Greetings.Hello, First thing is, I love this mod and appreciate!
I just want to give a small feedback on some of the issues I have:
- Flying zombies manage to pass trough even on 2 blocks reinforced concrete. For example the Archon's legs just hang trough the roof while flying around.
- This Zeds way to common compared to A18 version. I had to rebalance the spawnrate similar to Robelosto's Zombies.
- Gheist: Hard to spot on the night sky and often the only way I notice it on Nomad difficulty is a blast, and death animation. Fun? No.
- Shark: I love fantasy creatures but this one just really not fit in. I wish I could disable completely.
- Drone and Siren: Lovely when they hanging around at night near our base in early game, and we have no guns to silence them, or way too busy at bloodmoon.
- The PLUS zombies in general: They are often Waste of bullets, hard to kill and give low XP points, especially the Motorhead.
Otherwise, I'm looking forward to your further additions.![]()
I want to edit the Gheist and cut the ranged damage to the half. I wonder how to do it? Is it linked to the damage of landmines or something?Greetings.
This thread is only for the original zombies and not the Plus version for future reference.
In response:
Passing through things
- Correct, the flying zombies are actually attached to vultures and use their collision. It means they can get to a lot more places than they should be able to. Adding collision causes some severe issues for servers and this was the best workaround. It has its issues with passing through too many things sometimes but the modders make the best of the tools they have.
Too Common
- There is a ‘lite’ version for the Plus mod which can replace the default one. New Worlds can be rough because the regions have not opened and density of zombies is very very high. Once regions have opened it becomes the opposite and they hardly appear. As such, there is a lite and regular version to choose from and you mention it is easy enough to regulate by yourself. Splendid.
Gheist
- Supposed to be an ephemeral type being and the first sign is usually electric bolts flying near you or hitting you. I’m sure Snufkin will smile at your comment.
Removing Zombies
- Very possible to do simply by removing them from the entitygroups.xml spawn groups. You shared that you are familiar with editing this area.
Editing Zombies
- It is always possible for server hosts to modify the Zombies health and XP settings as well. You are familiar with editing spawn rates and seem to understand the xml subtleties.
Thank you for constructive feedback and all the best with customizing to your own specifications which is something you can see a lot from many server hosts that have posted in the threads.
It is linked to the Geist's own personal settings. Here is something you can try.I want to edit the Gheist and cut the ranged damage to the half. I wonder how to do it? Is it linked to the damage of landmines or something?
I wonder what entityclass your own zombies are extending from such as <entity_class name="zombiePsycho" extends="Zombie_Template">.hello everyone, these server side zombies are my favorite mod. thanks for keeping it active.
i'm trying create my own zombies using this same method of editing the archetypes.xml file. things are going well.
but, i noticed when destroy an arm or leg or head off one of my custom creations, i don't see the nice meaty stub at the end of where the appendage blew off. instead it's just a blank/empty area and you can see into polygons of the main body. is there a way to bring over this meaty stub effect from the 'real' zombies onto these custom archetype zombies?
for now as a workaround, i simply set the DismemberMultiplers for each zombie (defined in entityclasses.xml) to zero.
I wonder what entityclass your own zombies are extending from such as <entity_class name="zombiePsycho" extends="Zombie_Template">.
I think you are onto something there. It is very possible gibbage effects are restricted to just limited models/classes/entity types and reinstating them would require further inclusions. I've never played PvP but the video I've seen shows Sunday family afternoon elimination scenes.and my guess is that it's just a limitation of building zombies from the archetypes.xml which were originally intended for just player types.
Try doing this as an alternative. Adding the !-- at the beginning and -- at the end forces the game to ignore what is in between but still allows you to change it at a later time.Can anyone tell me how to prevent a zombie from spawning please.. I've tried myself by going to the entitygroups.xml and doing this
<entity name="zombieScorcher" prob="0" />
But it still spawns.. is this not the correct way to do it?
Thanks
<!--entity name="zombieScorcher" prob="0" /-->
Try doing this as an alternative. Adding the !-- at the beginning and -- at the end forces the game to ignore what is in between but still allows you to change it at a later time.
<!--entity name="zombieScorcher" prob="0" /-->
There is an entity mass and this applies to pretty much all entities, including the Snufkin ones and is typically proportional. However, the majority of the Snufkin Zombies have their own Archetypes just like building a player's features and they may be missing a few things that regular entities have in terms of models. The Archon is one of the exceptions as it's based on a customised entity and typically holds fast when eliminated. This never used to be such a thing until a few updates ago when a physics element became a much bigger feature, as you say; flying at quite a distance. If you ever get the chance to go into Creative Mode and grab the Developer's Hammer, it takes it to the extreme. I don't think it's ever really been discussed as a feature to amend as it typically leaves smiles on people's faces and a mood of being mesmerised.Is there a weight dynamic to the Snufkin zombies? On Horde Night I tried some of the Snufkin Weapons on them, namely the TurretAuger and a Robotic Sledge with Fire mod and Blessed Metal mod (extra damage to undead). The automated Turret Auger worked well as long as you confine Snufkin zombies to a spot, but the Sledge ... holy crap these dudes FLEW when they got hit by it. It's like the Undertaker and the Parasite got hit by a 16-ton semi truck!
There is an entity mass and this applies to pretty much all entities, including the Snufkin ones and is typically proportional. However, the majority of the Snufkin Zombies have their own Archetypes just like building a player's features and they may be missing a few things that regular entities have in terms of models. The Archon is one of the exceptions as it's based on a customised entity and typically holds fast when eliminated. This never used to be such a thing until a few updates ago when a physics element became a much bigger feature, as you say; flying at quite a distance. If you ever get the chance to go into Creative Mode and grab the Developer's Hammer, it takes it to the extreme. I don't think it's ever really been discussed as a feature to amend as it typically leaves smiles on people's faces and a mood of being mesmerised.
@The Frankmanah ok. this explains why i noticed the snufkin zombies and the zombies i'm creating (using this same method) seem a bit floaty when they are knocked down.. compared to the vanilla zombies. so at this time, not much can do to fine tune this behavior eh?
@Nomad has a very large message box to respond to and asked me to respond on his/her behalf.