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Snufkin's Custom Server Side Zombies - PLUS (A20)

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Thanks @arramus for helping to dig deeper on that. At least I know I'm not crazy and that my sleeper horde customization is actually working as it should. 😎

I'll go ahead and report this strangeness with the cntCar03SedanDamage2v05 object. I don't see a bug report section here on the forum. It's the one in the Steam community page right? Update: i found it nevermind.

 
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Hi @arramus ... and @doughphunghus too. Is there a way to prevent the zombie projectiles like vomit, flaming arrows, etc, to NOT inflict damage on other zombies or creatures.. but only damage the players?
It is not something I've ever considered or tinkered with to be honest as I've only become accustomed to entity damage and block damage settings. Unless there is a direct method that someone with more depth knowledge or experience can suggest, I have only seen things which may limit the damage such as tinkering with the AI task settings to reduce interaction, seeing if the 'immunity' setting can take any further tags, or adding an event buff if there is a way to tag 'ammo/melee' types between specific items and entities.

 
arramus its been a while since I mentioned this but if u remember when i mentioned how for some reason all my other mods need to be removed then install this mod for it to work properly then reinstall my other mods. Have u figured out what was causing that?

 
arramus its been a while since I mentioned this but if u remember when i mentioned how for some reason all my other mods need to be removed then install this mod for it to work properly then reinstall my other mods. Have u figured out what was causing that?
I have not figured out what was causing it. The mods are supposed to install in alphabetical order, and based on that, removing other mods or adding this to the collective should have no bearing on the final instance as they should all load up together uniquely on that current attempt. It appears there may be a conflict somewhere down the line. If this was a common issue, it would be easier to track down, but this appears to be a unique quandary.

 
I have not figured out what was causing it. The mods are supposed to install in alphabetical order, and based on that, removing other mods or adding this to the collective should have no bearing on the final instance as they should all load up together uniquely on that current attempt. It appears there may be a conflict somewhere down the line. If this was a common issue, it would be easier to track down, but this appears to be a unique quandary.
Ok so i possibly could've been the only one to discover this issue which wouldn't surprise me. but I think the next best course of action is to ask other people who use this mod and see if any of them encountered this problem or something similar since i dont know what else to do.

 
Ok so i possibly could've been the only one to discover this issue which wouldn't surprise me. but I think the next best course of action is to ask other people who use this mod and see if any of them encountered this problem or something similar since i dont know what else to do.
I visited a number of servers running this mod for over 6 months; Tipsy Zombies, ZombieShack, 9999XP, Snufkin Mods, and even @magejosh's server which is running a list that stretches as far as the eye can see and received no feedback relating to an issue of a similar nature. I am using it on my own server with a more conservative mod assortment but can still not duplicate it. If any other Server Admin are facing a similar issue, I hope they'll post in here otherwise it is hard to track down any commonalities.

 
Thanks for the great mod.
I'm having a lot of fun playing.
By the way, is there a way to turn the wonderful special zombies you create into a wasteland and Blood Moon-only spawn?
Even if I modify it, it doesn't work 

 
I visited a number of servers running this mod for over 6 months; Tipsy Zombies, ZombieShack, 9999XP, Snufkin Mods, and even @magejosh's server which is running a list that stretches as far as the eye can see and received no feedback relating to an issue of a similar nature. I am using it on my own server with a more conservative mod assortment but can still not duplicate it. If any other Server Admin are facing a similar issue, I hope they'll post in here otherwise it is hard to track down any commonalities.
ok good to know. Also I had an idea that you may find interesting. since the denotator on the demolisher is a separate entity I wonder if we could do a similar setup with the explosive barrels on the bomber and scorcher cause it would be pretty cool to make their barrels explode when shooting them. similar to DOOM eternal where players can destroy certain body parts and weapons on various demons rendering them less deadly. now with my limited knowledge on programing I don't know if it could be possible but i think its a cool idea nonetheless

 
Ok that specific problem I've not had but I've had some situations where I thought that was the case.

Id look into any other mods which may be remove and replacing zombies hands that loads after this one alphabetically. 

Or even easier, id just rename the modlet folder to have a zz at the beginning and try loading the client and a fresh game to see if you get the errors. If that produces errors, try changing the zz into aa.

One of those has a high chance of fixing the compatibility issues. 

Otherwise feel free to share your output log or modlet list and I'll see if I can spot any compatibility issues. 

I've been developing my overhaul and this modlet is one of my first choices for a must include. It's also caused It's fair share of compatibility NREs with the other 221 modlets in my server side overhaul. For fear or causing more I've manually updated my copy with the new releases the last 2 times It's been updated. 

 
Thanks for the great mod.
I'm having a lot of fun playing.
By the way, is there a way to turn the wonderful special zombies you create into a wasteland and Blood Moon-only spawn?
Even if I modify it, it doesn't work 
By deleting or <!--commenting out--> entries in the entitygroups.xml (you can see some lines tagged this way already, it will remove them from spawning. You mentioned that even if you modify it, it doesn't work. I don't know if you are commenting out but if so, be careful not to have a <!-- start point with <!-- 14 from Plus Snufkin Mod --> and then a close point after that -->. It will not be commented out with the correct syntax even if it appears to be. Wherever you start a comment out <!-- there must be a closing --> to avoid potential issues.

If you are still facing issues, consider backing up the original, and deleting entries manually for everything except anything related to Wasteland and feralHordeStage. If you get lost, you can share what you are doing in here, even if it is long, as a spoiler.

 
Ok that specific problem I've not had but I've had some situations where I thought that was the case.

Id look into any other mods which may be remove and replacing zombies hands that loads after this one alphabetically. 

Or even easier, id just rename the modlet folder to have a zz at the beginning and try loading the client and a fresh game to see if you get the errors. If that produces errors, try changing the zz into aa.

One of those has a high chance of fixing the compatibility issues. 

Otherwise feel free to share your output log or modlet list and I'll see if I can spot any compatibility issues. 

I've been developing my overhaul and this modlet is one of my first choices for a must include. It's also caused It's fair share of compatibility NREs with the other 221 modlets in my server side overhaul. For fear or causing more I've manually updated my copy with the new releases the last 2 times It's been updated. 
Well i dont know what caused the problem on my game but as far as im concerned it may have been fixed somehow with the few updates the mod has recieved since i encountered the problem. I say this because i already had my other mods reinstalled when i installed the snufkin's EnZombies mod and it works perfectly.

By deleting or <!--commenting out--> entries in the entitygroups.xml (you can see some lines tagged this way already, it will remove them from spawning. You mentioned that even if you modify it, it doesn't work. I don't know if you are commenting out but if so, be careful not to have a <!-- start point with <!-- 14 from Plus Snufkin Mod --> and then a close point after that -->. It will not be commented out with the correct syntax even if it appears to be. Wherever you start a comment out <!-- there must be a closing --> to avoid potential issues.

If you are still facing issues, consider backing up the original, and deleting entries manually for everything except anything related to Wasteland and feralHordeStage. If you get lost, you can share what you are doing in here, even if it is long, as a spoiler.
Arramus I know some of us but not all of us know how to change codes in the mod and I know it would take time but could it be possible to make a horde night only version of this mod for players who want more challenging horde nights. I'm not saying yall should do it I only mentioned it because its not a bad idea but all I can say at this point is yall can form your own opinions on it.

 
but could it be possible to make a horde night only version of this mod for players who want more challenging horde nights.
Adding both a 'horde night only' version and a 'no horde night' version is not too much to ask and will be included in the next update.

 
And here is the next update.

https://github.com/arramus/SnufkinCustomZombiesPLUS-A19-2021July04

This version introduces the Tipsy Pink Squatch. This gives a running mate to the Tipsy Squatch and they'll be seen together from time to time.

20210704183549_1.jpg

In addition, there is a new folder called 'Server Admin Spawning Options'. This contains additional entitygroup options for Server Admin who want to replace the default version. They offer the following options:

- entitygroups_lite_no_horde_night_version (rename to entitygroups and place in Config to reduce spawning)
This is a lighter version with less spawning in regular game and zero spawning during horde night.

- entitygroups_lite_version (rename to entitygroups and place in Config to reduce spawning)
This is a lighter version with less spawning in regular game and default spawning during horde night.

- entitygroups_no_horde_night_version (rename to entitygroups and place in Config)
This is the default with no spawning during horde night.

- entitygroups_only_horde_night_version (rename to entitygroups and place in Config)
This version will only spawn during horde night.

For any other variety, Server Admin can always ask in this thread.

 
arramus said:
This version introduces the Tipsy Pink Squatch. This gives a running mate to the Tipsy Squatch and they'll be seen together from time to time.
the perfect couple! lol. will there be some jealousy drama between pink squatch and forestCamo zombie? tune in next time to find out......

 
arramus said:
Adding both a 'horde night only' version and a 'no horde night' version is not too much to ask and will be included in the next update.
Hey man I mentioned this idea before now I don't know if it could be possible but tell me what u think. So you know how many bosses in various games new and old have body parts or machines (mostly in the form of weapons) that can be destroyed separately to make the boss less deadly. my idea is could it be possible for certain zombies such as the scorcher for example to have its flamethrower fuel barrels explode when shot similar to how limbs and heads can be destroyed?

 
Hi @arramus and anyone who might know:

Using the example of the Hell Lion zombie below - where in the game's folders or bundle files do those items cowSkullPrefab, animalVultureStandard, and pumpkinJackoLanternPrefab reside? I'm hoping to find where these item names are being pulled so I can explore what other related items there are, and try to attach them to the zombies. These items appear to be coming from a path called "Entities/" ?

In contrast, I am able to work with the items like ClubIronPrefab and ClubIronPrefab (as referenced in the XML below) because they are being pulled from the path "#Other/Items" which maps to the game's "data/bundles/other/" folder. Using the Unity Assets Bundle Extractor tool, I can then see and experiment with other items like bone shivs, torches, shovels, etc that are part of that same bundle file. 

Any guidance would be awesome. 😎

Code:
<buff name="helllionDeco" hidden="true">
	<effect_group>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" local_offset="0,0.1,0.1" local_rotation="30,0,0" parent_transform="Head"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="torch02_firePrefab" local_offset=".1,0.05,0.2" local_rotation="90,0,180" parent_transform="Head"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="particleeffects/torch02_firePrefab" local_offset="-.1,0.05,0.2" local_rotation="90,0,180" parent_transform="Head"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/ClubIron/ClubIronPrefab.prefab" local_offset="-0.05,0.2,-0.25" local_rotation="0,0,180" parent_transform="Head"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Animals/Vulture/animalVultureStandard" local_offset="0,0,0" local_rotation="90,0,0" parent_transform="Spine"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Entities/Zombies?Zombies/zombieStandardSpiderRagdoll.prefab" local_offset="0,0.15,-0.2" local_rotation="0,0,0" parent_transform="Spine2"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/ClubIron/ClubIronPrefab.prefab" local_offset="0.13,0,0.4" local_rotation="0,90,-180" parent_transform="Spine3"/>
		<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Plants/pumpkinJackoLanternPrefab" local_offset="0,0.54,0.33" local_rotation="30,0,0" parent_transform="Spine"/>
	</effect_group>
</buff>
 
Hey man I mentioned this idea before now I don't know if it could be possible but tell me what u think. So you know how many bosses in various games new and old have body parts or machines (mostly in the form of weapons) that can be destroyed separately to make the boss less deadly. my idea is could it be possible for certain zombies such as the scorcher for example to have its flamethrower fuel barrels explode when shot similar to how limbs and heads can be destroyed?
It may well be worth posting this in the mods Discussions and Requests area to ensure modders who have this level of capability can consider it. An interesting boss level battle formula for sure.

 
Hi @arramus and anyone who might know:

Using the example of the Hell Lion zombie below - where in the game's folders or bundle files do those items cowSkullPrefab, animalVultureStandard, and pumpkinJackoLanternPrefab reside? I'm hoping to find where these item names are being pulled so I can explore what other related items there are, and try to attach them to the zombies. These items appear to be coming from a path called "Entities/" ?

In contrast, I am able to work with the items like ClubIronPrefab and ClubIronPrefab (as referenced in the XML below) because they are being pulled from the path "#Other/Items" which maps to the game's "data/bundles/other/" folder. Using the Unity Assets Bundle Extractor tool, I can then see and experiment with other items like bone shivs, torches, shovels, etc that are part of that same bundle file. 

Any guidance would be awesome. 😎

<buff name="helllionDeco" hidden="true">
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/OutdoorDecor/cowSkullPrefab" local_offset="0,0.1,0.1" local_rotation="30,0,0" parent_transform="Head"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="torch02_firePrefab" local_offset=".1,0.05,0.2" local_rotation="90,0,180" parent_transform="Head"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="particleeffects/torch02_firePrefab" local_offset="-.1,0.05,0.2" local_rotation="90,0,180" parent_transform="Head"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/ClubIron/ClubIronPrefab.prefab" local_offset="-0.05,0.2,-0.25" local_rotation="0,0,180" parent_transform="Head"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Animals/Vulture/animalVultureStandard" local_offset="0,0,0" local_rotation="90,0,0" parent_transform="Spine"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Entities/Zombies?Zombies/zombieStandardSpiderRagdoll.prefab" local_offset="0,0.15,-0.2" local_rotation="0,0,0" parent_transform="Spine2"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/ClubIron/ClubIronPrefab.prefab" local_offset="0.13,0,0.4" local_rotation="0,90,-180" parent_transform="Spine3"/>
<triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Plants/pumpkinJackoLanternPrefab" local_offset="0,0.54,0.33" local_rotation="30,0,0" parent_transform="Spine"/>
</effect_group>
</buff>

I can't help you on this one as it was an oakraven build. However, cowSkullPrefab, animalVultureStandard, and  pumpkinJackoLanternPrefab may well have been pulled directly from the blocks and entity xmls from within the game and tweaked where the path needed further edits using precedence or trial and error. I'm not sure how many of the game files remain obfuscated as I have not explored unpacking in any great detail.

 
Thanks for the nice mod
There are various players on my server.
Someone left my server for fear of the strong zombies, but some others are bored with weak zombies and need to strong zombies.

Is it difficult to modify this mod to make strong zombies appear only Wasteland and burnt forest during feral nights?

Except for ferrule nights, I know it's easily possible, by editing the XML myself.
But problem is ferrule nights.....

How can such a thing be possible?

 
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