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{{ | {{Header|Project Zomboid|Tiles|Barriers|Windows}} | ||
{{Page version|41.78.16}} | |||
{{ | |||
{{About|building windows|vehicle windows|Car Window|the business|Window (business)}} | {{About|building windows|vehicle windows|Car Window|the business|Window (business)}} | ||
{{Infobox | {{Infobox tile | ||
| | |name=Window | ||
| | |model=Tile_Window_1.png | ||
| | |icon=Tile_Window_1.png | ||
| | |model2=Tile_Window_2.png | ||
| | |icon2=Tile_Window_2.png | ||
| | |model3=Tile_Window_3.png | ||
| | |icon3=Tile_Window_3.png | ||
| | |model4=Tile_Window_4.png | ||
|weight= | |icon4=Tile_Window_4.png | ||
| | |model5=Tile_Window_5.png | ||
|icon5=Tile_Window_5.png | |||
<!--Move--> | |||
|move_skill=[[Carpentry]] | |||
|move_level=2 | |||
|move_tool=Crowbar | |||
|weight=10 | |||
|item_id=movables_fixtures_windows_01_1 | |||
}} | }} | ||
A '''window''' | A '''window''' is a tile used to provide access and vision through a wall. | ||
A window | ==Usage== | ||
A window allows the [[player]] to see, shoot, and enter specific buildings. [[Sheet Rope|Sheet ropes]] allow the player to descend out a window to ground level if the window is above the first floor. A large sound cue is also made when a window is broken, which can act as an alert to the player. It can take as little as 20 in-game minutes for a zombie to smash an unbarricaded window. | |||
Windows can be [[barricade]]d using [[planks]], or metal. Barricading a window increases the time it will take for a zombie to break into a building. Metal sheet barricades will block vision entirely, while planks will reduce vision as more are added. Metal bar barricades do not inhibit vision. | |||
[[Curtains]] can be made out of sheets, or can be found pre-existing on the window, and are used to block vision windows. When covered, the window's line of sight is blocked from inside and outside. The curtains can only be opened and closed from the inside. | |||
Windows can be | Windows can be smashed by a player, dropping [[Broken Glass|broken glass]] onto the floor. there is also broken glass left in the window, the player must remove the broken glass from the window via the context menu, otherwise they may be cut while climbing through it. A weapon must be equipped for this option to be available. Breaking a window using your bare hands guarantees bleeding. | ||
Any open or smashed window can be climbed through, though it is not recommended to climb through windows on the second floor or above without an attached [[sheet rope]], or the player risks severe injury. Both players and zombies can climb through an open or smashed window. | |||
==Crafting== | ==Crafting== | ||
Windows can not be crafted | Windows can not be crafted, and can only be picked up from already existing houses using the pick up option. This requires a [[crowbar]], and level 2 [[carpentry]]. The risk of breaking the window decreases as the players carpentry skill increases. | ||
==Code== | ==Code== | ||
{{CodeBox| | |||
{{CodeSnip | |||
| lang = lua | |||
| line = false | |||
| retrieved = true | |||
| version = 41.78.16 | |||
| code = | |||
if window:isSmashed() and not window:isGlassRemoved() and not barricade then | |||
} | if test == true then return true; end | ||
local option = context:addOption(getText("ContextMenu_RemoveBrokenGlass"), worldobjects, ISWorldObjectContextMenu.onRemoveBrokenGlass, window, player); | |||
if not playerObj:getPrimaryHandItem() then | |||
option.notAvailable = true | |||
local tooltip = ISWorldObjectContextMenu.addToolTip() | |||
tooltip.description = getText("Tooltip_RemoveBrokenGlassNoItem") | |||
option.toolTip = tooltip | |||
end | |||
end | |||
end | |||
}} | |||
}} | |||
==See also== | ==See also== | ||
*[[ | *[[Wooden Window Frame]] | ||
*[[Doors]] | |||
[[Category: | [[Category:Spiffo's Construction Crew (Project)]] |
Latest revision as of 13:24, 14 April 2024
- This article is about building windows. For vehicle windows, see Car Window. For the business, see Window (business).
A window is a tile used to provide access and vision through a wall.
Usage
A window allows the player to see, shoot, and enter specific buildings. Sheet ropes allow the player to descend out a window to ground level if the window is above the first floor. A large sound cue is also made when a window is broken, which can act as an alert to the player. It can take as little as 20 in-game minutes for a zombie to smash an unbarricaded window.
Windows can be barricaded using planks, or metal. Barricading a window increases the time it will take for a zombie to break into a building. Metal sheet barricades will block vision entirely, while planks will reduce vision as more are added. Metal bar barricades do not inhibit vision.
Curtains can be made out of sheets, or can be found pre-existing on the window, and are used to block vision windows. When covered, the window's line of sight is blocked from inside and outside. The curtains can only be opened and closed from the inside.
Windows can be smashed by a player, dropping broken glass onto the floor. there is also broken glass left in the window, the player must remove the broken glass from the window via the context menu, otherwise they may be cut while climbing through it. A weapon must be equipped for this option to be available. Breaking a window using your bare hands guarantees bleeding.
Any open or smashed window can be climbed through, though it is not recommended to climb through windows on the second floor or above without an attached sheet rope, or the player risks severe injury. Both players and zombies can climb through an open or smashed window.
Crafting
Windows can not be crafted, and can only be picked up from already existing houses using the pick up option. This requires a crowbar, and level 2 carpentry. The risk of breaking the window decreases as the players carpentry skill increases.
Code
if window:isSmashed() and not window:isGlassRemoved() and not barricade then
if test == true then return true; end
local option = context:addOption(getText("ContextMenu_RemoveBrokenGlass"), worldobjects, ISWorldObjectContextMenu.onRemoveBrokenGlass, window, player);
if not playerObj:getPrimaryHandItem() then
option.notAvailable = true
local tooltip = ISWorldObjectContextMenu.addToolTip()
tooltip.description = getText("Tooltip_RemoveBrokenGlassNoItem")
option.toolTip = tooltip
end
end
end