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enZombies - More Zombie Variations

@ErrorNull hello playing single player i notice the micro freeze when exploring the empty wilderness, horde night, and POI's (i don't have a powerful rig so i notice it all the time), i also get an error during sleeper spawns in POI's which i'm assuming is caused by the above post about the Businessman Boss (haven't tried to fix it yet). playing with 34 mods atm mostly UI mod's, JaxTeller's increased zombie spawn x2,  KhaineGB's Wandering Horde Frequency and Hornet. enZombies is pretty much my only zombie/animal modification other than the previously mentioned spawn increaser's and the hornet. nothing else seems to be touching entitygroups.xml or gamestages.xml but i'm not 100% sure so don't quote me on that lol. I'll do waay more extensive testing today and in the future (enZombies is just too good to let go of 😆)

 
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Sorry if this has already been asked. What would I edit to make the zombies not get knocked back like 20 feet?


Go into PhysicsBodies.xml and edit/remove the line in there.

I'm having an issue where zombies just walk through 1x1 openings.

Half their body clips through the upper block and they just walk on through.

What value do I need to adjust to stop this from happening?

Thanks for a great mod :)

Edit: Just to clarify. I understand that zombies can crawl through 1x1 holes and that's fine. That's how it was in my prior alpha 20 game.

Right now they're just straight walking through the block with their torso completely upright, ignoring the rules entirely that they must be crawling in order to fix through 1x1 spaces.

 
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I'm having an issue where zombies just walk through 1x1 openings.

Half their body clips through the upper block and they just walk on through.

What value do I need to adjust to stop this from happening?


This may have something to do with the new ability of zombies to crawl through 1x1 holes which was introduced in Alpha 20. Naturally these UMA zombies are not officially supported anymore (and their support will be phased out further in future Alpha releases), so the issue may be simple as missing crawl animation, but the game knows they are capable to crawl through 1x1 hole, so it lets them do that anyway, which may result in such effect as you're describing when you see zombies walking through a wall with 1x1 hole in it. This is just a theory though, might be something completely different, but it may as well be something that cannot be fixed, because again UMA is not supported anymore.

 
Ok so I tried editing this xml file and it either makes them super jiggly or fly around without moving.
It's always going to be a tricky one since there are only limited options available for tweaking the ragdoll effects. In A18 it was less pronounced but with A19 came an expanded ragdoll feature which exacerbated what we see now. It also feels like playing on a dedicated server further increases it from what I've experienced. We've tinkered with mass, weight, the physics you have edited, and anything else that seems to connect but without any real success. The only definitive solution is to set <property name="HasRagdoll" value="true"/> to "false" in the entityclasses.xml. They'll go through the motions of all other animations, but their ragdolls will be gone and their death animation will be like a suspended animation on an invisible crucifix.

 
hi @tombstone2 and @mr.devolver ... as arramus mentioned, unfortunately the floaty ragdoll behavior for any UMA zombies can't be toned down much... other than just disabling the "HasRagdoll" attribute... which results in that jesus death pose lol. the best i got was going into the physicsbodies.xml file and tweaking the "ragdollscale" and "ragdolloffset" values.. which decreased the floatiness just a little bit. this was what i did for enZombies v2.4. any other combination of values i tried just borked the whole thing.

in regards to walking through 1x1 meter blocks, yea.. the cause certainly appears like what you said mr.devolver. the UMA zombies are still following the same 'new' rules as the vanilla zombies.. in that they can crawl through 1m block spaces.. but the UMA zombies are just missing the programming code to initiate their existing crawling animations... so their upper bodies just appear inside the upper blocks. more reason to block off those holes!

 
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hi @tombstone2 and @mr.devolver ... as arramus mentioned, unfortunately the floaty ragdoll behavior for any UMA zombies can't be toned down much... other than just disabling the "HasRagdoll" attribute... which results in that jesus death pose lol. the best i got was going into the physicsbodies.xml file and tweaking the "ragdollscale" and "ragdolloffset" values.. which decreased the floatiness just a little bit. this was what i did for enZombies v2.4. any other combination of values i tried just borked the whole thing.

in regards to walking through 1x1 meter blocks, yea.. the cause certainly appears like what you said mr.devolver. the UMA zombies are still following the same 'new' rules as the vanilla zombies.. in that they can crawl through 1m block spaces.. but the UMA zombies are just missing the programming code to initiate their existing crawling animations... so their upper bodies just appear inside the upper blocks. more reason to block off those holes!
I think the reason why they fly away so fast, far and high has something to do with some values on melee weapons being too high for them to handle (keep in mind that weapons have been updated several times while UMA zombies haven't), can't recall exactly which values can affect this, but I'm pretty sure I had the same problem with my crowbar mod back in A19. The goal was to create a crowbar that would be strong enough to break into safes, doors easily as well as have a high chance to pop zombie heads open. In order to achieve those effects, I was messing with the values a lot and while I was doing that, some of the values made it so OP that zombies started flying very far and high. Keep in mind that I was testing it on regular zombies, not on these old UMA zombies, so in conclusion, I have this theory: How fast, far and high they fly away is affected by certain values on melee weapons and the only reason why regular zombies have that effect so subtle is because they might have much higher threshold for it to happen. If my theory is true, we may be unable to affect their behavior, it's probably something hardcoded in their controller, but we could modify the weapon values to match standards of UMA zombies, however doing that could make those weapons too weak against regular zombies. I'm thinking about a possible workaround, you could only apply this new value if the zombie that you attack is UMA based, this would be a requirement inside the xml, if it's possible to detect the UMA zombie type at all, that is...

 
I think the reason why they fly away so fast, far and high has something to do with some values on melee weapons being too high for them to handle...
I agree with this and have seen it's not only limited to melee weapons but also projectiles and explosives. I am playing on a server where the weapon damage is clearly modded higher and a headshot using the pipe rifle is launching zombies high into the air and far away, whereas fist fights are comparatively gentle and their ragdoll is only 2-4 blocks. The server admin really likes this though and mentioned in an earlier post they do not want it removed.

ErrorNull will certainly be aware of this as when Version 1.0 was first launched a few images were shared of this effect using pipe grenades, rockets, and a combination of other armaments. They were launched so high that they would appear to hit ceiling height and disappear without falling back to the ground. But yes, if there is a way to implement a buff where the UMA type entities take the damage but see a large reduction in the associated ragdoll, it can be a workaround, and an optional choice for those who prefer it toned down a bit.

 so their upper bodies just appear inside the upper blocks. more reason to block off those holes!
Yes, players can either exploit this situation as they often get stuck, or adapt for the nuances of A20 and fill the gaps. It's still learning stage for sure.

 
hey...eh... I'm going to search the room and this come into my sight...I don’t know what's wrong man...i can't move~~~Please take a look at it....

1.png

 
hey...eh... I'm going to search the room and this come into my sight...I don’t know what's wrong man...i can't move~~~Please take a look at it....

View attachment 22519
I tested spawning all of the entities in the image exactly as it says there just before each warning appeared and they could spawn without issue.
I wonder if you can share which building you entered and what other mods are being used and if there were any other warnings before these for other issues such as cntvehiclesedan type warnings.

 
We've all seen that UMA type entities based on the archetypal system have some interesting physics and ragdolls. We can also see there is a correlation for damage where actions which cause more damage increase the ragdolls effect.

Just to clarify that in a specific demonstrations, here are 3 scenarios with the following setup.

1. All enZombies have seen their HP reduced to only 10% of normal. This is to support a low damage weapon.

2. 3 identical weapons are being tested. The T3 Sniper, however:

- One is low powered and 10% damage of default
- One is default.
- One is high powered and 1000% damage of default

3. In addition to base weapon damage, the ammo type will have the greatest impact. In this test, 7.62mm ammo has been used as follows:
- One is low powered and 10% damage of default
- One is default.
- One is high powered and 1000% damage of default

Here are images to demonstrate how this effected the weapon specifications and the result.

The enZombies level 6 low powered sniper at 9.4 Ranged Damage.

20220102174747_1.jpg

The default level 6 low powered sniper at 95 Ranged Damage.

20220102174755_1.jpg

The enZombies level 6 high powered sniper at 956.5 Ranged Damage.

20220102174802_1.jpg

And the associated ammo which is where the real power comes from.

The enZombies low powered 7.62 at 4.7 Ranged Damage.

20220102174751_1.jpg

The default 7.62 at 47 Ranged Damage.

20220102174758_1.jpg

The enZombies high powered 7.62 at 470 Ranged Damage.20220102174806_1.jpg

And the enZombie candidates.

Abobo (enZombies enBiker1) with health reduced to only 10% to allow the low powered sniper to be effective. Their health values were 30, 28, and 31 from left to right due to a random feature.

20220102174902_1.jpg

The lower powered enZombies sniper rifle completed the task with gentle ragdoll effect and the entity dropped cleanly.

20220102174921_1.jpg

The default sniper rifle completed the task with what we are accustomed to and the ragdoll effect was more noticeable than a default entity.

20220102174934_1.jpg

The high powered enZombies sniper rifle completed the task with an exacerbated ragdoll effect and the entity dropped somewhere about 100 blocks or so in the distance. I am pointing in the direction he landed.

20220102174956_1.jpg

Just to demonstrate that again from another angle.

20220102175028_1.jpg

As weapons receive mods, increase in level, and receive stronger ammo, the ragdoll will receive its force. If your server has up-modded ammo/weapons then expect similar effects to the high powered sniper/ammo.

My earlier visit to a server which delights in such mods. This is the pipe rifle and showed about 200 Ranged Damage.

20220102160530_1.jpg

One potential way to reduce the ragdoll is to decrease ammo damage and entity HP proportionally so it could potentially be as balanced as usual but with a reduction in ragdoll. This would require quite a lot of resetting of values though. It may be possible to buff the damage so that the value is the same but the effect is reduced but that would require a modder with deeper knowledge of the xml capabilities.

 
@mr.devolver @arramus excellent ideas and analysis. addressing the UMA ragdoll behavior by modding the weapons/ammo seem hopeful. you've shown there's a big connection between weapon/ammo strength and the resulting ragdoll effect. now the crux of it is whether or not there exists xml code that allow weapon/ammo to dynamically adjust attack strength based on what entity it strikes. i won't mind doing the actual tedious work of modifying all weapons/ammo if a fix like this is possible. maybe someone who's more familiar with weapon modding knows the limitations or feasibility of this idea.

 
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hey...eh... I'm going to search the room and this come into my sight...I don’t know what's wrong man...i can't move~~~Please take a look at it....

View attachment 22519


hi @dujinyuan the NullReferenceException (NRE) errors were issues I noticed from alpha19, and it seems that any UMA type zombie, when spawned as a sleeper.... there are a few POIs that will trigger these NRE errors, nomatter which specific UMA zombie it is. i believe this is the issue you're seeing. when you see that error, you just press ESC and you can move and continue play as normal. the businessmanboss zombie only spawns out in the wilderness when doing the challenge quest.

 
你好 @都锦园NullReferenceException (NRE) 错误是我从 alpha19 中注意到的问题,似乎任何 UMA 类型的僵尸,当作为睡眠者产生时......有一些 POI 会触发这些 NRE 错误,无论它是哪个特定的 UMA 僵尸. 我相信这是你看到的问题。当您看到该错误时,您只需按 ESC 即可移动并继续正常播放。商人老板僵尸只在进行挑战任务时在荒野中产生。
OK..thanks man...so it's about the sleep...Eh...I think i have one mod that can let them wake.....hum.....

 
I had that odd entity issue today whereby an entity is invisible but they are happily attacking the player.

It began with an NRE which I thought was related to the previous post, but it only flashed up once. I took a screenshot at that occasion.

20220104215651_1.jpg

That's when the invisible entity attacks began and they were vicious.

20220104215852_1.jpg

One tell-tale sign though was the spitting.20220104215919_1.jpg

20220104215919_1.jpg

I was really chewing on the Health Packs here to learn more about what was going on.

20220104220125_1.jpg

Here the door is being broken down by the invisible entity (or possibly two).

20220104220219_1.jpg

And more of the spitting.

20220104220223_1.jpg

Something about entity52912 and 52913.

20220104220436_1.jpg

I don't recall an enZombie that spits acid and it could well be a Vanilla issue if remove and append settings are all looking good.

I gave up on this quest soon after as completion was dependent on that ghost.

 
hmm.. that's interesting. as we had discovered in the early days of my mod, these POI NREs tend to be caused by a specific combination of sleeper UMA zombie + certain vehicle prefab when exploring a random POI. maybe this time (while doing actual trader quests) some other prefab or object is triggering it as well. i wonder if this error is also consistently repeatable? though it would be a pain to try to repeat the same trader quests for testing.... failing a quest doesn't cause the trader to give you the same quest again...

enZombies don't include any acid spitting zombies, but on the Snufkin side, there is the Mantis. Did the invisible entity exhibit normal zombie sound effects? if it has the 'hulk' sound effects, then it might actually be a vanilla zombie cop or the new mutated zombie.

do you happen to have the name of that POI? given that, i can pull the corresponding prefab xml and see what sleeper volumes/groups are tied to that and start to zone in on which UMA zombie could be the culprit.

 
The name of the POI is house_old_victorian_03.

The issue came at about 85% complete and was in an upper area the Mantis really shouldn't be able to get to with the closed doors and external scripted path routing. Attacks were not causing the visual disturbance buff typically associated with the Mantis, either. These entities were fast all the time and it seemed to fit with the new Mutated zombies. The only audio was the sound of impact strikes from melee which also matched the Mutated zombies for speed. Certainly not ruling out the Cop though as they can be fast when they want to be. I was at GS136 at the time.

 
Update on Ragdoll Issue:

i'm able to make a tool/weapon mod that reduces the EntityDamage when only attacking UMA zombies. so now the ragdoll effect for all UMA zombies is greatly reduced. the next challenge is that reducing the EntityDamage obviously makes the UMA zombies drastically harder to kill LOL. knee jerk reaction is to lower the HP of all UMA zombies, but looking to see if there's a different way..

 
Update on Ragdoll Issue:

i'm able to make a tool/weapon mod that reduces the EntityDamage when only attacking UMA zombies. so now the ragdoll effect for all UMA zombies is greatly reduced. the next challenge is that reducing the EntityDamage obviously makes the UMA zombies drastically harder to kill LOL. knee jerk reaction is to lower the HP of all UMA zombies, but looking to see if there's a different way..
Interesting. One additional option is a 100% chance secondary buff damage effect from that tool/weapon/mod to a new buff specific to UMA zombies. Something that gives a secondary -HP per shot in addition to the EntityDamage.

 
Interesting. One additional option is a 100% chance secondary buff damage effect from that tool/weapon/mod to a new buff specific to UMA zombies. Something that gives a secondary -HP per shot in addition to the EntityDamage.
something like this?

https://drive.google.com/file/d/1KYuuKi-BU4SU5Gb7IIxlXh_ML_845oTQ/view?usp=sharing

Only issue there is like the one you outlined where you would need to reduce the HP of UMA zombies as well or it would take way too long to kill them. The biggest issue here is the debuff to damage needs to be on the player before the player deals damage to the UMA zombie. That's why i thought to put the trigger on the entityclass of the player and make it a short duration buff that can just keep being added every time the player attacks a UMA zombie. Would need testing though to balance.

Unless you added one requirement to the buff so that the passive effect wouldn't work unless their health was at 10% or less maybe? That would mean some will still get missed by particularly powerful weapons and ragdoll but most should trigger correctly. 

something like:

<requirement name="StatComparePercCurrentToMax" target="other" stat="health" operation="LTE" value=".1"/>




there we go, fixed it. Should work for these purposes. I'll test it on my end when i wake up tomorrow.

https://drive.google.com/file/d/1bJQgd4ZBZO7CkA3br5vRduaHr7O7wZVC/view?usp=sharing

 
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