Evilspartan
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<entity name="SharkWFLB" prob="0.2"/>
If I set this to 0 that will make it where they dont spawn at all correct?
If I set this to 0 that will make it where they dont spawn at all correct?
It should not spawn at all with 0. I tend to use a comment out command so that it is totally disregarded and removes any load from the server with similar action for the horde settings.<entity name="SharkWFLB" prob="0.2"/>
If I set this to 0 that will make it where they dont spawn at all correct?
I understand about the concern for sure, as that can be a server breaker and all that work goes down the drain. One good thing about these entity type mods is that they are removed from the World if the mod is removed whereas other assets like vehicles cause big update issues if an ID is still tagged to a player's backpack/toolkit or parking area and it is removed. So far, we haven't seen any issues when introducing new Z's to a World and the Tipsy Gaming Community took the chance to add this update and haven't reported any console errors or conflicts; and it has been about 28 game days since the initial introduction. The same can be said for all previous updates with new additions to the PLUS version. Naturally, there can be no guarantee but after 6 months with multiple new entities added it's good to see no issues with updating so far.im excited for the new update but im nervous that i may need to uninstall my mods before downloading the updated version of this mod... then again ill see how far i get in my current playthrough as im nearing day 49 horde
awesome keep up the good work. also day 49 horde went well my titanium blade traps preformed perfectly (I have a mod that adds titanium and titanium items ill tell ya more if your interested)I understand about the concern for sure, as that can be a server breaker and all that work goes down the drain. One good thing about these entity type mods is that they are removed from the World if the mod is removed whereas other assets like vehicles cause big update issues if an ID is still tagged to a player's backpack/toolkit or parking area and it is removed. So far, we haven't seen any issues when introducing new Z's to a World and the Tipsy Gaming Community took the chance to add this update and haven't reported any console errors or conflicts; and it has been about 28 game days since the initial introduction. The same can be said for all previous updates with new additions to the PLUS version. Naturally, there can be no guarantee but after 6 months with multiple new entities added it's good to see no issues with updating so far.
The Biker was scaled up to become the Motor Head entity and the Motor Head's hit box appears to remain closely connected to the scaled model and its collision boundaries. Even at it's rather gargantuan height, head shots will still decapitate. Based on that, the hitbox appears to remain proportional to the increase in scale size and if it does also 'thicken out', it is not noticeably intrusive.Ok so I recently found a mod that brings the old hornet enemy back to the game with a more dark red appearance rather than the original yellow and I also recently figured out how to make certain enemies bigger. what i want to know is, Does increasing the entities sizeScale make their hot boxes bigger as well?
Hey arramus just a suggestion/question. can all entities both original and PLUS have SizeScale codes so myself and other players can adjust the visual size of certain zombies?
I tried to add a SizeScale code for the juggernaut but all it did was make the juggernaut appear to float in mid air without making him bigger.Entities, both the original and PLUS, can accept their own customised SizeScale codes in the entityclasses.xml
Animals can also accept SizeScale as well and Stallionsden has utilised the same code to change chickens to hens and stags to moose in the animal fix mod.
As an example of one I am familiar with, the Motorhead entity is effectively using the Biker properties for model with those attachments applied as a buff.xml. A customised SizeScale was added to its properties to give it that extra height and mass:
<entity_class name="zombieMotorhead" extends="zombieTemplateMale">
<property name="SizeScale" value="1.7"/>
This SizeScale property can be added directly to each entity which doesn't currently have it to increase or decrease the scaling. All of the entities I introduced have scaling and it's very much personal choice for the other modders who added their own. It is something that can be done manually by anyone who downloads the mod and active forum users will certainly respond to any specific questions or requests.
The Juggernaut seems to be a very special character with its own Archetype. In that regard it has partial entity features for action but not for appearance. There is a height setting in the Juggernaut's Archetype and maybe that is worth amending instead.I tried to add a SizeScale code for the juggernaut but all it did was make the juggernaut appear to float in mid air without making him bigger.
The good thing with entities is that they are dynamic and do not get attached to anything like a vehicle or weapon and pretty much get deleted if an entity mod is removed.Could I continue my current save after downloading the new version or do I have to start over?