Hi Guys!
I have been messing around with the game for the last 2 days, researching mods and stuff and from it, i got an idea, didnt think it would work since i have 0 coding skills but i managed to make it work
So what i did is i took the Zombie FatCop and basically made it a boss with super health and if killed, drops good loot... the reason i say if is because he explodes after a while and all the loot is gone... but there is a way to take that option off if you just want to kite and kill this boss
Features of Zombie Boss
Leaps at you, about 30 feet
Vomits (hits a little harder if it hits you)
Stun/Bleed/Disease chance increased so you tanks out there, this wont be a tank and spank
health increased (regens about 1% health overtime)
Immune to knockdown
now for this obviously you would have to take that Zombie cop out of other parts of the game, the only place i still left it was on the blood moon but everything else i took him out of
the way i have it set up right now is that the only way it will spawn is if an admin spawns it but i am sure one of you can think of a way of putting a timer on this bad boy, maybe spawning it few days after bloodmoon or something
i have coded 2 bosses
one is the fat cop which is above and the other is the football player which i made easier to kill for the beginning levels
i will try to explain the code as much as i can,and CODERS, please correct me if i am wrong lol
you can also check out:
for the youtube video for this
now for the code:
<entity_class name="zombieFatCop" extends="zombieTemplateMale"> **
<property name="Tags" value="zombie,walker"/>
<property name="Mesh" value="Zombies/zombieStandardCopRagdoll"/>
<property name="Class" value="EntityZombieCop"/>
<property name="WalkType" value="1"/>
<property name="RightHandJointName" value="Jaw"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="ModelType" value="Standard"/>
<property name="Mass" value="320"/>
<property name="Weight" value="70"/>
<property name="PhysicsBody" value="zombieFat"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="PushFactor" value="20"/>
<property name="AITask-1" value="Leap"/> ***1***
<property name="AITask-2" value="BreakBlock"/>
<property name="AITask-3" value="RangedAttackTarget" param1="1,2,5"/><!-- type,cooldown,duration -->
<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer"/>
<property name="AITask-5" value="ApproachSpot"/>
<property name="AITask-6" value="Look"/>
<property name="AITask-7" value="Wander"/>
<property name="AITask-8" value=""/><!-- Marks end, so we don't inheirit -->
<property name="SoundRandom" value="Enemies/Acid_Puking_Hulk/hulkroam"/>
<property name="SoundAlert" value="Enemies/Acid_Puking_Hulk/hulkalert"/>
<property name="SoundAttack" value="Enemies/Acid_Puking_Hulk/hulkattack"/>
<property name="SoundHurt" value="Enemies/Acid_Puking_Hulk/hulkpain"/>
<property name="SoundDeath" value="Enemies/Acid_Puking_Hulk/hulkdeath"/>
<property name="SoundSense" value="Enemies/Acid_Puking_Hulk/hulksense"/>
<property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep"/>
<property name="LegCrawlerThreshold" value="0"/>
<property name="LegCrippleThreshold" value="0"/>
<property name="KnockdownProneDamageThreshold" value="0"/>
<property name="KnockdownKneelDamageThreshold" value="0"/>
<property name="LegsExplosionDamageMultiplier" value="0"/> <!-- volatile so vulnerable to land mines/explosives -->
<property name="ArmsExplosionDamageMultiplier" value="0"/>
<property name="HeadExplosionDamageMultiplier" value="0"/>
<property name="ChestExplosionDamageMultiplier" value="0"/>
<property name="DismemberMultiplierHead" value="0"/>
<property name="DismemberMultiplierArms" value="0"/>
<property name="DismemberMultiplierLegs" value="0"/>
<property name="LegCrawlerThreshold" value="0"/>
<property name="LegCrippleThreshold" value="0"/>
<property name="KnockdownProneDamageThreshold" value="0"/>
<property name="KnockdownKneelDamageThreshold" value="0"/>
<property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/>
<!-- Gameplay -->
<property name="ApproachSpeed" value="2.5"/> ******2*****
<property name="NightApproachSpeed" value="3.9"/> *****3******
<property name="HandItem" value="meleeHandZombieCop"/>
<property name="JumpMaxDistance" value="30"/> *****4********
<property name="Immunity" value="sickness;disease;wellness"/>
<property name="ExperienceGain" value="5000"/> <!-- XP strong --> ****5******
<property name="LootDropProb" value="9"/> *****6*****
<property name="LootDropEntityClass" value="EntityLootContainerStrong"/> ****7*****
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="5000"/> ****8****
<passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale -->
<passive_effect name="HealthChangeOT" operation="base_set" value="1.9"/> <!-- Boss regen, 1% --> ***9**
<triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self" cvar="EntityBoss" operation="set" value="1"/>
</effect_group>
</entity_class>
I have been messing around with the game for the last 2 days, researching mods and stuff and from it, i got an idea, didnt think it would work since i have 0 coding skills but i managed to make it work
So what i did is i took the Zombie FatCop and basically made it a boss with super health and if killed, drops good loot... the reason i say if is because he explodes after a while and all the loot is gone... but there is a way to take that option off if you just want to kite and kill this boss
Features of Zombie Boss
Leaps at you, about 30 feet
Vomits (hits a little harder if it hits you)
Stun/Bleed/Disease chance increased so you tanks out there, this wont be a tank and spank
health increased (regens about 1% health overtime)
Immune to knockdown
now for this obviously you would have to take that Zombie cop out of other parts of the game, the only place i still left it was on the blood moon but everything else i took him out of
the way i have it set up right now is that the only way it will spawn is if an admin spawns it but i am sure one of you can think of a way of putting a timer on this bad boy, maybe spawning it few days after bloodmoon or something
i have coded 2 bosses
one is the fat cop which is above and the other is the football player which i made easier to kill for the beginning levels
i will try to explain the code as much as i can,and CODERS, please correct me if i am wrong lol
you can also check out:
now for the code:
<entity_class name="zombieFatCop" extends="zombieTemplateMale"> **
<property name="Tags" value="zombie,walker"/>
<property name="Mesh" value="Zombies/zombieStandardCopRagdoll"/>
<property name="Class" value="EntityZombieCop"/>
<property name="WalkType" value="1"/>
<property name="RightHandJointName" value="Jaw"/>
<property name="AvatarController" value="AvatarZombie01Controller"/>
<property name="ModelType" value="Standard"/>
<property name="Mass" value="320"/>
<property name="Weight" value="70"/>
<property name="PhysicsBody" value="zombieFat"/>
<property name="RootMotion" value="true"/>
<property name="HasDeathAnim" value="true"/>
<property name="PushFactor" value="20"/>
<property name="AITask-1" value="Leap"/> ***1***
<property name="AITask-2" value="BreakBlock"/>
<property name="AITask-3" value="RangedAttackTarget" param1="1,2,5"/><!-- type,cooldown,duration -->
<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer"/>
<property name="AITask-5" value="ApproachSpot"/>
<property name="AITask-6" value="Look"/>
<property name="AITask-7" value="Wander"/>
<property name="AITask-8" value=""/><!-- Marks end, so we don't inheirit -->
<property name="SoundRandom" value="Enemies/Acid_Puking_Hulk/hulkroam"/>
<property name="SoundAlert" value="Enemies/Acid_Puking_Hulk/hulkalert"/>
<property name="SoundAttack" value="Enemies/Acid_Puking_Hulk/hulkattack"/>
<property name="SoundHurt" value="Enemies/Acid_Puking_Hulk/hulkpain"/>
<property name="SoundDeath" value="Enemies/Acid_Puking_Hulk/hulkdeath"/>
<property name="SoundSense" value="Enemies/Acid_Puking_Hulk/hulksense"/>
<property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep"/>
<property name="LegCrawlerThreshold" value="0"/>
<property name="LegCrippleThreshold" value="0"/>
<property name="KnockdownProneDamageThreshold" value="0"/>
<property name="KnockdownKneelDamageThreshold" value="0"/>
<property name="LegsExplosionDamageMultiplier" value="0"/> <!-- volatile so vulnerable to land mines/explosives -->
<property name="ArmsExplosionDamageMultiplier" value="0"/>
<property name="HeadExplosionDamageMultiplier" value="0"/>
<property name="ChestExplosionDamageMultiplier" value="0"/>
<property name="DismemberMultiplierHead" value="0"/>
<property name="DismemberMultiplierArms" value="0"/>
<property name="DismemberMultiplierLegs" value="0"/>
<property name="LegCrawlerThreshold" value="0"/>
<property name="LegCrippleThreshold" value="0"/>
<property name="KnockdownProneDamageThreshold" value="0"/>
<property name="KnockdownKneelDamageThreshold" value="0"/>
<property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/>
<!-- Gameplay -->
<property name="ApproachSpeed" value="2.5"/> ******2*****
<property name="NightApproachSpeed" value="3.9"/> *****3******
<property name="HandItem" value="meleeHandZombieCop"/>
<property name="JumpMaxDistance" value="30"/> *****4********
<property name="Immunity" value="sickness;disease;wellness"/>
<property name="ExperienceGain" value="5000"/> <!-- XP strong --> ****5******
<property name="LootDropProb" value="9"/> *****6*****
<property name="LootDropEntityClass" value="EntityLootContainerStrong"/> ****7*****
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="5000"/> ****8****
<passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale -->
<passive_effect name="HealthChangeOT" operation="base_set" value="1.9"/> <!-- Boss regen, 1% --> ***9**
<triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self" cvar="EntityBoss" operation="set" value="1"/>
</effect_group>
</entity_class>
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