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Snukfin's Server Side Z(S)ombies

Just confirming that you did all of the following.

1. Stopped the server/exited the game for client host.

2 Manually edited the existing entityclasses.xml or uploaded a new entityclasses.xml with your preferred changes.

As an example, with an entity such as the Scarecrow in the entityclasses.xml:

<entity_class name="zombieScarecrow" extends="Zombie_Template">

You made changes to the HealthMax settings.

<passive_effect name="HealthMax" operation="base_set" value="750"/>

3. Restarted the server/game for client host.
I can confirm that i did all of the above.

 
I can confirm that i did all of the above.
I see. I just retook the above steps to confirm that it still applies with the HP sent in a more upward direction.

The additional noughts all took when I started the game.

20210213005236_1.jpg

Can you also confirm that the changes you made have also remained in place after shutting down the server/client?
Can you also confirm that if you're running a dedicated private server at home, you didn't accidentally make the changes to a version you may have in your client folder?

 
Thanks for the image confirming that it does actually work lol, all changes were made to my server files, when i reopen the xmlfile the changes are still in place, the only other changes i have made are spawning quantities and where they spawn. i must be missing something really simple. is it just "base_set" i should change or "perc_set" also???

 
Thanks for the image confirming that it does actually work lol, all changes were made to my server files, when i reopen the xmlfile the changes are still in place, the only other changes i have made are spawning quantities and where they spawn. i must be missing something really simple. is it just "base_set" i should change or "perc_set" also???
It is just the base_set. You don't happen to have a copy of the Snufkin PLUS version installed as well?

 
Let's continue this troubleshooting via the forum private message system as it may require seeing a few screenshots of your Mods folder, setup, and things like that.

 
I have changed the maxhealth values for each indivdual zombie in the entityclasses.xml but it does not seem to take effect in game, i also have a HP bar for enemies so can see that it has not worked.
Resolved.

When running both the Snufkin Zombies Mod AND the Camera Add On (which is unfortunately only half functional, with the good half being non functional) the Camera Add On files take precedence if there is any duplication since it is loaded last due to the alphabetical loading nature of the Mods. As such, it would be necessary to amend the entityclasses.xml in the Camera Add On which is practically identical to the Snufkin Zombies Mod with a couple of minor updates for compatibility.

It was recommended not to run the Camera Add On due to its limitations unless it was really necessary. Removing the Camera Add On will allow the regular Snufkin Custom Zombies' files to take precedence again and any edits will take hold.

 
any idea if this modlet will work with undead legacy? loving that mod but want some beefy zombies in blood moons, also would love if somebody had the latest version link im seeing alot here in the forums lol

 
any idea if this modlet will work with undead legacy? loving that mod but want some beefy zombies in blood moons, also would love if somebody had the latest version link im seeing alot here in the forums lol
It all depends on how Undead Legacy amended the default files, especially as Subquake really put in a huge amount of work to verhauling multiple features. However, reading through the features of the mod, there is a lot of good reason for it to run and it is well worth a try. This is because the Snufkin Zombies are separate entities and should not conflict with Undead Legacy ID slots. If you are looking for something more challenging then I recommend the PLUS version of the Snufkin Zombies. It contains all of everyone's Snufkin favorites plus some new additions. And if there are any you prefer not to use, it is possible to comment them out of the entitygroups.xml so they don't spawn.

Here is a link to the first page of the Snufkin Zombies PLUS which has the most up to date version:



And here is a link to the most up to date version of the regular Snufkin Zombies:




you sir are a genius, i didnt even think about looking there. thank you so much for your help.
We got there and I should have remembered earlier as soon as you mentioned Add On but all good.

So that other hosts don't have to experience the trouble you did, the introduction mentions that it is not recommended to use the Add On in its current state but if people really want to, and also amend the Custom Zombies, they should be looking to the Add On entity files rather than the Custom Zombies entity files.

 
Is there way to disable the Banshee?
There is a way.

Go to the entitygroups.xml

Choice 1. Total Removal

Change all entries that look similar to this
<entity name="zombieBanshee" prob="0.1"/>

to this

<!--entity name="zombieBanshee" prob="0.1"/-->

Using the !--  --  code comments it out and the game will ignore it,

Choice 2. Partial and Restricted Removal

Change all entries that look similar to this

<entity name="zombieBanshee" prob="0.1"/>

to this

<entity name="zombieBanshee" prob="0.01"/>

This will the Banshee to appear with a rare 1 in a 100 chance in relation to the spawn probabilities for other zombies. Such probability will become the exception rather than the norm.

 
Thank you. People keep horde keeping. Crashing the server
One character that seems to cause the most server instability based on previous feedback is the Geist.

Those electric bolts seem to cause great demand on the server.

If the Banshee doesn't resolve the issue, I would certainly move onto the Geist character next.

 
arramus said:
There is a way.

Go to the entitygroups.xml

Choice 1. Total Removal

Change all entries that look similar to this
<entity name="zombieBanshee" prob="0.1"/>

to this

<!--entity name="zombieBanshee" prob="0.1"/-->

Using the !--  --  code comments it out and the game will ignore it,

Choice 2. Partial and Restricted Removal

Change all entries that look similar to this

<entity name="zombieBanshee" prob="0.1"/>

to this

<entity name="zombieBanshee" prob="0.01"/>

This will the Banshee to appear with a rare 1 in a 100 chance in relation to the spawn probabilities for other zombies. Such probability will become the exception rather than the norm.
@anonuser1989 Here is a way to remove completely, or disable the Banshee. Another way is for players to wear a speaker hat mod that can be found in the Snufkin Xpansion Weapons mod which disables the Banshee screams and Mantis narcotic effects.

 
Why can't Siren run like all the other Zombies at night on nightmare speed
The Siren appears to have very low move speeds in general compared to other entities.

            <property name="MoveSpeed" value="0.08"/> <!-- just shambling around -->
            <property name="MoveSpeedAggro" value="0.1, 0.2"/> <!-- chasing a target min/max (like day or night)-->

Even if nightmare speed adds a multiplier to these values, it will still be low considering other entities are set with a greater than 1.0 speed by default for the higher move speed settings. This may be something to do with it.

 
Decided to try another vid, this time with Double Blade traps, the Turret Auger and the Robotic Sledge. Results are mixed... I did get footage of the Robotic sledge with the Fire/Blessed Metal mod sending Snufkin zombos flying 😁



 
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