Window

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PlushSpiffo.pngThis article is about building windows. For vehicle windows, see Car Window. For the business, see Window (business).
Window
Tile Window 1.png
Tile Window 2.png
Tile Window 3.png
Tile Window 4.png
Tile Window 5.png
General
Category
Furniture
EncumbranceMoodle Icon HeavyLoad.png
?
Technical
Tile ID(s)
?

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.

Windows can be barricaded using planks, or metal. Testing has shown that it takes as little as 20 in-game minutes for a zombie to smash an unbarricaded window open[verify].

Curtains can be made out of sheets, or can be found pre-existing on the window and are used to cover 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. The broken glass must be removed from the smashed window before the player climbs through it, otherwise they may man be cut by the broken window. Breaking a window using your bare hands guarantees bleeding. A weapon must be equipped for this option to be available. Furthermore, 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 attatched sheet rope, or the player risks severe injury. Both players and zombies can climb through an open or smashed window.


Usage

They open and close letting a player or zombie pass through while open or if closed it provides a minimal amount of protection with ??10?? hp. This can take a single zombie up to two hours to break or a few minutes. They can be used to replace broken windows in houses. They let the player see through them while they are closed or open. When broken they create an audible sound that can alert the player that a window has broken. When broken the window will break into glass shards on the ground. These glass shards can cut the player if they do not have shoes on. The glass shards also create a sound cue for the player if a zombie or other player walks over them. Players can attack and hit zombies through windows. When entering a window a zombie will fall to the ground and have a chance to stagger the player or knock them to the ground if they are too close. Additionally a common zombie-slaying tactic is used with either windows or fences. When a zombie comes in a window or over a fence, they will fall on the ground. The player can then go for a hit while the zombie is on the ground, raising their chance of a critical strike. They can be boarded up with planks, metal sheets or metal bars. If there are more than 2 planks on a window the vision from that window will be blocked. Metal sheets will block the window's vision completely. Metal bars will keep the vision of the window while having the same health as a metal sheet. When broken they will alert a zombie to the sound of a breaking window. Removing broken glass from a window will attract any nearby zombies' attention.citation needed

Crafting

Windows can not be crafted as they can only be picked up from already existing houses. A crowbar can be used to remove windows from buildings by using the Pick-Up toggle mode.

Distribution

Buildings

Windows can be found on buildings and can be removed with a crowbar equipped and using the "pick up" function.

Normal house windows can be picked up, as well as trailer park windows.

What other windows can be picked up?

Gallery

Code

Code

{{CodeBox


Retrieved: Build 41.78.16

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