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Snukfin's Server Side Z(S)ombies

I just discovered this mod to use in my dedicated server,I put the two mods in my mod folder, changed the included xml name to entitygroups.xml and overwrote the original, started a new game, there were no zombies period (yes I checked the settings to make sure they were enabled) after not seeing any zombies, I put the original back and the vanilla zombies are back, am I doing something wrong here?
This mod is for Alpha 18, but everything just updated to alpha 19. You'll want to run a18.4 if you want to use these guys before Snufkin updates them for a19.

 
Please update to a19! I loved your mods!

You know these inside and out so you would be fastest at it.

(i created a profile here just so i could request your mod updated :))

 
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I know people are waiting for an A19 version, but sadly it seems that the UMA is broken for the AI entities this time. This, along with rumors that TFP may drop UMA entirely on the future makes harder to keep developing this mod. This was a nice ride, I'm sorry everyone.

 
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Somewhat ported over. I am not experienced in modding 7d2d and things just came up that might prevent me from doing more with this. Most of the weapons work but the loot table needs fixed. Like I said I am not experienced in doing this. It's all guesswork to me.

View attachment CustomWeapons.zip

 
Yeah, weapons will probably get ported, minus some problems on the hit detection of melee weapons. I wont port this mod but I MIGHT make a new one from scratch based this time on the meshes of the vanilla zombies.

 
Yeah, weapons will probably get ported, minus some problems on the hit detection of melee weapons. I wont port this mod but I MIGHT make a new one from scratch based this time on the meshes of the vanilla zombies.
Please keep the lootbox system was a awesome addon. Thanks for updating your mods.

 
Yeah, weapons will probably get ported, minus some problems on the hit detection of melee weapons. I wont port this mod but I MIGHT make a new one from scratch based this time on the meshes of the vanilla zombies.
I've had the privilege, until their admin team decided to go taking a conversation out of context then changing the words entirely to invent a slanderous fraud as excuse to get rid of me because one of their local sociopaths happens to dislike me, of enjoying the work of an extremely talented duo of coders that has made a lot of deep mods to the game to create a very thorough revamp that adds a ton of playability to 7d2d.
Head over to primalragegaming.com, tell them Xeraphim sent you. You'll want to work with TheReaper and LordSlaughter, in the event they are even interested in working with you (they tend to be a bit fickle). Their list of custom zombies and custom debuffs was in the dozens before a19 and they probably intend to do that again.

 
@Snufkins Are you building a version for Alpha 19 of your original Snufkins zombies.. ? Um loaded the version Slawa updated & they seem to work.. havent fully tested. I was sure they removed UMA abilities in alpha 19 but glad these still work & cant be updated somewhat :)

Getting this when spawning in a few of them...

2020-07-10T09:22:12 280.411 INF [Steamworks.NET] Lobby entered: 109775240988829964
NullReferenceException: Object reference not set to an instance of an object
  at EntityMoveHelper.UpdateMoveHelper () [0x00161] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at EntityAlive.updateTasks () [0x000ff] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at EntityAlive.OnUpdateLive () [0x00154] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at EntityEnemy.OnUpdateLive () [0x00000] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at EntityZombie.OnUpdateLive () [0x00000] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at EntityAlive.OnUpdateEntity () [0x0001e] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at World.TickEntitiesSlice (System.Int32 count) [0x00037] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at World.TickEntitiesFlush () [0x0000c] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at GameManager.UpdateTick () [0x00033] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at GameManager.gmUpdate () [0x0029b] in <e120bb69ee234a65814c66f7495aa8c0>:0
  at GameManager.Update () [0x00000] in <e120bb69ee234a65814c66f7495aa8c0>:0

Particle System is trying to spawn on a mesh with zero surface area
 
(Filename: C:\buildslave\unity\build\Modules\ParticleSystem\Modules\ShapeModule.cpp Line: 1682)

Hopefully its not something huge.....

 
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dont use the research mod, it comes with his own entityclasses.xml and overrides the a19 customzombie mod

 
Havent used that, This is from the version I had running on the Launcher.... so 18.4 zombies just updated... using the code posted... Its defo the zombies cos i retested it & got the same error & particle error..... so something is missing in the new code

 
Try this version:

https://bit.ly/2AFA1uf

They are much more present now
I get a warning all time after start:

WRN Unknown element found: DMT (file C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7daystodie_Data/../Mods\Z2/ModInfo.xml, line 11)

and that it spams this:

(Filename: C:\buildslave\unity\build\Modules/Animation/Director/AnimatorControllerPlayable.cpp Line: 915)

Invalid Layer Index '1'

Any solution for this?

 
ah this is the other zombie mod i was looking for! 

altho the news doesnt seam good about the future of this one... having new boss types to encounter at high game stages is such a neat idea. ;-; darn. 

 
so put this v2 version on my A19 hosted server and it runs fine. i can spawn them in on f6 no problem, they appear in the game in the wild no problem. they were running fine....right up until horde night when the red text null object reference error started scrolling up the screen and locked the server. so they nearly working but something is needed for horde night. maybe a v3 version coming soon??? love these zombies. btw I wont be doing the V3 as i have no clue. lol. but who ever fixed for v2 could revisit and see whats needed?

 
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