirt_DefaultTEXTURE_TINT"); local color = ImmutableColor.new(0.25, 0.36, 0.36, 1) clothe:getVisual():setTint(color); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Jacket_Black"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Bag_ALICEpack_Army"); chr:setClothingItem_Back(clothe); clothe = inv:AddItem("Base.Trousers_CamoGreen"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Socks_Ankle"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Shoes_BlackBoots"); chr:setWornItem(clothe:getBodyLocation(), clothe); clothe = inv:AddItem("Base.Gloves_LeatherGlovesBlack"); chr:setWornItem(clothe:getBodyLocation(), clothe); -- car -- local car = addVehicleDebug("Base.SUV", IsoDirections.N, nil, getCell():getGridSquare(13930, 4568, 0)); -- car:repair(); -- car:setColor(0.8, 0, 0.02); -- colorHue = Rand.Next(0.0f, 1.0f); // Don't really care about the hue for this one -- colorSaturation = Rand.Next(0.0f, 0.1f); -- colorValue = Rand.Next(0.70f, 0.8f); -- inv:AddItem(car:createVehicleKey()); -- tent/campfire -- debugScenarios.Trailer3Scenario_Fishing.addItem(13934, 4566, 0, "camping_01_5"); -- debugScenarios.Trailer3Scenario_Fishing.addItem(13935, 4569, 0, "camping_01_2"); -- debugScenarios.Trailer3Scenario_Fishing.addItem(13936, 4569, 0, "camping_01_3"); -- use a static rng map for erosion so we always have same bushes/etc. -- useStaticErosionRand(true); -- climate -- local clim = getClimateManager(); -- local w = clim:getWeatherPeriod(); -- if w:isRunning() then -- clim:stopWeatherAndThunder(); -- end -- remove fog -- local var = clim:getClimateFloat(5); -- var:setEnableOverride(true); -- var:setOverride(0, 1); end, onLoadGS = function(sq) end } debugScenarios.Trailer3Scenario_Fishing.addItem = function(x, y, z, tile) local sq = debugScenarios.Trailer3Scenario_Fishing.getSQ(x, y, z); sq:AddTileObject(IsoObject.new(sq, tile)); end debugScenarios.Trailer3Scenario_Fishing.getSQ = function(x, y, z) local sq = getCell():getGridSquare(x, y, z); if not sq then sq = IsoGridSquare.new(getCell(), nil, x, y, z); getCell():ConnectNewSquare(sq, true); end return sq; end