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Snukfin's Server Side Z(S)ombies

in entitygroups.xml.

use notepad++ "search and replace", easy to do :) .

Snuf, the Juggernaut used no projectiles since the last update

 
That was... intented.

Just kidding, fixed it now.

Also changed the cvars of the camera, so please try again. Maybe that fixes the problem on dedicated servers.

 
Didnt work but it must be something on my end.. cause it is working on a new server.

That Juggernaut still not works :p

 
Sorry, it should work now. I mean, it worked before, but it moved so fast that it didn't have chance of using the attack. Reduced their speed a little.

 
Juggernaut still not work 😕

Edit: Its the research mod, have manually deleted the juggernaut from the entityclasses file (reasearch cam) and works now

 
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Hello Snufkin,
thanks for all the work. However, i may have found a little problem. I am running your mod on a dedicated Server (Alpha 18.4). On my server all your new z-types work. With two exceptions.

The Psycho does not always have its weapons as a graphik.
The Siren sometimes is running around without a head (speakers).

As a admin i can spawn several zeds of those two types. Some have weapons/head(Speakers) some do not. Odd Thing.

In the logfiles i can see this:
---
2020-05-02T13:37:03 2054.728 INF Entity zombiePsycho 495995 killed by Bishdariel 171
Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.
If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Entities/Enemies/zombiePsycho_495995/GameObject/Graphics/Model/zombie_maleRagdoll/UMA_Female_Rig/Global/Position/Hips/LowerBack/Spine/Spine1/LeftShoulder/LeftArm/LeftForeArm/LeftHand/tempPrefab_sack/Handle/main1/main2/tempPrefab_wrenchPrefab/wrench_LOD0", Mesh asset path "" Mesh name "wrench_LOD0"

 
(Filename:  Line: 0)
---

I suppose it is the "buffs.xml" that might cause this, using deprecated elements?

        <buff name="psychoDeco" hidden="true">
            <effect_group>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/hoistHookPrefab" local_offset="-.2,0,0" local_rotation="0,180,90" parent_transform="RightHand"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Items/Misc/sack.fbx" local_offset="-.5,-.075,0" local_rotation="0,0,-90" parent_transform="LeftHand"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftHand" transform_path="sackMesh"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftHand" transform_path="sack_LOD1"/>
                <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false"  parent_transform="LeftHand" transform_path="sack_LOD2"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab" local_offset="-.04,0,0" local_rotation="-10,90,0" parent_transform="main1"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Tools/wrenchPrefab.prefab" local_offset="0,0.04,0" local_rotation="0,-90,0" parent_transform="main2"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab" local_offset="-.04,.4,0" local_rotation="10,90,180" parent_transform="main3"/>
            </effect_group>
        </buff>

 

and 

        <buff name="SirenDeco" hidden="true">
            <effect_group>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Electrical/loudspeaker" local_offset="-.06,.27,0" local_rotation="0,-90,180" parent_transform="Spine1"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Electrical/loudspeakerPrefab" local_offset="-.2,-.27,0" local_rotation="90,0,90" parent_transform="Spine1"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Club/Club_Wood_Branch.FBX" local_offset="-.3,0,0" local_rotation="-45,0,-90" parent_transform="Spine1"/>
                <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Club/Club_Wood_BranchPrefab.prefab" local_offset="-.55,0,0" local_rotation="0,0,-90" parent_transform="Spine1"/>
            </effect_group>
        </buff>


Any help from you is welcome.

 
Love the new Zombies, but the newer version is having some issues for me.  I'm running a dedicated server with 18.4 (b4).

With the original version I was getting the new Zombies all the time. Living in a snow biome I got lots of Wendigo's. 
Saw plenty of the others as well. I got a good mix of them coming around for the Blood Moon.

When you updated it I only get them on the Blood Moon now. I don't see any in the wild any longer.

I grabbed the latest version today and updated the server, but after about 3 game days I haven't seen a single one. 

Could the entitygroups_nobloodmoon.xml file possible have a negative effect? 

Thanks for the cool mods!

 
By request of some people, I lowered dramatically the spawnrate of my zombies. Can't please everyone. You can manually adjust the entitygroups.xml to your taste.

 
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By request of some people, I lowered dramatically the spawnrate of my zombies. Can't please everyone. You can manually adjust the entitygroups.xml to your taste.
I think it's better with lower spawnrates, because it's more challenging to research them now! 😉

 
Very interesting work.

I notice they seem to walk right through my electric fence posts though.

And what is this zombie Shark?

 
By request of some people, I lowered dramatically the spawnrate of my zombies. Can't please everyone. You can manually adjust the entitygroups.xml to your taste.
I was shopping for a new hat and came across this https://www.etsy.com/listing/270069368/snufkin-hat-green-felted-with-felt-wool?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=wizard+hat+me&ref=sr_gallery-1-11&organic_search_click=1&frs=1&col=1

I think you need this in your life lol!

 
For the quests you may add normal pappercolored  black, gold, yellow or green found in loot eatch have is hown boss quest ;)  the paper says not the name of the bosse in the description but some cool test :)

 
Boss Loot, how to change the loot container drop to that big army chest ? what is name and how to do it ?

and how to change on my death my chest to other chest ? can you share the code ? or send url where to get it?

tanks

 
Put that into entityclasses.xml

<entity_class name="CustomJuggernautDrop">
    <property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/>
    <property name="ModelType" value="Custom"/>
    <property name="Prefab" value="Backpack"/>
    <property name="Class" value="EntityLootContainer"/>
    <property name="Parent" value="Backpack"/>
    <property name="IsEnemyEntity" value="false"/>
    <property name="TimeStayAfterDeath" value="1200"/>
    <property name="LootListOnDeath" value="73"/>
    <property name="Faction" value="none"/>
</entity_class>

and link it to the Juggernaut

        <entity_class name="ZombieJuggernaut" extends="Zombie_Template">
            <property name="Archetype" value="Juggernaut" />
            <property name="LootDropEntityClass" value="CustomJuggernautDrop"/>

 
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So if i would like to put EntityLootContainerBoss = super_chestPrefab.prefab

To All BOSS drops container will be that , super_chestPrefab.prefab how do i do that ? tanks in advanced

how do i know the name of the .prefab things ? is there a list a site or program to list them ?

 
Last edited by a moderator:
Go to entityclasses.xml (vanilla files) and edit the EntityLootContainerBoss -like you said.
<property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/>

and most of the vanilla zombies using
EntityLootContainerRegular  (zombieTemplateMale)





 

 
Another question out of context:

when a player dies he leaves a bag, if we exchange for this super_chestPrefab.prefab
is it possible for this chest to be closed and can it only be opened by the player himself, like a locked personal chest? or open by other player only if he hits to break it, like normal locked chests?

if so how to do that?

 
Thats a nice idea but i think no (a locked version which is only yours).

BUT will test it later

 
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