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Robeloto last won the day on March 3 2019

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About Robeloto

  • Birthday 11/16/1981

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  1. Hello guys and gals! Sorry I have been gone for so long. Real life issues.... I see that A19.2 stable is out, and I am gonna see what I may need to fix. I am in the middle of moving, so I just need a couple of days. So in my next update this is changed for the custom zombies. Changed Fireboss skin Changed WhiteNoise skin and changed his name to Translucent Added a new zed - RadRobot, fires a red beam Removed WaterRaion / Replaced by HybridPanther Reworked entitygroups
  2. I am one of those who love screamers and one thing I do not like is that they won't spawn when it is deeper than 30 blocks. In A15, I am not sure how they acted and if it was a bug I experienced. But some how a screamer came into my mine that was close to bedrock. Was a really long hole the screamer had dug and dropped in to the base that was about 17 blocks below surface, then it ran down through all stairs and down to me. This was in A15 with no mods what so ever. I was really surprised and shocked, but I loved it. ^^
  3. The shark does not work anymore sadly. Wanted sharkboy in my mod too. I have tried with different shark mesh, but nope. Tip: You do not have to close the game if an zombie has error. You can write in console: killall and the error will stop. Make sure to write it 2 times.
  4. I have updated the mod. I will write soon at the first page what I have changed. And one BIG WARNING before you proceed installing and start to play. I have included a readme file that says the quests.xml file has been changed. I have also included a quests_old.xml file as backup of the old quest file. If you have a character that plays any quests from the old version. Do not proceed with installing the new quest file. Just keep the old or else your character will be reset when you start playing. So it is recommended to start a new character on this version (2.73). If you are uncertain if your character have these quests active or not, please make a backup of your save. Cause I don't wanna be responsible for erasing your char. =(
  5. Sorry, I completely missed that. Thank you for noticing this so fast! It is corrected now! Thanks, I have removed one material(forged steel). I am going to update it soon as I am going to make the quality stages for MPA and BOH. Btw, I know noone asked for it, but here is the story why I added these items. It was for my sister who was a beginner and I wanted her to have a bit of advantage. So I made the BOH and MPA. First they were as dev tools, then I made it so you could craft them. First it wasn't supposed to go in with my Custom Zombies, but it did by mistake and I kept it that way. It was supposed to have no quality or tier stage at all. I wanted no number on it actually, but I kept it like this. Seeing how others liked it and want it to have quality stage I am willing to implement it. ^^ If you look in alternate versions for custom zombies, you can see I have several versions of zombies removed. Check them out. I am going to make more versions. If there is a version that do not match your criteria. Write here or DM me which zombies you would like to see removed.
  6. Sorry, I forgot to add the physicsbodies.xml file, so now I have added that. Download the mod again, otherwise Geist and Scarecrow won't work. edit: LoudSoundsLowered and Disassemble Traps have been updated. When you disassemble traps you will not get resources anymore, but a 45% chance to get a full trap.
  7. I have updated my mod now with some fixes, such as Chroma skin, AnimalFly error fixed. New zombie added and also added 3 zombies from Snufkins mod. Read more at thread start. Thanks. I will have to look into this and fix it.
  8. Gonna add him when I update my mod soon. 😃 But atm I am not sure if I am gonna have a dynamite in his skull or have dynamites in his hands. The timed bomb will be at the chest as it is in the video. I did not get IsLookingAtEntity to work. but I am sure it is because it says (not hooked up) in the original xmls. So the time bomb countdown will trigger if he attacks/he is attacked or attacks a block.
  9. Thanks guys! I will take a look into this. I am working on a bit bigger update so I will try to finish as fast as I can. Before weekend ends I hope.
  10. You can still use p_electric_shock by creating a new buff. First you must get rid of the looping sound. In sounds.xml : <set xpath="/Sounds/SoundDataNode[@name='electric_arc_lp']/MaxVoices/@value">0</set> <!-- no sound --> <append xpath="/Sounds"> <!-- new shock sound datanode, but still uses the original electric arc sound with no loop --> <SoundDataNode name="electricshock"> <AudioSource name="Sounds/AudioSource_Impact_Large"/> <Noise ID="2" noise="11" time="3" muffled_when_crouched="0.5"/> <AudioClip ClipName="Sounds/Electricity/ElectricFence/electric_arc_lp" Loop="false"/> <LocalCrouchVolumeScale value="1.0"/> <CrouchNoiseScale value="0.5"/> <NoiseScale value="1"/> <MaxVoices value="3"/> <MaxRepeatRate value="0.01"/> </SoundDataNode> and in buffs.xml. (You can also change the original buffShocked and set the playsound to electricshock) But I did it like this anyway: <buff name="buffElectrified" description_key="buffShockedDesc" tooltip_key="buffShockedTooltip" icon="ui_game_symbol_electric_power" name_key="buffShockedName" icon_color="255,0,0"> <damage_type value="electrical"/> <stack_type value="replace"/> <duration value="4.5"/> <effect_group> <passive_effect name="HealthChangeOT" operation="base_add" value="-6"/> <passive_effect name="RunSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/> <passive_effect name="WalkSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/> <passive_effect name="CrouchSpeed" operation="perc_subtract" value="0.9,0" duration="0,3.2"/> <passive_effect name="JumpStrength" operation="perc_subtract" value="0.9,0" duration="0,3.2"/> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="p_electric_shock" local_offset="0,0.75,0"/> <triggered_effect trigger="onSelfEnteredGame" action="AttachParticleEffectToEntity" particle="p_electric_shock" local_offset="0,0.75,0"/> <triggered_effect trigger="onSelfDied" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/> <triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/> <triggered_effect trigger="onSelfBuffRemove" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/> <triggered_effect trigger="onSelfBuffRemove" action="ModifyCVar" cvar="ETrapHit" operation="set" value="0"/> <triggered_effect trigger="onSelfLeaveGame" action="RemoveParticleEffectFromEntity" particle="p_electric_shock"/> <triggered_effect trigger="onSelfBuffStart" action="PlaySound" sound="electricshock"/> <triggered_effect trigger="onSelfBuffRemove" action="FadeOutSound" sound="electricshock"/> <triggered_effect trigger="onSelfLeaveGame" action="StopSound" sound="electricshock"/> </effect_group> </buff> Remember to apply the new buff over the old(buffShocked) ones in Entityclasses.xml and Items.xml.
  11. Great work arramus for getting Snufkins zombies mod to work with A19! @Snufkin, I know I have praised you before for this mod. But please let me do it again. Your imagination for making custom zombies exceeds mine. I think they are more than amazing! I also have one question for you and that is if I can borrow 2 zeds from yours to mine? I will credit you of course everywhere, even in the xml. I am completely in love with Archon and the Geist. I understand if you don't allow it and then I will only use them on my private server. Oh, and have a wonderful day! Tip: If you switch the "p_onFire" particle to "p_fire_small" the console will not spam yellow errors when they hit the ground. They aren't as beautiful, but that is one solution atleast.
  12. <triggered_effect trigger="onSelfBuffStart" action="ModifyScreenEffect" intensity="2" fade="2" effect_name="Distortion"/> Look in buffs.xml for these lines. Change the intensity to a "0" and it will show no screen effect.
  13. I have uploaded the version without animals. Just replace your entitygroups.xml with the no animal version entitygroups.xml.
  14. Sorry. I did upload all the new files, but somehow the entitygroups.xml for the 11 zed version did not update. So I did it again and now skullbird should be completely removed for that version. It should not even have been in that version in the first place, but I missed one entry and that becomes a problem if the entity is removed. Now it should work. I have not much time atm to test everything out sadly.
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