• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

Snukfin's Server Side Z(S)ombies

Thank for your response.

I retry, so when I load the game with my stuff on me, I spawn at level 1

If I put my stuff in a storage box (I made it a different position), I keep my level but a square of 15x15 around the storage box is reinitialised (and the storage box disappear.

here it is my stuff

stuff.jpg

 
ok i think i found. I test each item and the bug occur with the big magazine mod of my junk turret (the round one called "camembert" in french). If I delete this item (put on the ground and wait to disappear), the game load fine. I can retake a magazine via the creative menu to reequip my turret, it seems to work...

 
Thanks for these, added to my overhaul with thanks to yourself...great work & adds a defo amount of difficulty to hordes which this game needs

 
NEW BOI. Also, the Siren is on, but I will never make a card for it :3

yqU1Gzj.png


 
Hey, these zombies look great, can we possibly have a "how in to install" please as we are finding this alittle tricky and getting alot of xml errors when loading the server

Cheers

 
Siren didnt speak (like in your video), only music. -> dedicated server

Edit:

on both, singeplayer and dedi

edit2:

ok, it works but extremly rare xD

 
Last edited by a moderator:
So I have been modifying the probability of pineforest spawns during the day, especially the cowhead and mantis... They are pretty frequent, so I changed the probability down a few times all the way to 0.001 and still they are pretty frequent, for a low level player there are too many of them imo:

Code:
<entitygroup name="ZombiesPineForest">
<entity name="zombieCowhead" prob="0.001" />
<entity name="zombieMantis" prob="0.001" />
</entitygroup>
I then tried to change the frequency of spawning to no avail.

Code:
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn maxcount="1" respawndelay="4" time="Day" entitygroup="ZombiesPineForest" />
</append>
What is going on?

 
That's the whole group? There are no more zombies in it? Mine looks like this

Code:
 <entitygroup name="ZombiesPineForest">
<entity name="zombieBoe"/>
<entity name="zombieJoe"/>
<entity name="zombieSteve"/>
<entity name="zombieMoe"/>
<entity name="zombieYo"/>
<entity name="zombieBusinessMan"/>
<entity name="zombieArlene"/>
<entity name="zombieDarlene"/>
<entity name="zombieMarlene"/>
<entity name="zombieSkateboarder"/>
<entity name="zombieCheerleader" prob="0.3"/>
<entity name="zombieOldTimer" prob="0.3"/>
<entity name="zombieBiker" prob="0.3"/>
<entity name="zombieFarmer" prob="0.3"/>
<entity name="zombieStripper" prob="0.3"/>
<entity name="zombieUtilityWorker" prob="0.3"/>
<entity name="zombieNurse" prob="0.3"/>
<entity name="zombieSteveCrawler"/>
<entity name="zombieFatHawaiian" prob="0.3"/>
<entity name="zombieCowhead" prob="0.75" />
<entity name="zombieMantis" prob="0.75" />
</entitygroup>
 
Something like this should work (untested, but use it as a start)

entityclasses.xml

Code:
<entity_class name="EasterRabbit" extends="animalTemplateTimid">
<property name="Tags" value="entity,animal,rabbit"/>
<property name="MapIcon" value="ui_game_symbol_tracking_rabbit"/>
<property name="TrackerIcon" value="ui_game_symbol_tracking_rabbit"/>
<property name="SizeScale" value="2"/>
<property name="Class" value="EntityAnimalRabbit"/>
<property name="Prefab" value="/Entities/Animals/Rabbit/RABBIT"/>
<property name="Mesh" value=""/>
<property name="Parent" value="Animals"/>
<property name="Faction" value="animals"/>
<property name="PhysicsBody" value="rabbit"/>
<property name="Mass" value="12"/>
<property name="Weight" value="10"/>
<property name="SoundHurt" value="Animals/rabbitpain"/>
<property name="SoundDeath" value="Animals/rabbitdeath"/>
<property name="SwimOffset" value="2"/>
<property name="HasRagdoll" value="false"/>
<property name="AITask-1" value="Swim"/>
<property name="AITask-2" value="RunawayWhenHurt"/>
<property name="AITask-3" value="RunawayFromEntity" data="class=EntityPlayer,EntityZombie,EntityEnemyA nimal;safeDistance=20"/>
<property name="AITask-4" value="Look"/>
<property name="AITask-5" value="Wander"/>
<property name="MoveSpeed" value="1"/>
<property name="MoveSpeedPanic" value="3"/>
<property name="ExperienceGain" value="130"/>
<property name="DeadBodyHitPoints" value="175"/>

<property name="LootDropProb" value="1"/>
<property name="LootDropEntityClass" value="EntityLootContainerStrong"/> <!-- Your loot -->

<effect_group name="Base Effects">
<passive_effect name="HealthMax" operation="base_set" value="10"/>
<passive_effect name="HealthMax" operation="perc_add" value="0"/> <!-- Animal HP scale -->
<triggered_effect trigger="onSelfFirstSpawn" action="AddBuff" target="self" buff="Easter Rabbit"/>
</effect_group>
</entity_class>
buffx.xml

Code:
<append xpath="/buffs">
<buff name="Easter Rabbit" hidden="true">
<duration value="2"/> <!-- Death timer -->
<effect_group>
<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="#Entities/LootContainers?zpackPrefab.prefab" local_offset="0,.1,0" local_rotation="0,0,0" parent_transform="RABBIT_ Spine1"/>
<!-- Change the "local_offset" to your liking -->
<triggered_effect trigger="onSelfBuffFinish" action="AttachPrefabToEntity" prefab="prefabs/prefabexplosion1" local_offset="-.5,0,0" local_rotation="0,0,90" />
<triggered_effect trigger="onSelfBuffFinish" target="self" action="ModifyStats" stat="Health" operation="subtract" value="99999999"/>
</effect_group>
</buff>
</append>
 
Have you considered putting this on the 7D2D mod manager it would make it alot more accessable for alot of players who mod, I find it hard to work with as it does not register with the mod manager making it hard to tell whether or not its actually instaleld right, also is their an option to change how the zombies appear, like you say the juggernaut only appears in quests but is there a way to change that or make other zombies only appear the same way?

 
Make a folder called Mods in your main 7dtd directory. Put this modlet in that folder. Done.
Yup, super easy. It should look like this on your local drive (assuming you're playing single player):

X:\Steam\steamapps\common\7 Days To Die\Mods\Snufkin_CustomZombies\Config

* archetypes.xml

* buffs.xml

* entityclasses.xml

* entitygroups.xml

* items.xml

* loot.xml

* physicsbodies.xml

* quests.xml

* sounds.xml

* spawning.xml

If you're running a server, create a "Mods" folder under the main 7 Days to Die folder. Then drop the Snufkin_CustomZombies folder into the Mods folder. Make sure you keep the folder hierarchy so that the Config folder and its contents remain underneath the Snufkin_CustomZombies folder. It sounds confusing but it really isn't - promise!

My group of friends and I really enjoy these custom zombies -- ESPECIALLY since they're server side only (no client-side download needed).

 
Back
Top