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Snukfin's Server Side Z(S)ombies

Great work guys, appreciate it :)

So what version should I use, arramus or Slawa, or both 😛
If you want to experience as close to Snufkin’s original mod as possible, the arramus version is the one for you.

If you want to experience an enhanced  compilation containing Snufkin’s original mod, Robeloto’s characters, and Slawa’s own characters all built into one, then Slawa’s mod is the one for you.

Best not to run both at the same time as they share identical assets for Snufkin’s mod and things could get very messy.

It’s great that they’re only server side and can be switched without causing the clients any pain. All the best with your choices. 

 
Thanks guys for replying. Full credit to all 3 authors from me, really great work, and nice to have options. Anyway I will add this to my next server with friends.

Request:

The bomber remind me a little of the old suicide mole zed from StompyNZ, that ignited himself if he saw the player and rushed toward the player at high speed. If player got away he exploded after a set number of seconds, if not he exploded the moment he got close to the player.
Is it possible to make a bomber zombie like this again, I really miss that experience?

Here is a video of that suicide zed:



 
Very cool mod. installed on my client side and each pc mods folder (just wife and 2 friends play together so no need for dedicated server) and had a few show up this hord night. Works well with: 7d2d entity randomizer, robeloto custom zombies modlet, rabbit of Caerbannog modlet, the 60 zed wandering horde mod and all the a19 updated creature packs (as well loads of other mods). Thank you so very much!

 
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Very cool mod. installed on my client side and each pc mods folder (just wife and 2 friends play together so no need for dedicated server) and had a few show up this hord night. Works well with: 7d2d entity randomizer, robeloto custom zombies modlet, rabbit of Caerbannog modlet, the 60 zed wandering horde mod and all the a19 updated creature packs (as well loads of other mods). Thank you so very much!
Thanks for running it under such an eclectic mix of other mods. If anyone ever asks about compatibility with other zombie mods, this is a great post to direct them to.

 
Request:

The bomber remind me a little of the old suicide mole zed from StompyNZ, that ignited himself if he saw the player and rushed toward the player at high speed. If player got away he exploded after a set number of seconds, if not he exploded the moment he got close to the player.
Is it possible to make a bomber zombie like this again, I really miss that experience?
I took a look at the original thread for StompyNZ's original and also the efforts you made to restore it.

Based on original code and the current default code, it looks like a lot of the syntax in the Buffs.xml has changed from an ID: to naming format and I don't know if the buff effects still exist at all. The UMAController also seems to be an issue if that was implemented based on StompyNZ's additional suggestions. It seems that IDs are specific to certain items and this has caused conflict on recent updates. I saw you were interested in maintaining the speeding lunge towards the player followed by a 20 second detonation if the player escaped, and a low health when it was in its lunge to pick it off. I wonder if customising the bomber to take on more traits of StompyNZ's character would be acceptable. It seems to be a more viable option that rebuilding StompyNZ's character unless experienced coders got involved which doesn't seem to be the case as you have certainly tried :).

 
Snufkin said:
A little caveat. The "Westler" was originally intended as an event Zombie for an spanish server. That's why the buff description is in spanish. I've always considered it too disruptive for normal gameplay, that's the reason I didn't include it on any entitygroup.

And yes, I'm excited as hecc to try this.
I really like The Wrestler and added a little comment in the release post for how server/client hosts can add it to their group file. I tried The Wrestler in the desert at night and it felt really good. The orange glow and the lack of silhouette as well as the almost camouflage effect make it a very ominous encounter. It's also coincidental that The Undertaker is a professional wrestler and The Wrestler and The Undertaker make a wonderful tag team for this nighttime biome appearance. I think this may be a good place for him and will see if anyone adds it to this biome and collect feedback to see if it can be a permanent feature for the future.

20201005234000_1.jpg

 
Well damn; some of what I have been workin on this past 2 week appears!  Thought what I had was unique and unveiled them to a few people not long ago...@stallionsden can attest! Timing.

I'll still upload a few I don't see here; glad to see others think along the same lines.

Nice stuff.

 
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Well damn; some of what I have been workin on this past 2 week appears!  Thought what I had was unique and unveiled them to a few people not long ago...@stallionsden can attest! Timing.

I'll still upload a few I don't see here; glad to see others think along the same lines.

Nice stuff.
The creator of the Quick Hween costume is here with good news. Please bundle up absolutely everything you have done and I'll add a link to the post that Snufkin has linked to in the initial post which contains all the download links for what we have done so far. And if you make a separate post in this thread with an introduction and pictures I can link to it as well. 2 weeks is far too much coding to let it go to waste and server hosts are always crying out for variety.

At the moment, the post has:

1. The restoration of Snufkin's Custom Zombies to as close to the original as possible.
2. Slawa's Compilation Zombie Mod. This consists of Snufkin's, Robeloto's, and Slawa's very own zombie creations all rolled into one.

There is plenty of room for:

3. h0tr0d's Horde.

 
arramus said:
I took a look at the original thread for StompyNZ's original and also the efforts you made to restore it.

Based on original code and the current default code, it looks like a lot of the syntax in the Buffs.xml has changed from an ID: to naming format and I don't know if the buff effects still exist at all. The UMAController also seems to be an issue if that was implemented based on StompyNZ's additional suggestions. It seems that IDs are specific to certain items and this has caused conflict on recent updates. I saw you were interested in maintaining the speeding lunge towards the player followed by a 20 second detonation if the player escaped, and a low health when it was in its lunge to pick it off. I wonder if customising the bomber to take on more traits of StompyNZ's character would be acceptable. It seems to be a more viable option that rebuilding StompyNZ's character unless experienced coders got involved which doesn't seem to be the case as you have certainly tried :).
Thank you for taking a look, as you say most of the code don't work today, especially the buff. An alternative version of this mods bomber with more of StompyNZ functions is probably the easiest way to do, anyway Im only experienced tweaking/modify existing xml, and have really no idea how to make anything new.

 
Some great stuff here; few things I noticed.

1) the shark zombie spams errors and I have to alt f4 (I didn't look too much into it)
2) The explosion particle index for the juggernaut's rockets are set to be exploding cars. I think maybe you want the regular explosion?

 

<item name="JuggernautProjectile">
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/>
<property name="Material" value="Mmetal"/>
<property name="CreativeMode" value="None"/>
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="DamageEntity" value="125"/>
<property name="DamageBlock" value="1000"/>
<property name="Explosion.ParticleIndex" value="4"/><------4 has cars exploding as part of the explosion. 5 is the normal rocket boom.
<!-- which Prefab/particle is used -->
<property name="Explosion.RadiusBlocks" value="5"/>
<!-- damage radius for blocks -->
<property name="Explosion.RadiusEntities" value="4"/>
<!-- damage radius for entities -->
<property name="Explosion.DamageBonus.water" value="0"/>
<property name="Velocity" value="18"/>
<property name="FlyTime" value="2"/>
<property name="LifeTime" value="4"/>
<property name="CollisionRadius" value="0.75"/>
<property name="DamageBonus.earth" value="0"/></property>
<effect_group name="JuggernautProjectile" tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
</effect_group>
</item>




3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs.

4) Maybe make the cowhead dude bigger so the skull doesn't look like a kid wearing his dad's hat which is too big.

I had my own banshee that flew and screamed; I'll share when I'm finished. I think a banshee's weapon should be a scream which stuns the player and that the banshee should fly!

Love the ingenuity from you guys.

 
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This is some great stuff @arramus and @Slawa! I downloaded Slawa's v2.2 a few weeks ago now and have been endlessly tinkering with it to get it in line with what our server wants (mostly to make everything stupidly difficult, but we are an odd bunch). I still don't know much, but 90% of what I've learned about editing and creating XML syntax comes from looking at and working with your additions to @Snufkin's amazing base mod. I'd gotten the Archon working by cobbling together some code from older versions but it wasn't very reliable, so I'm super stoked to arramus got it back into the game. Hopefully I'll have a chance to test him out some tonight! There's a lot in here I hadn't even realized wasn't working appropriately, so I'm looking forward to comparing the files and trying to learn some more about how everything is connected and works together.

 
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Some great stuff here; few things I noticed.

1) the shark zombie spams errors and I have to alt f4 (I didn't look too much into it)
2) The explosion particle index for the juggernaut's rockets are set to be exploding cars. I think maybe you want the regular explosion?

 

<item name="JuggernautProjectile">
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/>
<property name="Material" value="Mmetal"/>
<property name="CreativeMode" value="None"/>
<property class="Action1">
<property name="Class" value="Projectile"/>
<property name="DamageEntity" value="125"/>
<property name="DamageBlock" value="1000"/>
<property name="Explosion.ParticleIndex" value="4"/><------4 has cars exploding as part of the explosion. 5 is the normal rocket boom.
<!-- which Prefab/particle is used -->
<property name="Explosion.RadiusBlocks" value="5"/>
<!-- damage radius for blocks -->
<property name="Explosion.RadiusEntities" value="4"/>
<!-- damage radius for entities -->
<property name="Explosion.DamageBonus.water" value="0"/>
<property name="Velocity" value="18"/>
<property name="FlyTime" value="2"/>
<property name="LifeTime" value="4"/>
<property name="CollisionRadius" value="0.75"/>
<property name="DamageBonus.earth" value="0"/></property>
<effect_group name="JuggernautProjectile" tiered="false">
<passive_effect name="ModSlots" operation="base_set" value="0"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
</effect_group>
</item>




3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs.

4) Maybe make the cowhead dude bigger so the skull doesn't look like a kid wearing his dad's hat which is too big.

I had my own banshee that flew and screamed; I'll share when I'm finished. I think a banshee's weapon should be a scream which stuns the player and that the banshee should fly!

Love the ingenuity from you guys.
Great suggestions, and now that the shark has been mentioned publicly, I'll add to it

1. I also took a tentative peek at the Shark and played with a few file edits and tried to add one more. It's definitely going to need some work. Reducing the scaling back to 1.0 allowed it to be more present but there is an asset which may have been totally removed or received a name change that needs restoring.

One thing I learned from Snufkin' code was how to add ambient sound:

Adding: <AudioSource name="Sounds/AudioSource_Underwater_LP"/> as a trigger for its idle state was amusing as it swam around in the air with the underwater sound. I also want to see the water mist effect give it a possible fog like shroud appears in the existing code. Needs time.......

20201003231340_1.jpg

2. I didn't touch the exploding car feature for Juggernaut simply because I didn't check any appropriate replacements and just wanted to restore it to Snufkin's original, which is surreal, exploding cars! But yes, alternative debris from the rockets is very realistic and may reduce any yellow warnings and server demand.

3. I noticed that and just as challenging is the Geist. To be honest, I had never played a BM version of this mod until today. The Geist got us both and we had that electric sound ringing in our ears constantly there after. We had to rejoin the server to stop it. Looks like a kill command is needed for looping sounds for end states such as those.

4. Maybe something like <property name="SizeScale" value="1.2"/> for the Cowhead character and hope it doesn't apply for all attachments as well.

I for one, look forward to seeing you implement these into your version and share your own creations as well. I'll also tinker some more in the background with sound settings to see if we can find a workaround for loopyness.

 
                <property name="Explosion.ParticleIndex" value="2"/>

^^^^ Switches projectile explosion back to rocket. I found exploding cars a bit too much. They were pushing through walls into buildings upon explosion.

Although I see above it was suggested to use 5 for normal rocket boom??

 
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                <property name="Explosion.ParticleIndex" value="2"/>

^^^^ Switches projectile explosion back to rocket. I found exploding cars a bit too much. They were pushing through walls into buildings upon explosion.

Although I see above it was suggested to use 5 for normal rocket boom??
Thank you. Changing just for the sake of changing can create divisions, but changing for the purpose of restoring stability is just good sense. If objects are pushing through walls without context or creating anomalous game physics while in play then this can send the server into a stream of warnings which can ultimately cause instability. It's good to hear this feedback from multiple sources as well to ensure it's not an isolated concern.

 
@h0tr0d@ShoudenKalferas

Well, here are some playtesting results. For both fun and serious consideration.

Value 1 has a thermite fizzle and spits up pinky purple globules of untextured space slime.

20201006181025_1.jpg

Value 2 offers the frag rocket effect with shrapnel tracing. It is very effective.

20201006175602_1.jpg

Value 3 is identical to value 1; more slime.

Value 4 is our 'beloved' vehicles.

20201006184050_1.jpg

Value 5 offer the High Explosive rocket effect with all the subtlety of Duke Nukem. It quickly fades though and is very effective.

20201006180415_1.jpg

Value 6 is a blast. It was very effective. The rockets flew through the air with all the grace of a 1970s space movie.20201006184907_1.jpg

Value 7 was an acid bath.

20201006185549_1.jpg

Value 27 was just thrown in to see how far this goes but has no impact effect as it hits the tree but this highlights the damage. Probably not assigned to anything. And naturally, 0 is the official no impact effect.

20201006190238_1.jpg

And yes, when I cross reference the default items.xml for the rocket launcher the official ammo type is suggested as 5 for both the parent ammoRocketHE and its child ammoRocketFrag. 2 and 6 are also viable but do not appear to be currently utilised in game at present. And the other value correlated for acid for characters with this trait.

As I am not so familiar with the xml, I don't know if this can be randomised with 2 and 5 to give a Frag and HE impact effect to further match in game features. There is certainly a probability feature such as when raiding a nest for eggs and feathers with volume and probability for output.

 
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Sick mod. Thanks for sharing. Can I get some clarification on the install process? Does this need to be installed on the dedicated server as well as all client's PC's or just server? Mod name says "server side zombies" so it makes it sound like it only needs to be installed on server only. But I have yet to come across any of these new zombies in game. Are there dependencies I need to install? Thanks!

 
I added the shark to a blimp that you can ride

also can be added to any entity with the buff command

so you can have it flying walking (gliding) ect

shark blimp.jpg

 
Sick mod. Thanks for sharing. Can I get some clarification on the install process? Does this need to be installed on the dedicated server as well as all client's PC's or just server? Mod name says "server side zombies" so it makes it sound like it only needs to be installed on server only. But I have yet to come across any of these new zombies in game. Are there dependencies I need to install? Thanks!
It only needs to be installed on the dedicated server, no individual clients need to have it. If you're running a non-dedicated local multiplayer session it's the same thing, only the local host needs the mod. As for spawning, try running around the world a bit more as they are not nearly as common by default as the vanilla zombies. You could also adjust the spawn rates in the xml files to increase their presence. If you have mod/admin privileges an easy way to make sure they are at least present in the server's files is to test them via the Spawn menu.

 
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I added the shark to a blimp that you can ride

also can be added to any entity with the buff command

so you can have it flying walking (gliding) ect
Such awesomeness being shared. I wonder if you could utilise the default commented out code for the blimp or built it up from scratch. Either way, this is absolutely delightful.

 
//3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs.//

Anyone find a fix for this yet?  The sound in that spot after I kill him is a little annoying.  :-) 

EDIT: This is also looping the Geist sound.

 
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