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Snufkin's Custom Server Side Zombies - PLUS (A20)

  • Thread starter Thread starter Guest
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The

I just remembered after writing they were in the Weapons mod....thanks.

If we wanted to cancel the shark, what would happen if we deleted <entity_class name="SharkWFLB" extends="animalTemplateHostile"> and all its code from entity classes, but didnt delete the date in the entitygroups?
If you delete the entity, but not entitygroups.xml hook up, you will witness a critical cascade of errors starting with the entitygroups.xml to fail.
The result will be a barren world with no entities, and console spam when you trigger POI sleeping volumes. Test server stuff ;)

 
Still having trouble finding out what is wrong with the mods, can the custom weapons pack have something to do with it? It keeps bringing up shortburst wave in the red error codes. Something to do with some kind of attack/weapon or effect 

XML failed to load: onSelfRangedBurstShot shows up as an error when trying to load in 
I loaded 2 single mods.

The most recent Snufkin Zombies.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022August16

The most recent Snufkin Weapons.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17

The load out was clean with no console warnings. The Snufkin Zombies do not have an entry for onSelfRangedBurstShot. It was changed to onSelfRangedBurstShotEnd to match TFP's update.

The Snufkin weapons have no references to onSelfRangedBurstShot at all.

Try to load up only these two mods at first to check the result.

Then add in all of your other mods one by one until the error appears.

 
I loaded 2 single mods.

The most recent Snufkin Zombies.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022August16

The most recent Snufkin Weapons.

https://github.com/arramus/Snufkin-Weapons-Xpansion-A20-2021December17

The load out was clean with no console warnings. The Snufkin Zombies do not have an entry for onSelfRangedBurstShot. It was changed to onSelfRangedBurstShotEnd to match TFP's update.

The Snufkin weapons have no references to onSelfRangedBurstShot at all.

Try to load up only these two mods at first to check the result.

Then add in all of your other mods one by one until the error appears.
My apologies for the constant messaging about this, I have fixed it, double checked all buff.xml files I have and tweaked the commands, all working perfectly, thank you!

 
Last edited by a moderator:
My apologies for the constant messaging about this, I have fixed it, double checked all buff.xml files I have and tweaked the commands, all working perfectly, thank you!
what tweak did you do out of interest?

If you delete the entity, but not entitygroups.xml hook up, you will witness a critical cascade of errors starting with the entitygroups.xml to fail.
The result will be a barren world with no entities, and console spam when you trigger POI sleeping volumes. Test server stuff ;)
Or just edit all of them in groups instead using Notepad ++ all in one hit! :D

Sooooo well my players are butchering them tbh....instead of your 2:1 XP/HP ratio I've made it 1:1 so 2500 xp = 2500 hp for starters.  Juggernaut now has 50k hp for example as there gloating how easy it is atm, which 12k hp maybe a little low.  He shoots rockets but his big bro doesn't?  Where can we see the rocket damage or details on this?

The Archon, seems to shoot something like rockets, can the block damage be altered for this one, would love to see some higher DMG caused

Also as for you saying earlier about not having too many hard zombies, well why not add them in but impossible odds so that we can chose to include them, I wouldn't try to aim your pack to suit the majority as that may stifle some innovations you may have.

Its a terrific pack and now we have just flowed them into the game fully now too so their mixed in the EnZombies and they are well received....the shark had to go sorry! :D

But yeah, would love to see more, I know our players would too, its really created a buzz around the place since we adding them in full time instead of just BM...

 

 
what tweak did you do out of interest?

Or just edit all of them in groups instead using Notepad ++ all in one hit! :D

Sooooo well my players are butchering them tbh....instead of your 2:1 XP/HP ratio I've made it 1:1 so 2500 xp = 2500 hp for starters.  Juggernaut now has 50k hp for example as there gloating how easy it is atm, which 12k hp maybe a little low.  He shoots rockets but his big bro doesn't?  Where can we see the rocket damage or details on this?

The Archon, seems to shoot something like rockets, can the block damage be altered for this one, would love to see some higher DMG caused

Also as for you saying earlier about not having too many hard zombies, well why not add them in but impossible odds so that we can chose to include them, I wouldn't try to aim your pack to suit the majority as that may stifle some innovations you may have.

Its a terrific pack and now we have just flowed them into the game fully now too so their mixed in the EnZombies and they are well received....the shark had to go sorry! :D

But yeah, would love to see more, I know our players would too, its really created a buzz around the place since we adding them in full time instead of just BM...

 
items.xml governs the damage of melee 'hand' and 'projectiles' for entity and block damage either directly in the mod or linking back to the main game items.xml depending on entity.

The Golden Juggernaut has no rocket attachment and was added for block damage capability.

What I said earlier specifically related to flyers.

In addition to posting a request in here, a post in the Discussion and Requests area may get some creator's interest.

 
items.xml governs the damage of melee 'hand' and 'projectiles' for entity and block damage either directly in the mod or linking back to the main game items.xml depending on entity.

The Golden Juggernaut has no rocket attachment and was added for block damage capability.

What I said earlier specifically related to flyers.

In addition to posting a request in here, a post in the Discussion and Requests area may get some creator's interest.
I have been using the 50% enzombie BM file so have now switched to the 10%.  On the previous file it actually spawned 75% EnZombies and players at BM find this too easy so will checkout how the new ratio fares.

If you couldn't make some further additions I could look at requests, but I wouldn't know how to add custom zombies into your pack. 

I quite liked that glowing red buff you made for the Derby, applying that and making 'RAGE Archon, RAGE Demolition, RAGE Hellflyer' would be fun!
 

 
I have been using the 50% enzombie BM file so have now switched to the 10%.  On the previous file it actually spawned 75% EnZombies and players at BM find this too easy so will checkout how the new ratio fares.

If you couldn't make some further additions I could look at requests, but I wouldn't know how to add custom zombies into your pack. 

I quite liked that glowing red buff you made for the Derby, applying that and making 'RAGE Archon, RAGE Demolition, RAGE Hellflyer' would be fun!
 
Yes. And that is something the Die Hard community, mentioned above, added to their server. They took a Snufkin zombie from the code, pasted it below with DH added at the end, and increased its HP, XP, and damage by about +20%. And with that Juggernaut, gave it the Archon flying feature. It suits their community player base as they set up a group BM base for parties with a teleport function.

Once hooked up to the spawn lists, they soon become a regular feature.

 
what tweak did you do out of interest?

Or just edit all of them in groups instead using Notepad ++ all in one hit! :D

Sooooo well my players are butchering them tbh....instead of your 2:1 XP/HP ratio I've made it 1:1 so 2500 xp = 2500 hp for starters.  Juggernaut now has 50k hp for example as there gloating how easy it is atm, which 12k hp maybe a little low.  He shoots rockets but his big bro doesn't?  Where can we see the rocket damage or details on this?

The Archon, seems to shoot something like rockets, can the block damage be altered for this one, would love to see some higher DMG caused

Also as for you saying earlier about not having too many hard zombies, well why not add them in but impossible odds so that we can chose to include them, I wouldn't try to aim your pack to suit the majority as that may stifle some innovations you may have.

Its a terrific pack and now we have just flowed them into the game fully now too so their mixed in the EnZombies and they are well received....the shark had to go sorry! :D

But yeah, would love to see more, I know our players would too, its really created a buzz around the place since we adding them in full time instead of just BM...

 
White River Citizens quest line mod, had the old shortbust line still in there.

 
@ErrorNull @arramus

Is there a way to make Snufkin Zombies 100% only on BM's at all? 

This would transform our Blood Moons alot as even with the EnZombie 10% only BM mod its still taking over the spawns and yielded 77% EnZombies on this mornings BM.  The 50% mod was also tested yesterday which brought in 75%.

There were exactly 1700 zombies, 1310 were EnZombies https://docs.google.com/spreadsheets/d/1xYEtNSsvBKEwiYrLBdy-6-5DnfU6hcpGss9QReUxBT4/edit#gid=1633971799 here is the log list formatted and showing the enzombies were counted accurately

Only 13 demolishers, zero Derbys, 1 Crispy, 1 Geist , 1 Archon......out of 1700

We have the Snufkin default setting so Zombies should appear during normal times and Blood Moons, not sure if that makes a difference or not.

But I know for sure 1700 Snufkins would swiftly make the players retreat back into their caves I suspect! :D   



 

 
from inside the enZombies mod, you can prevent any enZombies from spawning in the BM my deleting the <append>s that's related to the feralHordeStageGS group. go to entitygroups.xml around near line 6540 and you'll see the first <appends> group ...

<append xpath="/entitygroups/entitygroup[@name='feralHordeStageGS1']">
:
(huge list of zombies)
:
</appned>





...  delete that entire block. then repeat for the next block for feralHordeStageGS2, feralHordeStageGS4, and so on.

another approach is the pump of the prob values of BM in arramus' skufin zombies from inside the entitygroups.xml. that might be a bit of a manual process that arramus may need to help out with.

 
excuse me. of additional zombie special effects,

I'd like to prevent "Green Sandstorm" from activating.

What should I change?

-Please forgive any spelling mistakes due to translation. jp

IMG_2045.jpg

 
Two choices:

1. Wear speaker mod hat in Snufkin Custom Weapons Xpansion mod. It stops this effect.

2. Delete buffs.xml Lines 287 - 301 for Banshee. The Mantis distortion is Lines 131 - 136.

 
Thank you very much.

2.
just in APP notepad
i don't know the number of lines
I deleted the whole thing.

1 Snufkin Custom Weapon Xpansion mod
Edit after installation.

2つの選択肢:

1. Snufkin Custom Weapons Xpansion mod でスピーカー mod ハットを使用します。この効果を停止します。

2. Banshee の buffs.xml 行 287 ~ 301 を削除します。Mantis の歪みは Lines 131 - 136 です。


IMG_2050.jpg

 
Last edited by a moderator:
Notepad++ is a very useful editor for xml files.

https://ja.wikipedia.org/wiki/Notepad%2B%2B

buffNarcoticsMantis Lines 131-136

<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Distortion"/>
<triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" fade="4" effect_name="VibrantDeSat"/>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="4" effect_name="VibrantDeSat"/>
<triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="4" effect_name="Distortion"/>
</effect_group>




buffBanshee Line 287-301

Code:
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".5" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Drunk" fade="1"/>
                <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfBuffRemove" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/>
                <triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfDied" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/>
                <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="bansheebuff0" play_in_head="true">
                    <requirement name="EntityTagCompare" tags="player"/>
                </triggered_effect>
                <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="bansheebuff1" play_in_head="true">
                    <requirement name="EntityTagCompare" tags="player"/>
                </triggered_effect>
 
Hi there!

Seems like I am getting an exception upon Initializing Configs when logging in. 

Seems to be on event of onSelfRangedBurstShotEnd.

Has anyone else experienced this? I have ITAV mod installed but shouldn't conflict with this mod. 

Image here: https://prnt.sc/VAOxvhqMIJOb

Thank you in advance!

 
Last edited by a moderator:
Hi there!

Seems like I am getting an exception upon Initializing Configs when logging in. 

Seems to be on event of onSelfRangedBurstShotEnd.

Has anyone else experienced this? I have ITAV mod installed but shouldn't conflict with this mod. 

Thank you in advance!
The current version is compatible with A20.6(b9), the most recent Stable release.

If your version of 7D2D for A20 is before A20.6(b8), this version is not compatible.

From the experimental A20.6(b8) 'onSelfRangedBurstShot' was upgraded to either onSelfRangedBurstShotStart or onSelfRangedBurstShotEnd.

If your version is before that, it is necessary to change any instances of these back to onSelfRangedBurstShot.

 
The current version is compatible with A20.6(b9), the most recent Stable release.

If your version of 7D2D for A20 is before A20.6(b8), this version is not compatible.

From the experimental A20.6(b8) 'onSelfRangedBurstShot' was upgraded to either onSelfRangedBurstShotStart or onSelfRangedBurstShotEnd.

If your version is before that, it is necessary to change any instances of these back to onSelfRangedBurstShot.


Thank you so much!

Do I have to change this in the mod files or the game files? 

 
Thank you so much!

Do I have to change this in the mod files or the game files? 
Choice 1. Update your version of 7D2D to the latest Stable version. There will be no requirement to change the mod files.

Choice 2. Keep your current version of 7D2D and downgrade the Snufkin mod to an earlier build.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02

Choice 3. Keep your current version of 7D2D and Snufkin mod but change anywhere that has onSelfRangedBurstShot to onSelfRangedBurstShotEnd.

This is changed in the Configs / buffs.xml file.

 
Choice 1. Update your version of 7D2D to the latest Stable version. There will be no requirement to change the mod files.

Choice 2. Keep your current version of 7D2D and downgrade the Snufkin mod to an earlier build.

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02

Choice 3. Keep your current version of 7D2D and Snufkin mod but change anywhere that has onSelfRangedBurstShot to onSelfRangedBurstShotEnd.

This is changed in the Configs / buffs.xml file.
Awesome, updated and downloaded Snuff's zombies and weapons from your github, latest versions. Also you had a20 vehicles, I added that also. 
One question please, I am getting what seems to be an Xui error when selecting an item in the crafting menu. Attached image below.

Can you help me with this please? :)  

errorcrafting.png

 
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