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xyth

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Posts posted by xyth

  1. By default, the icon shown is name matched to the block name.  So if there is no icon property for a block name Ralph, the game looks for an icon named Ralph.  The vanilla electricalfensepost is that way.  But your copy has a new name, and no default matching icon, so you would need to either reference the default icon in a customicon property or make a new icon and refer to that in your mods icon folder.

  2. The NPCs are overhauled for A20, with a new human AI used rather than the zombie AI used in A19.  All 3 concerns should be fixed in A20.  I will check on item 1, as that sounds like it broke in 19.5 which I havent tested.  Well, just tested and it seems even unhired ones no longer attack zombies, so the faction based targeting might have broke in 19.5.  Will look into that.

     

  3. 8 hours ago, GarglingGlass said:

    I've always wanted to see werewolves in this game (particularly during blood moons, of course). Possibly something akin to a direwolf with a spider skeleton and behavior? Wink wink 

     

     Not impossible.   

  4. CreaturePack zombies replicate the TFP zombies in feature almost exactly.  Only thing they dont do is make footstep sounds reliably, which is fixed in the NPC version and will be fixed in the A20 version.  Snufkin type zombies are TFP vanilla zombies with additional prefabs attached, so should work the same as vanilla zombies they are based on.  UMA zombies like the ones in this pack, wont have several newer features added to the TFP zombies, like the vehicle colliders and normal ragdolling.  They may also not have the stumble when falling behavior, but in general they function well enough for good gameplay.

  5. Look at the creaturepackzombie xml for how to setup the xpath.  You need to target the zombie AND the probabilities.  For example:

     

        <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieHospitalGroupGS')]/entity[@name='zombieBoeFeral' and @prob='0.1']">
            <entity name="zombieGuppyDoctor01Feral" prob=".01" />
            <entity name="zombieGuppyDoctor02Feral" prob=".01"/>
            <entity name="zombieGuppyDoctor03Feral" prob=".01"/>
            <entity name="zombieGuppyDoctor04BlackFeral" prob=".01"/>
            <entity name="zombieGuppyDoctorFemale01Feral" prob=".01" />
            <entity name="zombieGuppyDoctorFemale02Feral" prob=".01" />
        </insertAfter>    
        <insertAfter xpath="/entitygroups/entitygroup[ starts-with(@name, 'zombieHospitalGroupGS')]/entity[@name='zombieBoeFeral' and @prob='0.2']">
            <entity name="zombieGuppyDoctor01Feral" prob=".02" />
            <entity name="zombieGuppyDoctor02Feral" prob=".02"/>
            <entity name="zombieGuppyDoctor03Feral" prob=".02"/>
            <entity name="zombieGuppyDoctor04BlackFeral" prob=".02"/>
            <entity name="zombieGuppyDoctorFemale01Feral" prob=".02" />
            <entity name="zombieGuppyDoctorFemale02Feral" prob=".02" />
        </insertAfter>      

     

    Just 2 sample entries of many, but you can see that  in the hospitalgroup, it looks for a zombie named zombieBoeFeral, and a specific probability, and if found it appends one or more new zombies with a specific spawn probability.   

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