Jump to content


  • Content Count

  • Joined

  • Last visited

  • Days Won


Everything posted by Swiftpaw

  1. Friendly Animals 4.0 released! Change Log: 4.0: * Updated for A19.
  2. That's one of the core parts of what this mod does and won't be changed. If you don't like my mod, use a different mod.
  3. Is there a page/download somewhere for your mod? Sure, I could add more species to the game, thanks. ^n.n^
  4. Friendlies are invincible, period, there is no "selective invincibleness". It's right in the description: <<< DESCRIPTION >>> This mod makes coyotes, wolves, dire wolves, mountain lions, and bears fight zombies too along side you. They are invincible, so run to them for help fighting zombies and hordes!
  5. Yep, the only follow code I'm aware of is "walk towards sound player made" which keeps them too close to you constantly as you walk, so is game-breaking, but is quite funny.
  6. That would be hot! But for now I haven't put anything yiffy into the mod yet like that, but good idea. ^n.n^ There are lots of possible visions for the mod. I've considered renaming my mod Animals vs. Zombies, since that's essentially what it is. Everyone has enough food and can get along, it's just the zombies attacking everyone who is living that is the problem, so most non-zombies and zombies are fighting other than the more timid species who run away. "Friendly fire" is disabled via making non-player non-zombies invincible as well as helping them to be more helpful for when you'r
  7. Friendly Animals 3.2 released! Change Log: 3.2: * Removed anti-friendly animal quests, so you won't get any useless quests anymore. Upcoming features: Fresh meat rebalancing. Zombie tracking skill? Friendly Animal compass feature returning? We shall see!
  8. It's just a single zip file, so not a big deal, Mega works fine for now. You can reject quests.
  9. Google makes money in every way they possibly can from your data, like Microsoft and all the others, so I doubt anyone could do worse! I'm going with Mega, which has no captchas, Google spying, or Microsoft spying.
  10. Wow, https://7daystodiemods.com/ is actually just storing files on Github, and requires you to allow connections to Google to download mods. Because Google must always know everything you're doing! I'll keep looking.
  11. Both use Google captchas, allowing Google to spy on websites you visit and every time you log into them, and Github is now owned by Microsoft, so those are both big nopes, but thanks for the suggestions!
  12. Interesting, thanks! I wonder how you update a mod once you publish it? I don't see any login section anywhere. I don't want to have to fill out that whole big mod upload section every time I release a version. ^^
  13. Anyone know of a good open file hosting service that doesn't require an account and isn't laden with spying and stupidity like Google captchas and such? Mega is fairly open but you need an account to upload. I ask because I'd like a download link here that doesn't require a forum account to download the mod.
  14. It might be doable. Might look more into it during the Thanksgiving break ^n.n^
  15. So until following code is implemented in vanilla, a FA mod with following would have to be built on top of those other mods, or someone would have to just extract only the needed code from those other mods to create a stand-alone FA mod with following. Spawning code is much simpler and should be doable in vanilla, though. I tried to see if I could code a cooldown timer for a buff which could be triggered and would allow the spawning of a friendly animal to join you and fight along side you. It could even be like summoning in World of Warcraft. It could be spawning from using an item and
  16. You could do something like that yes. You can summon/spawn entities. I'm sure you could do it with a buff or item or like the HighHope Husky Friend Pet mod does makes them spawn from a quest. However, there is no new husky model as you'll see if you download it, they just summon a dire wolf. As for a mod that would summon friendlies if you level up or maybe a certain skill/perk or whatnot would give you that ability, yeah that'd be cool I think. I think I'd have that be a side option or different mod, though. I'd probably like it to be a perk, and since you can't "cast spells" or use a
  17. What you saw was the result of zombies seeking out EntityEnemyAnimal: <property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityNPC,0,EntityEnemyAnimal,0,EntityPlayer,0"/> <!-- class,maxChaseTime (return home) --> I can easily replicate that behavior where zombies seek FAs like that, but again as I mentioned earlier in the thread, that means all zombies in a horde seeking FAs instead of the player which is game breaking as that makes it too easy.
  18. I could easily add more species to the game such as huskies if there is a mod out there which contains a husky entity. If that mod also had them spawning under special situations I could add that feature too if it fit properly with FA, but making them spawn randomly just like all other friendlies should be easy enough.
  19. There is no "attackif" in the latest entityclasses.xml, and instead this exists: <property name="AITarget-1" value="SetAsTargetIfHurt"/> or <property name="AITarget-1" value="SetAsTargetIfHurt" data="class=EntityNPC,EntityPlayer"/> FriendlyAnimals does this for all zombies: <property name="AITask-1" value="BreakBlock" /> <property name="AITask-2" value="DestroyArea" /> <property name="AITask-3" value="Territorial" /> <property name="AITask-4" value="ApproachDistraction" /> <property name="AITask-5" value="ApproachAndAttackTarget" data
  20. Friendly Animals 3.1 released! Change Log: 3.1: * Fixed bug preventing zombie bears, zombie vultures, and zombie dogs from attacking players. * Zombies still not attacking back after being attacked by non-zombies other than the player as "SetAsTargetIfHurt" won't behave, but once that is figured out, that feature will return.
  21. I couldn't get <property name="AITarget-2" value="BlockIf" data="condition=alert e 0"/> to stop throwing the error "Specified cast is not valid" so I gave up and removed that code, so now it's just: <property name="AITask-1" value="BreakBlock"/> <property name="AITask-2" value="DestroyArea"/> <property name="AITask-3" value="Territorial"/> <property name="AITask-4" value="ApproachDistraction"/> <property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityPlayer,0,EntityNPC,0"/> <property name="AITask-6" value="ApproachSpo
  • Create New...