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add zombie bathemoth

You have done the append in the entityclasses ok but you have not done anything to add the zombie in the entitygroups other than add the line in the xml copy....

All you need to do is append the behemoth zombie into the group 'zombies all' in the entitygroups.xml, You should not need to do anything with the spawning as the spawning already has the group 'zombies all'.

So you only need entityclasses.xml and entitygroups.xml in your config folder if that helps .

 
I followed your advice but I have this error at launch

Capture.jpg

entitygroup :

<configs>

<append xpath="/entity_groups">

<entitygroups>

<entitygroup name="ZombiesAll">

<entity name="zombieBoe"/>

<entity name="zombieJoe"/>

<entity name="zombieSteve"/>

<entity name="zombieMoe"/>

<entity name="zombieYo"/>

<entity name="zombieBusinessMan"/>

<entity name="zombieArlene"/>

<entity name="zombieDarlene"/>

<entity name="zombieMarlene"/>

<entity name="zombieSkateboarder"/>

<entity name="zombieCheerleader" prob="0.3"/>

<entity name="zombieOldTimer" prob="0.3"/>

<entity name="zombieBiker" prob="0.3"/>

<entity name="zombieFarmer" prob="0.3"/>

<entity name="zombieStripper" prob="0.3"/>

<entity name="zombieUtilityWorker" prob="0.3"/>

<entity name="zombieNurse" prob="0.3"/>

<entity name="zombieSteveCrawler"/>

<entity name="zombieFatHawaiian" prob="0.3"/>

<entity name="zombieBehemoth" prob="0.1"/>

</entitygroup>

</entitygroups>

</append>

</configs>

entityclass :

<configs>

<append xpath="/entity_class">

<property name="zombieBehemoth" extends="zombieTemplateMale">

<property name="Prefab" value="NPC4m"/>

<property name="SoundRandom" value="Enemies/Base_Zombie_Male2/zombiemale2roam"/>

<property name="SoundAlert" value="Enemies/Base_Zombie_Male2/zombiemale2alert"/>

<property name="SoundAttack" value="Enemies/Base_Zombie_Male2/zombiemale2attack"/>

<property name="SoundHurt" value="Enemies/Base_Zombie_Male2/zombiemale2pain"/>

<property name="SoundDeath" value="Enemies/Base_Zombie_Male2/zombiemale2death"/>

<property name="SoundSense" value="Enemies/Base_Zombie_Male2/zombiemale2sense"/>

<property name="Mesh" value="Monsters/Behemoth/BehemothRagdoll"/>

<property name="AvatarController" value="AvatarZombie01Controller"/>

<property name="ModelType" value="Standard"/>

<property name="WalkType" value="9"/>

<property name="ExperienceGain" value="8982"/>

<property name="MaxHealth" value="5000"/>

<property name="DeadBodyHitPoints" value="700"/>

<property name="PhysicsBody" value="zombieStandardFemale"/>

<property name="RootMotion" value="true"/>

<property name="HasDeathAnim" value="true"/>

<property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/>

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

</append>

</configs>

 
Last edited by a moderator:
This part is wrong in the first part of your post * I see you edited the post

<configs>

<append xpath="/entity_classes">

<entitygroups>

<entitygroup name="ZombiesAll">

In xpath you can just shorten the code for example in the entitygroups.xml you can do this

Root is entitygroups so you can then specify a condition

Code:
<configs>
<append xpath="/entitygroups/entitygroup[@name='ZombiesAll']">
<entity name="zombieBehemoth" prob="0.1"/>
</append>
<configs>
*Edited as this short version works ok ....

 
Last edited by a moderator:
Also for the behemoth the root is entity_classes so we point the xpath to that..

Code:
<Configs>
       <append xpath="/entity_classes">
       <entity_class name="zombieBehemoth" extends="zombieTemplateMale">
<property name="Prefab" value="NPC4m"/>
<property name="SoundRandom" value="Enemies/Base_Zombie_Male2/zombiemale2roam"/>
<property name="SoundAlert" value="Enemies/Base_Zombie_Male2/zombiemale2alert"/>
<property name="SoundAttack" value="Enemies/Base_Zombie_Male2/zombiemale2attack"/>
<property name="SoundHurt" value="Enemies/Base_Zombie_Male2/zombiemale2pain"/>
<property name="SoundDeath" value="Enemies/Base_Zombie_Male2/zombiemale2death"/>
<property name="SoundSense" value="Enemies/Base_Zombie_Male2/zombiemale2sense"/>
<property name="Mesh" value="Monsters/Behemoth/BehemothRagdoll"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="ModelType" value="Standard"/>
<property name="WalkType" value="9"/>
<property name="ExperienceGain" value="8982"/>
<property name="MaxHealth" value="5000"/>
<property name="DeadBodyHitPoints" value="700"/>
<property name="PhysicsBody" value="zombieStandardFemale"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/>
<property name="HandItem" value="meleeHandZombieBehemoth"/>
</entity_class>
</append>

</configs>
 
I think there may still be a problem with the behemoth as in A16 it had issues and was unkillable its probably not fixed in A17 either ..... never tried it but I believe thats why it's still commented out in the xml's.

Ok I got in game and spawned one and confirmed the Behemoth has no hit box so it definately is still broken in A17 ... unkillable but can still one shot you lol

 
Last edited by a moderator:
thank you for your advice but it still does not work. I'm giving up
I have it working but its not useable in game at present see above post ..

I think I may be able to get one in game a different way .... will have a play with this as seems a few people want the behemoth.

 
Last edited by a moderator:
Khaine has it in his darkness falls mod. He had to extract the mesh, add colliders and add textures.

 
giphy.gif
 
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