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Snukfin's Server Side Z(S)ombies

Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. 

On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting.

On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... :)  

However ...  there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun.  

Thanks for sharing your excellent work! ... Really creative and cool.

 
Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. 

On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting.

On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... :)  

However ...  there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun.  

Thanks for sharing your excellent work! ... Really creative and cool.
The green static fog sounds like the Banshee attack. It is also accompanied by screams. It is possible to remove her from the entitygroups.xml by deleteing her entries from the bottom section which relates to Blood Moon spawning; feralHordeStage groups.

Her entry look similar to this <entity name="zombieBanshee" prob="0.3"/> and there will be about 330 or so to remove. There are many duplicate entries though and searching for the complete property line as above allows batch removal in an programme like Notepad++.

 
Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. 

On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting.

On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... :)  

However ...  there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun.  

Thanks for sharing your excellent work! ... Really creative and cool.
Open the mods "buffs.xml" and edit her screen effects intensity to 0

<buff name="buffBanshee" hidden="true">
            <stack_type value="replace"/>
            <duration value="3"/>
            <effect_group>
                <passive_effect name="RunSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4">
                    <requirement name="EntityTagCompare" tags="player"/>
                </passive_effect>
                <passive_effect name="WalkSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4">
                    <requirement name="EntityTagCompare" tags="player"/>
                </passive_effect>
                <passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.8,.2" duration="0,4">
                    <requirement name="EntityTagCompare" tags="player"/>
                </passive_effect>
                <passive_effect name="JumpStrength" operation="perc_subtract" value="0.8,.2" duration="0,4">
                    <requirement name="EntityTagCompare" tags="player"/>
                </passive_effect>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".5" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Drunk" fade="1"/>

 
Excellent mod. Really cool man! ... I'm a solo player that enjoys running trader missions on Compo/Nitrogen maps. This has added a lot of spice to my nightly excursions. 

On the Bloodmoon ... I like to get my hands dirty behind standoff points built by double concrete wedges of triangle blocks (hard to explain) that allow me to sledgehammer/shoot/pipe bomb zombies through a two by one opening that only dogs and spiders can get through. If one pinch point gets compromised ... I retreat to backups and try to keep fighting.

On Day 14 horde night some very nasty customers arrived ... I think it was three Undertakers ... Very tall and difficult to kill. Just shrugged off pipe bombs like they were nothing. Didn't even knock them over. I could barely repair the walls as fast as they were tearing it down. Ha ha ... But it was a new challenge and really fun! ... :)  

However ...  there was also this "green static fog" thing happening to me that I didn't enjoy so much because it kept taking me out of the fight. I couldn't really understand who or what was doing that or how to prevent it. Seemed like a proximity effect ... so ... is there any way I can counteract that or maybe just remove that particular baddy/attack/increase the timer on it? (so it isn't so frequent) .... so I can continue my melee style on horde night? Perching up on some ledge and shooting down isn't nearly as fun.  

Thanks for sharing your excellent work! ... Really creative and cool.
How hard would it be to make a helmet mod that was called hearing protection or something like that and it made you immune to or greatly reduced the intensity of the banshee scream effect? Just a musing because I've had similar issues from players on my server.

 
Open the mods "buffs.xml" and edit her screen effects intensity to 0

                </passive_effect>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity=".5" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="1" effect_name="Drunk" fade="1"/>
Thanks @arramus ... I think I'll give @Dre suggestion a try and use yours as a fall back. 

and @Dre ... apologies ... I have little experience editing game files. 

So I should change the bottom three intensity values to "0" ? ... Like this?

       </passive_effect>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/>

Thanks again. 

 
Thanks @arramus ... I think I'll give @Dre suggestion a try and use yours as a fall back. 

and @Dre ... apologies ... I have little experience editing game files. 

So I should change the bottom three intensity values to "0" ? ... Like this?

       </passive_effect>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Blur"/>
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" fade="1" effect_name="Radiation" />
                <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="0" effect_name="Drunk" fade="1"/>

Thanks again. 


Yes use notepad ++ should work, save an unedited one as a back up (put a copy on desk top or something). You can try something more then zero if you want to keep the buff but see what lessening it does (have not tried this). 

There might be one other Zed that causes screen effects in there. 

 
Last edited by a moderator:
How hard would it be to make a helmet mod that was called hearing protection or something like that and it made you immune to or greatly reduced the intensity of the banshee scream effect? Just a musing because I've had similar issues from players on my server.
Can be done

If you like I can make one when I have time :)  

 
Test this out and let me know if its works ok,

just put it in your mods folder :)  

View attachment 18398

In game its a helmet mod
works perfectly against the banshee. I'll probably just add in a loot and recipe xml for it. Thinking about making two grades of it though, one that has the full 1 value in buff resistance and the other having .5 and make the lower quality one lootable in junk containers. Will share when i get it balanced for my server. Thanks for your help with this oakraven, you are awesome!

 
Okay, here's what I came up with. Tested on 19.3 and can confirm works and is both lootable and craftable. Renamed the item mod to OakravenEPS and OakravenEPSv2. Added localization as well modeled after how the hat mods were done in the snuffkins weapons expansion mod. 

Really liked how the weaker model worked, well sometimes and other times less well but still better than not having them on. I will have to add in the zombie buffs that affect vision from mikepewpew's server side zombies as well to this one for my server but I figured I'd show you this framework before I add that in.

View attachment txNicehat2.zip

 
So another update (why did I stop recording my vids?) Was doing Day 210 Horde Night and started with 3 Demolitionists. I was like "Ok it's going to be THAT kind of Horde Night" but I was doing ok. I managed to kill 2 before exploding and the damage didn't take out my Dart Trap/Electricity/Bridge trap system. It was 3 am so I was starting to wind down the night... then HE showed.

The Juggernaut, a big 9 ft tall cornbread mofo in full armor walked up the stairs and immediately I started freaking out. He predictably went through the Electric traps with little issues and immediately went on my final line or Triple Iron Spike traps. Dude was constantly staggered and if I concentrated my fire completely on him i MIGHT have been able to kill him fast w/o neglecting the rest of the horde too much; it was 3:05 AM so I might have had time. However I was so shook and made a business decision and jumped out the window onto my dirt bike. Now, the AI is changed so birds/flying enemies can keep up with vehicles, but I had Bdubs' vehicle mod installed and the dirt bike was extremely fast, so I theorized as long as the flying enemies aren't programmed to be locked on the player speed, I could drive faster then they fly.

I was wrong.

As I was getting circled and damaged by vultures, Geists and Archons, I tried to get to the ocean so at least I could swim underwater for the 40 minutes (in-game time) Horde Night had left. I wound up dying no more than 200 feet from a large body of water.

 
1 hour ago, The Frankman said:

It was literally raining zombies at one point. The assortment of traps and other suppressing support made all the difference. Fun!

 
Hi. Thank you for maintaining this mod!

So we tried this out last night just in time for our first blood moon. There were three of us around level 20. (double XP) and we got completely wrecked. It seemed like it was mostly mod zombies coming. There were a multiple Archons, Banshees and Geists at the same time and we had 3 Undertakers hit the base plus a bomber. It was impossible, considering our best looted weapons at that point were the blunderbuss.

Is that normal?

 
Sounds like a challange and 3 players should be able to handle it :p...

Here is the point, did you like the normal hordes or this kind of mod.

Get a AK or a few turrets and it feels like better balanced gameplay (cause the game gets boring at level xxx).

 
Last edited by a moderator:
Hi. Thank you for maintaining this mod!

So we tried this out last night just in time for our first blood moon. There were three of us around level 20. (double XP) and we got completely wrecked. It seemed like it was mostly mod zombies coming. There were a multiple Archons, Banshees and Geists at the same time and we had 3 Undertakers hit the base plus a bomber. It was impossible, considering our best looted weapons at that point were the blunderbuss.

Is that normal?
Was this the Day 7 (first) horde? What level is the game and how many zombies per horde (16) ? Which mod are you using, Snukfin Party or the default mod?

 
Sounds like a challange and 3 players should be able to handle it :p...

Here is the point, did you like the normal hordes or this kind of mod.

Get a AK or a few turrets and it feels like better balanced gameplay (cause the game gets boring at level xxx).


I quite enjoyed it, I was simply asking if it was normal to have that many spawns for our first horde night.

Was this the Day 7 (first) horde? What level is the game and how many zombies per horde (16) ? Which mod are you using, Snukfin Party or the default mod?
As I mentioned, it was the first horde night (day 7) and we were at game level 20. Default of 8 zombies per person and using the default mod.

 
I quite enjoyed it, I was simply asking if it was normal to have that many spawns for our first horde night.

As I mentioned, it was the first horde night (day 7) and we were at game level 20. Default of 8 zombies per person and using the default mod.
Up until Game Stage 254 you will have the potential to see:

Archon 10% chance to spawn but within the 100% chance to spawn for default characters.

The following have 30% chance to spawn.

Undertaker

Cowhead

Parasite

Geist

Bomber

Scarecrow

Banshee

And the Juggernaut has a 1 in 500 chance to spawn but weighted against all the higher probabilities as well.

It is normal to see them but it sounds like you got hit harder than the probabilities allow for. I sometimes see this with the Demolisher. When in a party of 3, there will be 3 visiting almost in a chain which makes me wonder if there is a spawn bug. Instead of each entity being treated as a separate spawn, there feels like there is sometimes the same spawn per player per party.

 
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