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

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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?
I do not believe it is possible to make the strong zombies only appear in the Wasteland and Burnt Forest during Blood Moon Horde Nights. I believe the zombies are hardcoded to target the player and do not care about location.

It is possible to make a safe house for the players who do not like to see the strong zombies during Blood Moon Horde Nights. They can wait in the safe house and watch or attack safely using 'tprotect' command around your safe area.

 
cowSkullPrefab, animalVultureStandard, and  pumpkinJackoLanternPrefab may well have been pulled directly from the blocks and entity xmls from within the game


omg. actually they are all there in the blocks.xml! you're spot on! 👍

now.. let's see what we have here.... * evil scientist laugh *

 
I feel like and idiot. I am trying to get the custom zombies to only spawn on horde night. I read the directions on how to do this, but Windows will not let me change the entity file name like it says to:

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

Was the "Server Admin Spawning Options" folder supposed to have been uploaded to the server with the rest? Mine didn't.

Please help

NVM, found my mistake.

 
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What does the zombie direwolf look like
Like that in the day time, and just the glowing green eyes at night if there are no other light sources around. This is a vanilla texture already in the game.

The chest burster is a catfish and is also already in the game. They seem to have made their own little team.

20210612011857_1.jpg.00091bc3ab417c728b58a3c89a8c944a.jpg


 
Hey arramus I posted a topic about weapon and body part destruction on the boss zombies in the update request section for mods but my two questions are. Have u mentioned this idea to anyone else working on this mod? and just what are you guys thoughts on this idea?

 
Hey arramus I posted a topic about weapon and body part destruction on the boss zombies in the update request section for mods but my two questions are. Have u mentioned this idea to anyone else working on this mod? and just what are you guys thoughts on this idea?
Everyone else is waiting for A20 to arrive before committing too much to anything. In fact, there is a list of AI related wishes depending on how the vanilla game progresses relating to behavior, pathing, and dynamic features.

 
Everyone else is waiting for A20 to arrive before committing too much to anything. In fact, there is a list of AI related wishes depending on how the vanilla game progresses relating to behavior, pathing, and dynamic features.
Thats nice to hear and yeah everyone including myself are quite excited about A20 but i know this mod will be updated to A20 when the time comes and maybe then we can add features such as the destruction of mounted weapons on boss zombies.

 
Thats nice to hear and yeah everyone including myself are quite excited about A20 but i know this mod will be updated to A20 when the time comes and maybe then we can add features such as the destruction of mounted weapons on boss zombies.
There are typically hit boxes relating to different collision areas on the zombies and I expect that would need to be built into model attachments which would then require additional coding. I expect this mod would then require custom content to accommodate that. The alternative which is similar to in game blocks being up graded and down may also be an option but again typically within the realms of custom content. If another modder wants to delve there, they are welcome.

 
arramus said:
There are typically hit boxes relating to different collision areas on the zombies and I expect that would need to be built into model attachments which would then require additional coding. I expect this mod would then require custom content to accommodate that. The alternative which is similar to in game blocks being up graded and down may also be an option but again typically within the realms of custom content. If another modder wants to delve there, they are welcome.
yeah thats true and keeping this mod serverside when adding custom content I dont think is impossible but definitely not easy so we'll obviously need all the help we can get. but hopefully we can find a modder that can pull it off. I would do it but i still have a ####load to learn about coding but nevertheless it'll be worth it in the long run cause being able to destroy boss zombies weapons or armor parts (what most games refer to as weakspots) would add some nice fighting details to these boss zombies as most other survival games have similar features on their bosses. A nice detailed example i got is when u shoot the flamethrower barrels on the scorcher they explode launching the scorcher into a wall and set him on fire.

 
hey arramus I know u said in an earlier post that most mod users dont want more flying enemies but when u think about it all flying enemies are relatively easy to take down especially when ur loaded with bullets so we need at least 1 flying enemy thats at a much higher boss level than the others and that catfish model that was found can be useful. my idea is an insanely HUGE flying catfish with giant vulture wings and this guy will be insanely tough to take out. and one way to take him out more effectively is to shoot out his wings which will also spit the same plasma balls as the gheist. now i never rush my requests but if u guys decide to try this new enemy hopefully yall have fun with it, and if yall come up with more ideas for it feel free to add whatever yall want.

 
hey arramus I know u said in an earlier post that most mod users dont want more flying enemies but when u think about it all flying enemies are relatively easy to take down especially when ur loaded with bullets so we need at least 1 flying enemy thats at a much higher boss level than the others and that catfish model that was found can be useful. my idea is an insanely HUGE flying catfish with giant vulture wings and this guy will be insanely tough to take out. and one way to take him out more effectively is to shoot out his wings which will also spit the same plasma balls as the gheist. now i never rush my requests but if u guys decide to try this new enemy hopefully yall have fun with it, and if yall come up with more ideas for it feel free to add whatever yall want.
We tested a few things like this and the limitations are that the flying things are attached to the vulture class to give them the flying capability. In turn, they take the attributes of the vulture model even though it's hidden. Things which are more vertical like the Archon and Geist characters are easier to take out as the hit box is more intuitive since it covers the body and head for the most part. Things like the drones and particularly the shark are trickier as the drones need to be targeted at the front and the shark needs to be targetted in the mouth. Anything which is more horizontal and doesn't have full hitbox coverage is where the issues and complaints occur. Unfortunately, this issue will occur with any wings as well which shots will just pass through without registering hits. We'll see how the default models are amended in A20 ad see if it's worth a revisit.

 
We tested a few things like this and the limitations are that the flying things are attached to the vulture class to give them the flying capability. In turn, they take the attributes of the vulture model even though it's hidden. Things which are more vertical like the Archon and Geist characters are easier to take out as the hit box is more intuitive since it covers the body and head for the most part. Things like the drones and particularly the shark are trickier as the drones need to be targeted at the front and the shark needs to be targetted in the mouth. Anything which is more horizontal and doesn't have full hitbox coverage is where the issues and complaints occur. Unfortunately, this issue will occur with any wings as well which shots will just pass through without registering hits. We'll see how the default models are amended in A20 ad see if it's worth a revisit.
Alright good to know.

 
Is there a single or per-zombie version of this mod? I would like to add 4-5 of these guys to possibly be rare and hordnight spawns. It would be great if there was a way we could pick and choose which things to have spawn. Thanks!

EDIT:

Actually, if I go into the entity groups with the mod, and change it to just one line to read this:

    <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS153']"><entity name="zombieCowhead" prob="0.1"/><entity name="ZombieBomber" prob="0.1"/><entity name="zombieScarecrow" prob="0.1"/><entity name="zombieMotorhead" prob="0.1"/><entity name="zombieScorcher" prob="0.15"/></append>

a) Would that make it so the above 5 zombies are the only ones spawning? and they'll only spawn on horde night?

b) Also, do I need to copy paste that line a lot more? How would I ensure that spawning prob is applicable for all GS at 150+, not just 153 and so...?

 
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Is there a single or per-zombie version of this mod? I would like to add 4-5 of these guys to possibly be rare and hordnight spawns. It would be great if there was a way we could pick and choose which things to have spawn. Thanks!

EDIT:

Actually, if I go into the entity groups with the mod, and change it to just one line to read this:

    <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS153']"><entity name="zombieCowhead" prob="0.1"/><entity name="ZombieBomber" prob="0.1"/><entity name="zombieScarecrow" prob="0.1"/><entity name="zombieMotorhead" prob="0.1"/><entity name="zombieScorcher" prob="0.15"/></append>

a) Would that make it so the above 5 zombies are the only ones spawning? and they'll only spawn on horde night?

b) Also, do I need to copy paste that line a lot more? How would I ensure that spawning prob is applicable for all GS at 150+, not just 153 and so...?
The entitygroups.xml is split into two main components; Regular game play and Horde Night game play.

If you change the entry line above, it will give you:

a) Only the 5 zombies in that list for Horde Night (on top of the default ones) from Game Stage 153.
b) Game Stage settings from GS153 will be applicable from GS153 but default will wipe them further on so that they need to be applied at all Game Stages to match default.

If you want the Snufkin Zombies to appear in regular game play then there is no need to change any other settings if you are using the entitygroups.xml which allows it. If you would also only like these 5 appear or none to appear in regular non Horde Night game play, then it will require further changes. If you are only using the 'entitygroups_only_horde_night_version (rename to entitygroups and place on Config)' version, than your own amendments are sufficient.

See next post...

 
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@Nerhesi On second thought, it will be required to add the 5 to exactly the same format as the original file as the default files will remove them in the next Game Stage it applies and delete your original setting. Snufkin counteracted that by adding them all in the same sequence as default vanilla settings. Tiresome for sure but using Notepad++ allows you to make a batch change to large chunks of the Horde Night text in one instance which can reduce amendments to 7 individual edits using the 'Find what' > 'Replace with' > Replace All feature. Needing to change them all is one BIG reason it hasn't been feasible to make a single or per zombie version of this mod due to the clerical nightmare.

 
Hi Arramus,

Thank you for your help. So my understanding is that:

A) I will start off by using 'entitygroups_only_horde_night_version (rename to entitygroups and place on Config)

B) I will then change every-line to <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGSXXX']"><entity name="zombieCowhead" prob="0.1"/><entity name="ZombieBomber" prob="0.1"/><entity name="zombieScarecrow" prob="0.1"/><entity name="zombieMotorhead" prob="0.1"/><entity name="zombieScorcher" prob="0.15"/></append>

C) Where XXX will be the increasing game stages

Is that correct?

And if so, I have a general question, the game stages seem to be increasing at odd amounts... is that fine that it's not a line entry every single GS value? (e.g. 100,101,102,103, etc)... what happens when the game stage falls between any two of specifically identified ones in the entity groups file?

 
Or, how about:

<insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'feralHordeStageGS')]/entity[@name='zombieMoeRadiated']">
<entity name="zombieCowhead" prob="0.03"/>

<entity name="ZombieBomber" prob="0.03"/>

<entity name="zombieScarecrow" prob="0.03"/>

<entity name="zombieMotorhead" prob="0.03"/>

<entity name="zombieScorcher" prob="0.03"/>
</insertAfter>

<insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'feralHordeStageGS')]/entity[@name='zombieBoeRadiated']">
<entity name="zombieCowhead" prob="0.03"/>

<entity name="ZombieBomber" prob="0.03"/>

<entity name="zombieScarecrow" prob="0.03"/>

<entity name="zombieMotorhead" prob="0.03"/>

<entity name="zombieScorcher" prob="0.03"/>
</insertAfter>

Would that not apply the additional zombies spawning to all bloodmoon hordes Gamestages with a ZombieMoe(or Boe)Radiated?

Thanks again for the help :)

 
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Hi Arramus,

Thank you for your help. So my understanding is that:

A) I will start off by using 'entitygroups_only_horde_night_version (rename to entitygroups and place on Config)

B) I will then change every-line to <append xpath="/entitygroups/entitygroup[@name='feralHordeStageGSXXX']"><entity name="zombieCowhead" prob="0.1"/><entity name="ZombieBomber" prob="0.1"/><entity name="zombieScarecrow" prob="0.1"/><entity name="zombieMotorhead" prob="0.1"/><entity name="zombieScorcher" prob="0.15"/></append>

C) Where XXX will be the increasing game stages

Is that correct?

And if so, I have a general question, the game stages seem to be increasing at odd amounts... is that fine that it's not a line entry every single GS value? (e.g. 100,101,102,103, etc)... what happens when the game stage falls between any two of specifically identified ones in the entity groups file?
The Game Stages increase in increments rather than 1 by 1 units by default in the vanilla files and this is fine.

There are some differences between the default and Snufkins these days. Either intentional from the beginning or caused by updates.

Based on these 5 boss zombies, I recommend:

GS1 to GS247 are all prob="0.1" (but the zombieScorcher and zombieMotorhead at .05 because one is a flame beast and the other a block destroyer and can be invasive)
GS255 to GS672 are all prob="0.15"(but the zombieScorcher and zombieMotorhead are at 0.1)

GS683 to GS1206 are all prob="0.37" (but the zombieScorcher and zombieMotorhead are at 0.175)
GS1218 to GS1768 are all prob="0.41" (but the zombieScorcher and zombieMotorhead are at 0.2)
GS1782 to GS2391 are all prob="0.45" (but the zombieScorcher and zombieMotorhead are at 0.23)

GS2407 to GS3136 are all prob="0.62" (but the zombieScorcher and zombieMotorhead are at 0.27)

GS3153 to GS4086 are all prob="0.7" (but the zombieScorcher and zombieMotorhead are at 0.3)

This is because -

Scarecrow is a pretty gentle battle
Cowhead can be beastly head on but pretty gentle behind a defense
Bomber is all show and doesn't have the Demolisher kind of power

Motorhead has high block damage and can strip a base pretty well and from lower GS bases may not quite be ready for it

Scorcher is incredibly invasive from pretty long range and if it keeps spawning too often will become tiresome as it's health lowering potential is fast and health packs can't keep up with a stream of them.

Or, how about:

<insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'feralHordeStageGS')]/entity[@name='zombieMoeRadiated']">
<entity name="zombieCowhead" prob="0.03"/>

<entity name="ZombieBomber" prob="0.03"/>

<entity name="zombieScarecrow" prob="0.03"/>

<entity name="zombieMotorhead" prob="0.03"/>

<entity name="zombieScorcher" prob="0.03"/>
</insertAfter>

Would that not apply the additional zombies spawning to all bloodmoon hordes Gamestages with a ZombieMoeRadiated?

Thanks again for the help :)
This method is also fine and was a feature used in the earlier version of the enZombies. However, 0.03 will see diminishing returns as GS increases.

Simple zombies have a probability of 100% chance, feral will come in at 0.26 from GS44 and get to 0.7 at peak. And as more entities become included such as Radiated, the Snufkin Zombies will slip further down the probability list and the higher and stronger you get, the less you will see them.

It looks like entities added in earlier Game Stages will be cached and not be changed unless they are changed in a later Game Stage based on how the default entitygroups.xml is laid out. The latter Games Stages will just amend previous settings if they are 'repeating' and not remove any. Game Stages will typically build on what came before and amend what came before should it need higher probability.

 
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