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Snukfin's Server Side Z(S)ombies

In a few minutes I will add the Archon >:3

GnR3sOn.jpg


 
Really cool modlet, it's amazing what you can do with just XML stuff.

I'm having some problems though. The custom zombies work fine most of the time, but I get errors in console during Blood Moons (null reference exception). I tried using debug mode to spawn each one to find which was causing problems, and they all work alright when there's only a few. However if I spawn in lots of them, then the Undertaker, Parasite and Geist seem to cause problems. Not sure what it is about them that causes the error though, the console isn't exactly specific and I don't know where else to look. Maybe other zombies cause the issue too, but they didn't seem to do so while I was testing. Also I could spawn hundreds of vanilla zombies so it must be a problem specific to the mod, not just "lots of zombies = problem".

Also the Banshee scream is kind of annoying. I wanted to give it a cooldown so it's not always being applied (especially when there are 2 or more Banshees chaining them), but I don't know how to do that. For now I've reduced the duration and strength but I'd like to figure out the cooldown thing if possible.

Any ideas for either of those?

Also not a problem, but if I make a copy of the Juggernaut quest in quests.xml with "zombieJuggernaut" changed to, say, zombieUndertaker, would that new quest work and drop correctly? Or does more work need to be done to make custom quests?

Thanks

 
For the banshee look into the "buffs.xml" file and edit the "duration" value, that's the delay between screams.

Code:
<buff name="buffBanshee" hidden="true">
<stack_type value="replace"/>
<duration value="6"/>
<effect_group>
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.

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>
 
just had a bloodmoon, was intense as heck

plenty of the new zombies, no nres

those screamers that mess up your vision are boss, adds an element of strategy have to eliminate them first or you cant see jack

died once..... from my own mininuke

got too nervous they were getting close to me and i shot it way too close to myself lol

think i would have died more if i didnt have the extended firearms mod and bdubs wasteland weapons :congratulatory:

 
Update: tried to fix the mantis problem. Also, added version with no bloodmoon changes for those who were getting NREs

 
@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.

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>
Put 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)

Btw, the "modVehicleMega" already exists in the game files.

 
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>
Put 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)

Btw, the "modVehicleMega" already exists in the game files.
Wow, thank you! I have to try this out now before going to bed :) And yes, an EMP area attack, that would be really cool. Thanks for the idea!

An idea for you maybe, that parasite zombie maybe could go together with the particle; p_critical? Gushing blood.

 
Last edited by a moderator:
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.

 
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.
Hi, please post your server log. Also, make sure that the path of the mod looks like this (no nested folders).

UmaVJyh.png


 
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.

 
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.
OMG, you're a genius. Yeah, other user had a problem with the vehicles mod. I'll let him know.

 
For the banshee look into the "buffs.xml" file and edit the "duration" value, that's the delay between screams.
Code:
<buff name="buffBanshee" hidden="true">
<stack_type value="replace"/>
<duration value="6"/>
<effect_group>
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.

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>
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.

the game is trying to find an area for it to occupy and it cannot half the time so it gives a NRE.

Any chance you can uplaod a "no flyers" version of the mod?

 
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