Its weird. I know I fixed that, but now when I test it again. The hitbox is not properly aligned. I am going to fix this ASAP!I wouldn't mind the invisible zombies / animals so much if they uncloaked on attack.
The copter zombie desperately needs a hit box increase, I'm shooting at the engine and 9 times out of 10 that doesnt score a hit.
This version is now uploaded!Very kind of you , we would like to use only the below ones if you clould remove the others not on list below. Thanks!
Giant
Gunner
Burning Man
MoePuker
AquaZed
Mummy
Ironman
Anaconda
ChickenDemon
Copter Corpse
Anesthesia
Thanks man will test it out!2 hours ago, Robeloto said:
Its weird. I know I fixed that, but now when I test it again. The hitbox is not properly aligned. I am going to fix this ASAP!
Edit: Now it should be fixed.
Thanks for the info! I will take a look into this!I love your mods, finally I fear the enemies again, thank you! Found a bug though, you changed broken bones and splinted broken bones debuff, and since installing your mod i can no longer use splints or casts on broken bones. Also a tiny nitpick, the hitbox from mumie zombies is weirdly big when they are lying on the ground, one trapped me in a tiny room, but i was able to throw him over but still couldnt jump over him.
Thx for your hard work, you have a good sense on how to design these enemies, like the fact that enemies give audio cues before they launch their heavy attacks.
Edit: iron golem zombie gave me broken arm, and i was able to splint it, but i only see the timer on it when in character screen. The broken leg i wasnt able to cure was because i fell.
FixedThe Hitbox of the skullbird is wrong, he was right in my face, but 95 % of my bullets went right through him, killing him with melee was the only viable solution, which sucks for a flying enemy that deals absurd amound of melee dmg
I installed the update immediatly because i really love your mod, but the skullbirds still dont work correctly. I have even more and weirder issues with them now. If i get further then 10 meters they always get invisible, i think thats because of my low grafic settings, and the skull grafic is deemed not important enough to be rendered from more than 10ish meters, they will still shoot though. Also the hitbox is absolutly not fixed, I spawned some in a testworld and deactivated their AI to test this. Their hitbox is bellow their head, you may be able to hit them when you shoot from directly below, but from the side you either have to spray like a madman, because if you aim you wont hit anything.Fixed![]()
I will take a look into this. I may have only tested to shoot him from below. Thanks for the feedback Araxyllis!Araxyllis said:I installed the update immediatly because i really love your mod, but the skullbirds still dont work correctly. I have even more and weirder issues with them now. If i get further then 10 meters they always get invisible, i think thats because of my low grafic settings, and the skull grafic is deemed not important enough to be rendered from more than 10ish meters, they will still shoot though. Also the hitbox is absolutly not fixed, I spawned some in a testworld and deactivated their AI to test this. Their hitbox is bellow their head, you may be able to hit them when you shoot from directly below, but from the side you either have to spray like a madman, because if you aim you wont hit anything.
I also tried removing the enemy from my game by deleting all instances of skullbird from entitygroups.xml, but i still found one later, was that because he already was in the game? Is that the way to go to remove certain enemies from your mod? I found your special versions of the mod, but all of them removed zombies I liked, I only disliked the tiny fly, zombiecopter and the skullbird so far, I hope you find a way to make all enemies easily toggleable in a config in the future if not i hope its not rude if i ask for a special version without these 3 enemies myself.
Thank you! Yes, I could make a version like that soon!Great mod I love custom zombies. Can you remove all animal zombies from file I just want regular zombies?
Sorry. I did upload all the new files, but somehow the entitygroups.xml for the 11 zed version did not update. So I did it again and now skullbird should be completely removed for that version. It should not even have been in that version in the first place, but I missed one entry and that becomes a problem if the entity is removed. Now it should work. I have not much time atm to test everything out sadly.@Ranger Mod seems to work with the creature pack mods and/a19 (but has issues with a separate spider mod which I removed). I got an error on the log about the skullbird not being there but it loaded fine (alt version with just the 11zeds). Trying it now on new nitrogen map. Thanks for mod.
edit (later same day LOL): even with a fresh load (new game) and the new mod (with config overwrite for just 11 zeds) from here: https://7daystodiemods.com/custom-zombies-mod-by-robeloto/
I get an error about Skullbird but it loads, when I invite a friend to game (same mods) they can't load into the game due to this. If I delete the mod from both computers the game loads fine (error is "Exception: Entity with name 'animalskullbird' not found"). FYI
I have uploaded the version without animals. Just replace your entitygroups.xml with the no animal version entitygroups.xml.Great mod I love custom zombies. Can you remove all animal zombies from file I just want regular zombies?
You are a awesome. Thank you. I'll get it pushed out to my players in a bit (2.19gb of mods on a custom 10.2k nitrogen map with the whole 45 combo pack POI. This mod will add a lot to the game. Cheers.Sorry. I did upload all the new files, but somehow the entitygroups.xml for the 11 zed version did not update. So I did it again and now skullbird should be completely removed for that version. It should not even have been in that version in the first place, but I missed one entry and that becomes a problem if the entity is removed. Now it should work. I have not much time atm to test everything out sadly.
<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="2" effect_name="Distortion"/>Which version has the least (or no) screen effects (zombies that cause the screen to blur etc)? OR alt which ones should I delete in xml to get rid of these effects? Thanks.