UbberN00ber
Refugee
link wont download for me its saying file is damaged
<buff name="buffBanshee" hidden="true">
<stack_type value="replace"/>
<duration value="6"/>
<effect_group>
<item name="qc_killjuggernaut">
<property name="name" value="Kill a Juggernaut" />
<property name="Extends" value="challengeQuestMaster"/>
<property class="Action0">
<property name="UseAnimation" value="false"/>
<property name="QuestGiven" value="killjuggernaut"/></property>
</item>
<append xpath="/lootcontainers/lootgroup[@name='groupQuestChallenge']">
<item name="qc_killjuggernaut"/>
</append>
@Snufkin, I must say thanks, because you have given me so many ideas (decorating them is one) for my zombies now. How did you discover that you could set prefabs on the zeds?
I love the wrestler buff, that penalize you if you use ranged weapons. That is something I want to add to one of my zeds. I really hate how OP guns are in this game so.. ^^
Do you know if there is an effect for setting/alter the vehicles speed? I saw this in your buffs: <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/>. But I really dunno what it does as my vehicle speed did not change. I know VelocityMax is a speed setting for the vehicle. Would be cool to have a zombie with an AOE that makes your vehicle useless.
<item_modifier name="modVehicleMega" installable_tags="vehicle" modifier_tags="test" type="attachment">
<property name="CreativeMode" value="Test"/>
<property name="UnlockedBy" value="modVehicleMegaSchematic"/>
<property name="CustomIcon" value="armorSantaHat"/>
<property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/>
<property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/>
<effect_group tiered="false">
<passive_effect name="VehicleFuelUsePer" operation="perc_set" value="0"/>
<passive_effect name="LightIntensity" operation="perc_set" value="3"/>
<passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/>
<passive_effect name="VehicleVelocityMaxTurboPer" operation="perc_set" value="0"/>
</effect_group>
</item_modifier>
Wow, thank you! I have to try this out now before going to bedPut this in a mod, install it on the vehicle and it should stop. I guess it should work as a buff for the zombies to apply on the vehicle. (It would be neat if your electric zombie had it as an EMP-like attack)Code:<item_modifier name="modVehicleMega" installable_tags="vehicle" modifier_tags="test" type="attachment"> <property name="CreativeMode" value="Test"/> <property name="UnlockedBy" value="modVehicleMegaSchematic"/> <property name="CustomIcon" value="armorSantaHat"/> <property name="Stacknumber" value="1"/> <property name="Group" value="Mods"/> <property name="DropMeshfile" value="#Other/Items?Misc/sack_droppedPrefab.prefab"/> <effect_group tiered="false"> <passive_effect name="VehicleFuelUsePer" operation="perc_set" value="0"/> <passive_effect name="LightIntensity" operation="perc_set" value="3"/> <passive_effect name="VehicleVelocityMaxPer" operation="perc_set" value="0"/> <passive_effect name="VehicleVelocityMaxTurboPer" operation="perc_set" value="0"/> </effect_group> </item_modifier>
Btw, the "modVehicleMega" already exists in the game files.
Hi, please post your server log. Also, make sure that the path of the mod looks like this (no nested folders).I cannot figure out how to get this to work... is this compatible with 18.4? I have it on a test server as the only mod and I cannot find any of the zombies in the F6 menu and they do not spawn. Is this only for 18.2?? Why is this not working. I run alot of mods on my active server and custom mod myself and I am lost as to why this one just does not work. Any help would be awesome because this has me stumped.
OMG, you're a genius. Yeah, other user had a problem with the vehicles mod. I'll let him know.I found it..... so in case you don't know, Linux Servers require capitalization on the mod folder structure. Your Config folder was lower case and was not loading at all. I spent 8 hours drilling down on every aspect of your mod only to finally figure out you didn't have the config folder capitalized... as your zombies are amazing, I believe the time was worth spending to get this to work!! I saw other linux server users complain that your mods don't work and this is why.
NO the porblem IS the flying dudes (the banshee and archon). Even on regular nights i get a NRE with the banshee. it is any flying entitiy.For the banshee look into the "buffs.xml" file and edit the "duration" value, that's the delay between screams.
The NRE probably has to do with the UMA zombies (all of them except the Banshee and the Archon), I'm sorry, that's not something I can fix. Try deleting the lines that begin with "feralhorde" in "entitygroups.xml" so there are no new zombies on the bloodmoon.Code:<buff name="buffBanshee" hidden="true"> <stack_type value="replace"/> <duration value="6"/> <effect_group>
For the quests, you also have to create a related item in "items.xml" and add that item to the "loot.xml"
Code:<item name="qc_killjuggernaut"> <property name="name" value="Kill a Juggernaut" /> <property name="Extends" value="challengeQuestMaster"/> <property class="Action0"> <property name="UseAnimation" value="false"/> <property name="QuestGiven" value="killjuggernaut"/></property> </item>
Code:<append xpath="/lootcontainers/lootgroup[@name='groupQuestChallenge']"> <item name="qc_killjuggernaut"/> </append>