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What files do I need to edit?

WarMongerian

Refugee
I'm looking to remove all ranged attacks from my solo playthroughs, so what files do I need to edit, and how?

I have bad eyesight, and so I am forced to fight the zombies with melee weapons (I can use a bow/crossbow, but not if there are many/moving targets), and yesterday (I'm playing Horde Nights every night) I had entirely to much spitting going on all night, to the point where I couldn't even see what was going on, so tonight I want a night without all the spitting.

What do I need to do?
 
I'm looking to remove all ranged attacks from my solo playthroughs, so what files do I need to edit, and how?

I have bad eyesight, and so I am forced to fight the zombies with melee weapons (I can use a bow/crossbow, but not if there are many/moving targets), and yesterday (I'm playing Horde Nights every night) I had entirely to much spitting going on all night, to the point where I couldn't even see what was going on, so tonight I want a night without all the spitting.

What do I need to do?

In entityclasses, look for each zombie entity that has a ranged attack. Go to property = AITask and remove the AI task for range attacks. That should remove them.

Another method is just to replace those entities with a non-ranged zombie entity. For example, remove zombiePlagueSpitter entity from the file, copy zombieMarlene entity, and then change the name to zombiePlagueSpitter (entityclass name=zombieMarlene). Now whenever the game spawns a zombiePlagueSpitter, it will instead spawn a zombieMarlene
 
In entityclasses, look for each zombie entity that has a ranged attack. Go to property = AITask and remove the AI task for range attacks. That should remove them.
Thanks for the helpful and informative answer. :cool:

I am clueless with editing 7dtd, and with my eyesight having gotten so bad, I need to ask more questions.

Which files contain that info?
Where are these files located?
Another method is just to replace those entities with a non-ranged zombie entity. For example, remove zombiePlagueSpitter entity from the file, copy zombieMarlene entity, and then change the name to zombiePlagueSpitter (entityclass name=zombieMarlene). Now whenever the game spawns a zombiePlagueSpitter, it will instead spawn a zombieMarlene
I hope to not have to do that, but if the ranged attacks seem to still be a problem after editing the files, then that would be my goto option.
 
The whole line needs to be removed

RangedAttackTarget itemType=1;cooldown=6;duration=7;minRange=4;maxRange=27|

This is how it looks for me in Notepad++

1758461171328.png

Each AI task ends with |
 
The whole line needs to be removed

RangedAttackTarget itemType=1;cooldown=6;duration=7;minRange=4;maxRange=27|

This is how it looks for me in Notepad++

View attachment 36706

Each AI task ends with |
Gotcha. I'll just paste the backup file over top the edited file, and then make the correct edits.

One thing, and thanks again for taking all the time to help me out with this, did you happen to see where the zombie vulture had a ranged attack? I must have missed that one.
 
One thing, and thanks again for taking all the time to help me out with this, did you happen to see where the zombie vulture had a ranged attack? I must have missed that one.
For the vulture spits, I think you need to change the following line

<property name="HandItem" value="meleeHandAnimalZombieVultureRadiated"/>

to

<property name="HandItem" value="meleeHandAnimalZombieVulture"/>

That would make the radiated vulture use the same attack as the regular vulture which is non-ranged. But I never did it myself so I am going with just logic at this point.
 
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