khzmusik
Well-known member
below are two things i discovered while creating UMA zombies for my enZombies mod. it's listed in my "known issues" section of my enZombies mod page, and I believe this would apply to your UMA archetype zombies:
- UMA zombies don't catch fire from torch attacks. However, they do burn and suffer damage from molotov cocktails, flaming arrows/bolts. The flame effects just don't visually show on their bodies.
- UMA zombies don't get shocked when walking into electric fence traps. However, they occasionally get shocked while knocked down on the fence. Stun batons shock the zombies just fine though.
This flame issue sounds like exactly the same problem with the fire particle that plagued the non-UMA characters.
I made a fix for this in my "zombie adjustments" modlet, which was adapted from something Xyth did in his character effects modlet. It appends a new effect to the "on fire" buff, that puts a vanilla flame particle on the model's "Hips" bone. It only targets entities with a specific tag - Xyth's NPCs have the "cp" tag for this purpose.
I haven't yet tested it, but since UMA zombies use the vanilla controller, which requires the same bone structure as the non-UMA models, I assume they also have a "Hips" bone so it should work.
Here's the XML that I added in buffs.xml. You could try adapting it:
<insertAfter xpath="//buff[@name='buffIsOnFire']/effect_group[@name='run particles, cleanup']">
<effect_group name="run particles for customs, cleanup">
<!-- This uses a tag named "cp" but you can use whatever tag you like -->
<requirement name="EntityTagCompare" tags="cp" />
<!-- The burning barrel particle seems to work best, visually -->
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_burning_barrel" local_offset="0,-1,0" parent_transform="Hips" />
<triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_burning_barrel" local_offset="0,-1,0" parent_transform="Hips" />
<triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_burning_barrel" />
<triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_burning_barrel" />
</effect_group>
</insertAfter>
You'll need to add whatever tag to all the zombies in your mod (Xyth uses "cp" and you could reuse that, but it could be anything).
The electricity issue is new to me though. Electricity still uses the same particle code as it always has, AFAIK, so I don't know how to fix that.