<append xpath="/entitygroups/entitygroup[@name=ZombieBadassGroup]"><entity name="zombieFireBoss" prob="0.06"/>
<entity name="zombieMoePukerFeral" prob="0.0"/>
<entity name="zombieSilentDwight" prob="0.0"/>
<entity name="zombieGunner" prob="0.0" />
<entity name="zombieFireElf" prob="0.0" />
<entity name="zombieScreamerBoss" prob="0.04" />
<entity name="zombieShocker" prob="0.13"/>
<entity name="zombieBikerGiant" prob="0.0"/>
</append>
if i want to remove some of the zombies is setting the prob to 0.0 work? and also do need to do that to all the gamestages also or just in the groups? like below
any chance of getting the attacks updated?
Alpha 18 by any chance? Looks like fun to use.
I am so sorry guys. I have been very busy, but I plan to update my mod to the newest version of the game. It would help if you could point out what's not working properly with A.18.2, then it will be easier for me to fix.Love this mod!!! Any chance you could update for Alpha 18?
Oh, thanks! I hope to get this done soon. And I will add more zombie types in the future!Here, for 18.2:
https://workupload.com/file/rPXrqehS -> ZERO block DMG., in this version
@Robeloto
<property name="AITask-2" value="RangedAttackTarget" data="itemType=1;cooldown=4;duration=8"/>
in a17 was it
<property name="AITask-2" value="RangedAttackTarget" data="1,4,8"/>
and the animation for the hands (they end now flamingarrowprefab.prefab, as example)
and please dont stop to work at this mod. add more =)
That sounds very odd and should not be happening. I am sorry for the bug you encountered.I added modlet to mods folder and when server rebooted it reset the players back to square one.
We look forward to it :applause:That sounds very odd and should not be happening. I am sorry for the bug you encountered.
-
I am announcing now that an upcoming huge update of my mod is gonna be released very soon.
There is a lot of new things such as:
New zombies
Skins for zombies
Sounds
Lowered respawn rate for the hardest special zombies
Bigger zombies have now a chance to break your leg and arm in one hit
Buffs
Atm, I am editing the video trailer of all the zombies and animals. It is very time consuming, but I hope to be done before this week ends.
Anti Block Bulletswoha... release it!
btw. can we have a version with zero block dmg. for projectiles? would be nice.
A but it is very easy to modify the life of the zombies as well as their powers, you can even deactivate the rockets in the entityclasses fileNono, thats a another thing.His zombies has his own items with block dmg., which needs to be reduced.
But thanks![]()
<entity_class name="zombieBikerGiant" extends="zombieTemplateMale">
<property name="Mesh" value="Zombies/zombieStandardBikerRagdoll"/>
<property name="WalkType" value="7"/>
<!-- Gameplay -->
<property name="HandItem" value="meleeHandZombieGiant"/>
<property name="ReplaceMaterial0" value="entities/sandbags/sandbag"/>
<property name="MoveSpeedAggro" value=".5, 1.35"/>
<property name="SightRange" value="150"/>
<property name="SizeScale" value="1.9"/>
<property name="Mass" value="900"/>
<property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep"/>
<property name="ExperienceGain" value="12000"/> <!-- XP strong -->
<property name="LootDropEntityClass" value="EntityLootContainerStrong"/>
<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="7000"/>
<passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale -->
<passive_effect name="PhysicalDamageResist" operation="base_set" value="60"/>
</effect_group>
</entity_class>