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ErrorNull

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Posts posted by ErrorNull

  1. after testing things a bit, it's unfortunately a no. the uma system was pretty much gutted from a21. so there's no way to update my UMA style zombies. they will be left to unlive the rest of their days on alpha 20. i do have a fraction of those zombies that don't use UMA which i could recover kinda (there's still a bit of lost details and effects due to alpha 21 changes), but for now will leave it be.

     

    to create custom zombies, the easiest remaining method is the texture swap method that the Snufkin zombies and Robelotto zombies use. they're both great zombie mods that adds lots of variety. of course the most die hard complete way is to create your own 3D models and import using NPCMod.

     

    i'm slowly learning Blender and currently returned to modding Minetest with plans to continue my enZombie mobs there in the low poly blocky style, but who know's... if my 3D modeling skills get good enough, i might attempt to 3D model custom zombies for NPCMod.........

  2. How can I ensure my server is listening/running/allowing LiteNetLib. All my players are falling back on SteamNetworkingClient.

     

    Background:

     

    i have a dedicated server (windows) setup in my home running 7D2D, behind a typical residential high speed cable internet connection. My bros, kids, and a few friends have been playing on this server setup for several years without issue. they can find my server within the 7D2D server browser just fine and connect successfully. it's only on this last alpha 21 B317, that my bro is getting zombies rubber banding everywhere when there's more than like 3-4 zombies in the fight. strangely he does not experience much lag in any other aspect of the game: his fps is okay and his in-game character doesn't lag. other players do not experience this zombie rubber banding at all.

     

    and again, this rubber banding does not occur at all when playing alpha 20.7 or prior on my server. i also host valhiem, don't starve and minecraft on my server (not running at the same time of course), and i haven't heard reports of lag issues.

     

    in troubleshooting further my bro noticed this from his 7D2D client logs:

     

    2023-06-25T06:07:43 85.921 INF NET: LiteNetLib trying to connect to: 98.xxx.xxx.xxx:26900
    2023-06-25T06:07:48 91.795 INF NET: LiteNetLib: Connection failed: ConnectionFailed

    2023-06-25T06:07:48 91.795 INF NET: Steam NW trying to connect to: 98.xxx.x.xxx:26900
    2023-06-25T06:07:48 91.796 INF [Steamworks.NET] NET: Connecting to SteamID xxxxxxx
    2023-06-25T06:07:48 91.798 INF Started thread SteamNetworkingClient
    2023-06-25T06:07:52 95.486 INF [Steamworks.NET] NET: Connection established
    2023-06-25T06:07:52 95.528 INF [Steamworks.NET] NET: Password accepted

     

    (the IP and SteamID is x'd out for security)

     

    i soon realized that ALL players to my server are getting this same LiteNetLib connection failure and is falling back on SteamNetworkingClient. I've come to understand that SteamNetworkingClient is horrible, and players should connect using LiteNetLib when possible. Below is what I've done so far, but players still fall back to SteamNetworkingClient...

     

    Ensured router port forwarding:

    External Port = 26900

    Internal Port = 26900

    Protocol = BOTH (TCP and UDP)

    Server Internal IP = 192.168.xxx.xxx

     

    Windows Inbound firewall settings (on the server):

    7daystodieserver.exe = allow both TCP and UDP connections from any local and remote address

     

    7D2D Server Litnetlib confirm:

    When running up the 7D2D server, it shows Litenetlib execution ok

     

    2023-06-25T05:32:47 5.468 INF NET: Starting server protocols
    2023-06-25T05:32:47 5.592 INF NET: LiteNetLib server started
    2023-06-25T05:32:47 5.593 INF [Steamworks.NET] NET: Server started
    2023-06-25T05:32:47 5.593 INF Started thread SteamNetworkingServer
    2023-06-25T05:32:47 5.594 INF StartGame
    2023-06-25T05:32:47 5.595 INF NetPackageManager Init

     

    Port scanner site ( https://portchecker.co ) confirms port 26900 is open on the public IP to my server.

     

    My bro can telnet to port 26900 successfully, and it spits back all my server game config details.

     

    7D2D serverconfig.xml setup below:

     

    	<!-- Networking -->
    	<property name="ServerPort" value="26900"/>                        <!-- Port you want the server to listen on. Keep it in the ranges 26900 to 26905 or 27015 to 27020 if you want PCs on the same LAN to find it as a LAN server. -->
    	<property name="ServerVisibility" value="2"/>                      <!-- Visibility of this server: 2 = public, 1 = only shown to friends, 0 = not listed. As you are never friend of a dedicated server setting this to "1" will only work when the first player connects manually by IP. -->
    	<property name="ServerDisabledNetworkProtocols"	value=""/>         <!-- Networking protocols that should not be used. Separated by comma. Possible values: LiteNetLib, SteamNetworking. Dedicated servers should disable SteamNetworking if there is no NAT router in between your users and the server or when port-forwarding is set up correctly -->
    	<property name="ServerMaxWorldTransferSpeedKiBs" value="512"/>	

     

    you can see above that both LiteNetLib and SteamNetworking are enabled since i lieft he property "ServerDisabledNetworkingProtocols" blank. if i changed this value to SteamNetworking, no players can connect to my server.

     

    My bro tried a few other public 7D2D servers that's running alpha 21 B317 and is able to connect using Litenetlib and does not get rubber banding effect.

     

    it appears that even though my server appears to be running LiteNetLib successfully, outside clients are not getting LiteNetLib acknowledgement and fall back on SteamNetworking. is there anything i have overlooked or that i can do here? thanks much for any ideas!

  3. On 3/19/2023 at 6:45 AM, tomliu2680 said:

    Hi, I play this mod,

    but have some problem.

    The zombie get attack and fly away like a balloon.

     

    It's really funny,

    but i want it to be normal.

    is there any to do this?

    unfortunately the floaty behavior of the zombies is because of the underlying UMA system that the characters and zombie models are based on. the devs would have to help fix this, but another unfortunately is the devs already stated that the UMA system is no longer supported and will be removed in future updates.

  4. On 1/27/2023 at 5:33 PM, usabox_san said:

    Okay, I found the reason.
    To use archetype, the entity must be an UMA.
    It means this MOD's concept is not suitable general game-play.
    I'm really sorry.
    Hopefully an update to the program will fix this problem.

    unfortunately, the UMA system will not be fixed as it will be replaced with a different system in the future.

  5. 20 hours ago, doughphunghus said:

    I don't think it has all of these, but "Vintage Story" is moddable and might get you 1/2 way there. Its not on Steam. Apparently it was a Minecraft mod that is now its own game. Mayne you could hook in Minecraft mods (or something)into it? It has very detailed "chiseling" of blocks so maybe you could make a lot if block variations? It has "moving mechanics" (like windmills, gears, etc) so maybe you could make traps, etc.

    i haven't played vintage story but have been following it for a while. it's got all the stuff i like --- great crafting, exploring, biomes, weather, etc. i may need to buy the game to see how far i can mod it to follow some more of the 7 days aspects i like (non blocky terrain, hordes of mobs, etc). good stuff.

  6. 20 hours ago, a_jp said:

    Thanks for the fun mods as always.

    I want you to tell me by function,
    "On a dedicated server,
    How to reset the game

    "dedicated server
    player data
    When
    In addition to "Delete region data"
    do you have anything

    <This is a translation. sorry if the grammar is wrong>

     

    いつも、おもしろいMODをありがとう。

    機能で教えて欲しいのですが、
    『専用サーバーで、
    ゲームをリセットする方法』は

    「専用サーバーの
    プレイヤーデータ

    リージョンデータを削除」以外に
    なにか有りますか?

    <翻訳です。文法が変だったらすみません>

    hi @a_jp just so that i better understand, you have this mod installed on a dedicated server and after you finish the game session, do you want to you know to restart to play the game again? if that is your question, that what you need to do is on the serverconfig.xml file you just create new name for the GameName. then you restart the server, and the players can start over to play again. below is the what the GameName property looks like on the serverconfig.xml file on the server:

     

    <property name="GameName" value="yourGameName01"/>   

     

    whenever you want to start a new game and play the tower defense again, just change the value of "yourGameName" to something new each time. let me know if that helps.

     

    On 1/14/2023 at 1:47 AM, Ganeshakw said:

    There several mods for 7dtd and each one of them has something very interesting which the other doesn't have. If you are developing a new game similar to 7dtd or creating a new mod, you need to know them in order to build a greatly interesting game or mod. Thats what I feel.

    i'm looking to make a game with similar physics and zombie variety like 7 days, but with less focus on fast pace fps / modern weapons, but instead more focus on infinite biome exploration above ground and below ground like minecraft, and casual survival elements for all ages like Don't Starve together. too many open world survival games turn into counter strike, fortnight, or some military combat game these days. i prefer survival that's more slow paced like valheim and lots of looting and strategy like project zomboid. what are some mods or game ideas that you would like to see?

  7. still here and about. just now posted teamplay vid of me and @Cs021 as well as our score on the front page multiplay leaderboard. our team average score was 2979. 😎

    ed-TD-cs021.jpg

     

    vlcsnap-2023-01-07-22h52m18s443.png

     

    while waiting for alpha 21 to release, i've decided to try my hand at making my own open world survival game using unreal engine. it's going to be a very long term project but has been something i've always wanted to do. more info on my webpage here

  8. uploaded multiplayer playthrough with me and @Cs021 . the video is taken from my pov. will have our team average score posted on the leaderboard by tomorrow.

     

    this had me thinking about how the multiplayer leaderboard should be run. for multiplayer, the most fair way is to take the average score of all players in the party. so if there were 3 players in the party, and P1 got 2,000 pts, P2 got 3,000 pts, and P3 got 4,000 pts, then the average team score is 3,000.  and this is the score that will be posted on the multiplayer leaderboard as a single team and not individual scores.

     

    simply posting the total of everyone's score onto the leaderboard wouldn't be fair, as larger teams will have more players and therefor more zombie kills. and if we instead post the score of each individual team member onto the multiplayer leaderboard, then those who played more supportive roles (building, air support, etc) will always battle fewer enemies and receive less points.

     

     youtube video of our playthrough below. it's a good 2hrs and 50min as we got to horde stage 20 😎 . the video description has some timed jump points to a few interesting parts.

     

     

  9. nice run @Cs021 👍

     

    as one of my frequent playtesters for enTowerDefense, you sure have found some good strategies. in addition to heavily fortifying the tower from all sides, i can see you're also taking advantage of the fact that zombies tend to pause their spawning if you don't have line of sight to the arena floor. so when you're hidden within the walls of your fortified base, it's only when you peek outside that new zombies will drop into the area. the positive is that it keeps you safe and zombie count to minimum if you need spend time to repair and upgrade gear and update skills, but the negative is that your potential zombie kills and score would be slower compared the players to who keep the zombies coming in nonstop. looks like you're the one to beat now for rank #1 on the single player leaderboard!

  10. 23 hours ago, doughphunghus said:

    A boring stream as I'm not commenting/talking, but here's me barely getting to level 8 in single player mode: https://www.twitch.tv/videos/1693163150

     

    great video and nice strategy with blocking off the stairs and leaving a ledge on the opposite side to hop onto. you might want build up walls and floors next time on the tower frame to shield off those vomit attacks.. but still got to stage 8 which isn't bad at all. i've added you to the singleplayer leaderboard at rank #1 🏆👍. hope you enjoyed the battle.

     

    11 hours ago, Ganeshakw said:

    1) The place looks too dead. Can we put some life into it ? Like placing a few sandbags and burning barrels around it ?

    2) Please add torches and lanterns to the WM.

    3) If its not there, please add turrets to help in SP.

    thanks for the suggestions. i'd like to keep it all simple and to help reduce lag, so i'm avoiding putting in extra decorations on the map for now. adding turrets for single player would be tricky because i don't have a way to ensure it show up only  for single player and not in multiplayer for the vending machines or in the loot bags. but adding lanterns would be a good idea and helpful for everyone... so i'll add them in the vending machines. 👍

  11. 31 minutes ago, Ganeshakw said:

    Guys, can somebody please post a in-game video of this ? Will like to watch it. Thanks.

    here's a video from an earlier version - doesn't have the tower frame and a few other things, but the main mechanics are there. this vid doesn't show lots of zombies spawning and doesn't get too crazy, since i was just demonstrating the concept... but the battle gets very hairy after a couple horde stages during normal play. i may do a real play tomorrow with my kids and can post that up. 😁

     

     

  12. @CrypticGirl ok i think i got it. first time i've created a custom map to share so just now figuring this out. 😁 looks like there's some custom prefabs that need to be downloaded as well. i updated my original post with the details, and copied for you below. let me know if this fixes it.

     

    Download the prefabs that represent the battle arena labeled enTowerDefensePrefabs. Copy all the prefab files into your "LocalPrefabs" folder. The LocalPrefabs folder should be located inside the same folder where your GeneratedWorlds and Saves folder are.

     

    the prefabs are available from the same github link

     

    td-folders.png

     

    9 hours ago, Ganeshakw said:

    In a single player mode, if the player falls on ground, how will he get healed ? Doesn't look like its a single player game though. Lol.

    very true haha. you're pretty much doomed. but actually, one strategy is the load up on healing if you are getting close to 50HP.. that way if you get KO'd, you are still slowly healing from the bandage/med kit and will self-recover back above 50HP again... then flee the fight to live another day

  13. 3 hours ago, CrypticGirl said:

    This sounds interesting...but does it not work for single player?  I spawn in the world and immediately die and then spawn as a spectator in the middle of nowhere.  And then zombies spawn in and also immediately die.  I don't have any other mods installed.

    Hi @CrypticGirl  It sounds like you're spawning out in the grass/ground and not within the arena which has concrete floors. The arena is part of the enTowereDefenseArena map. Do you see the arena anywhere at all when you spawn? Also, did you ensure the map was downloaded and copied to the correct game folder? Steps described in the Requirements section. Let me know if still having issues. 

  14. ErrorNull's Tower Defense: This is a server-side mod that has players battle an endless horde of zombies within an enclosed arena. Gameplay is focused on fast-paced action. There is no crafting or repairing, and building only consists of the basic cube blocks of wood, cobble, concrete, and steel. Zombie kills give you coins, and all items are obtained from vending machines. If your health drops too low, you are knocked out and a teammate must heal you. You become a spectator if you die and unable to inflict damage - zombies mostly ignore you and cannot cause damage to you either. When all players die, the session is over, and a new game must be started to play again.

     

    There are a total of 20 horde stages. The goal is to reach stage 20 and last as long as possible... OR achieve the highest number of zombie kills (green HUD icon) or highest score (yellow HUD icon). Post a video of your best SCORE to show off your skills. You'll be added to my leaderboard of top 10 craziest zombie rambos.

     

    towerdefense03a.jpg

     

    🧟‍♂️🧟‍♀️🏆🏆 LEADERBOARD 🏆🏆🧟‍♀️🧟‍♂️

    The leaderboard only applies to your total score. This is tracked by the yellow trophy HUD icon. I will use the score that you achieved right before you died and unable to resurrect yourself. If in the amazing chance you make it to horde stage 20 and somehow continue to survive forever, I will use the score you achieved at 12AM of Day 4 in game time as the cutoff point. Let's please keep it honest, fair, and fun for everyone. RULES: You must configure the game options/properties according to the Requirements section (section below). Video record your playthrough. You can use OBS Studio and upload to Youtube or Twitch, or send me the video file via Google drive or any other file sharing site, or stream directly on Twitch or Youtube. Share the unedited video link here. I'll review it and if all looks good, I will take a screenshot with your high score, and post the screenshot and your video links on the leaderboard for everyone to be impressed with. 😎

     

    SINGLE PLAYER

    Spoiler

    Rank #1 - Score 3,126 - Jan 1 2023

    cs021-avatar.png

    Cs021

    view CS's gameplay video (youtube)

    screenshot.png

     

    Rank #2 - Score 1,119 - Dec 30 2022

    doughphunghus-avatar.png

    doughphunghus

    view doughphunghus' gameplay video (twitch)

    doughphunghus-08.png

     

    Rank #3 - unclaimed

    Rank #4 - unclaimed

    Rank #5 - unclaimed

    Rank #6 - unclaimed

    Rank #7 - unclaimed

    Rank #8 - unclaimed

    Rank #9 - unclaimed

    Rank #10 - unclaimed

     

    MULTI-PLAYER

    Spoiler

    Rank #1 - Team Average Score 2,979 - Jan 3 2023

    cs021-avatar.png

    Cs021

    errornull-Pic.png

    ErrorNull

    view ErrorNull's gameplay video (youtube)

    teamscrean3.jpg

    Rank #2 - unclaimed

    Rank #3 - unclaimed

    Rank #4 - unclaimed

    Rank #5 - unclaimed

    Rank #6 - unclaimed

    Rank #7 - unclaimed

    Rank #8 - unclaimed

    Rank #9 - unclaimed

    Rank #10 - unclaimed


    DOWNLOAD

    Version 1.3 (updated 12/25/2022) - 👉 Download from GitHub 👈

    Do not use any other mods with enTowerDefense. Mods that only tweak the on-screen HUD should be fine. Using any mods that modify items, zombies, player behavior, or anything else can cause unexpected behavior or errors. A custom map and prefabs are required for play. See below "Requirements".


    REQUIREMENTS

    • Download the custom map and prefabs from this GitHub page
    • The file should contain two folders "enTowerDefenseMap" and "enTowerDefensePrefabs".
    • For single player game or hosting a multiplayer game from the same computer you will play on:
      Spoiler
      • Copy the entire enTowerDefenseMap folder into your "GeneratedWorlds" folder.
      • Open the enTowerDefensePrefabs folder (that you had downloaded) and copy all the individual prefab files into your "LocalPrefabs" folder.
      • If you don't have a LocalPrefabs folder, then create it.
      • Screenshot below shows where the GeneratedWorlds and LocalPrefabs folder should be located on your computer.
        td-folders.png
         
      • To participate on the leaderboards, please configure the game in the following way to ensure everyone receives the same level of challenge during each play attempt.
        • Modify these options from the start up game menus
          • Use the default game time, 1 hour of real time = 24 hours of game time.
          • Use the default Drop on Death option, set to "Everything"
          • Use the default game difficulty, set to "Adventurer".
          • Turn off player killing / pvp damage
          • Turn off air drops.
        • Go into the enTowerDefense mod folder and open gameevents.xml in a text editor and go to the section for "enAction_GiveCoins" (line 400).
        • Find the property called "added_item_counts". It is currently set to 40 which is intended for single player only. If you will be hosting a multiplayer game from your same computer, set this value in the following way:
          • 1 player = 40
          • 2 players = 20
          • 3 players = 13
          • 4 players = 10
          • 5 players = 8
          • 6 players = 7
          • 7 players = 6
          • 8 players = 5
             
        • Why do this? The 7 Days to Die engine automatically multiplies this coin reward if additional players join your local game. This behavior does not seem to have a way to disable. Setting this value lower for local multiplayer counteracts this behavior and maintains a consistent coin reward. If this value is not modified lower for additional players, everyone will gain more coins than designed, and disrupt the overall challenge.

       

    • For multiplayer on a dedicated server:
      Spoiler
      • Copy the entire enTowerDefenseMap folder into your "Worlds" folder. The Worlds folder should be inside the Data folder on your server.
      • Open the enTowerDefensePrefabs folder and copy all the individual prefab files into your "POIs" folder. The POIs folder should be located inside the DATA > Prefabs folder.
      • Screenshots below shows where the target folders should be on your server.
        server-map-Setup.png
        server-prefab-Setup.png
         
      • To participate on the leaderboards, please configure the server in the following way to ensure everyone receives the same level of challenge during each play attempt.
        • Modify the following properties within the serverconfig.xml file:
          • <property name="GameDifficulty" value="1"/>
          • <property name="AirDropFrequency" value="0"/>
          • <property name="PlayerKillingMode" value="0" />
          • Leave all other properties as default
        • Go into the enTowerDefense mod folder and open gameevents.xml in a text editor and go to the section for "enAction_GiveCoins" (line 400).
        • Find the property called "added_item_counts". It is currently set to 40 which is not intended for dedicated servers. Instead, set the value in the following way:
          • 1 player = 20
          • 2 players = 13
          • 3 players = 10
          • 4 players = 8
          • 5 players = 7
          • 6 players = 6
          • 7 players = 5
          • 8 players = 4
             
        • Why do this? The 7 Days to Die engine automatically multiplies this coin reward on a dedicated server and the factor increases with more players. This behavior does not seem to have a way to disable. Setting this value lower for multiplayer counteracts this behavior and maintains a consistent coin reward. If this value is not modified lower for multiplayer, each player will gain more coins than designed, and disrupt the overall challenge.


    HOW TO PLAY

    Kill zombies for 20 stages while buying necessary items from vending machines. Last as long as you can, or try for the highest score or most zombie kills!

    Spoiler
    • The first player spawns into the battle arena and next to a basic tower frame structure.
    • The game time is set a few minutes before 7:00 AM on Day 1 and the game screen is in grayscale, because the battle has not begun.
    • A weapons bag and loot crate will spawn that contains useful items, which include a stack of wood blocks, a stack of vending machines, and a red pill.
    • Build a defensive area with your wood blocks and place the vending machines in strategic areas for easy access. Note that the vending machines, tower frame and arena floor and walls are are indestructible.
    • For multiplayer, all players must be spawned into the map during this pre-battle period. Each player will receive their own weapons bag and loot crate.
    • Important! Party up. Invite everyone to the same party. Players not joined to the party may have reduced coin rewards.
    • When ready for battle, eat the red pill and the screen will restore to full color. For multiplayer, the battle will begin only after all players have consumed their red pills. Once this happens, an alarm will sound indicating the start of the first wave of zombies!
    • There are a total of 20 horde stages. Each stage lasts 3 hrs of game time, where 2.5 hrs of which zombies constantly spawn, and the final 30 min the spawning stops, and reward loot bags appear for player pick-up. Players can take this opportunity to repair or reinforce their defensive structure and use the vending machines.
    • While progressing through each horde stage, tougher zombies will spawn. Upon reaching horde stage 20, zombie spawning will never end, no more reward loot bags will drop, and the goal is to survive for as many hours as possible beyond that point, or get the highest score or number of zombie kills.
    • Players start with 150 HP. If it drops below 50 HP, you get "knocked out", cannot move or inflict damage, and slowly bleed out. A teammate must heal you. Once your HP rises above 50, normal movement and attack ability is restored. If you die, you become a spectator and lose all of your items.
    • As a spectator you cannot inflict damage nor receive damage, and zombies mostly ignore you. You are free to roam the arena with heightened movement speed and jumping ability.
    • When all players become spectators, game progression is no longer possible. Players can either give up and restart the game, or simply goof around the map as spectators for as long as desired.
    • Note that for 25000 coins, a "resurrection shot" can be purchased from the vending machine which can revive spectators.


    TIPS & TRICKS

    Spoiler
    • Set the Brightness in the Video Settings to 100% to help lighten up the night
    • Once your wooden club and bat breaks, scrap the bat for wood and you can repair the wooden club for another use!
    • Vending machines are also useful as indestructible walls.
    • The arena walls can also be a useful defensive structure. Just don't fall off the other side!
    • If you don't find the top tier weapon or armor you want in one vending machine, check all the others.
    • "Pre-heal" yourself with medical bandages or medical kits if you expect to be knocked out soon. The slow healing effect stays active even when you're knocked out, and it can bring you back above 50 HP without the help of a teammate.
    • Pipe bombs are a great way to get a large amount of coins if you can get a crowd of zombies in one spot.
    • Before you die and lose all your items and equipment, try to drop them all to the ground for another player (or even a spectator) to help pick up. Then once you are resurrected, you still have all your stuff.
    • Alternatively, buy a storage box and load it up with backup items in case you die, like extra coins, gear, and most importantly a resurrection shot.


    GAMEPLAY TWEAKS

    These are the tweaks to the vanilla game as well as new mechanics that were added for this mini-game.

    Spoiler
    • the battle arena is 200 x 200 meter square area bounded by high walls on all sides made of indestructible concrete
    • in the center of the arena is an indestructible tower frame that players can use to create a defensive structure
    • the arena is set inside the forest biome, but most vegetation is removed
    • stepping on the dirt ground that is beyond the arena walls causes instant death to both players and zombies
    • there are no resources to harvest or mine within the arena, and therefor crafting items isn't possible
    • players automatically receive coins for killing zombies which scales with zombie difficulty
    • items and equipment must be purchased from vending machines or obtained from the reward loot bags
    • vending machines offer a reduced stock of items specific to the tower defense style of play
    • prices of most items are increased substantially in order to counterbalance the coin rewards
    • removed flame and electricity particle effects to help reduce lag
    • created several custom consumables "shots" that grant players temporary boosts (like speed, stamina, melee damage, etc)
    • created custom pipe bombs that causes zombies to dance like it's saturday night
    • disabled burning and bleeding of zombies to counteract inability to get coins for bleeding or burning deaths
    • player starts with 150 HP and is "knocked out" if HP drops below 50
    • the KO'd player cannot move or attack, their health slowly drains, and teammate much heal the KO'd player
    • when  KO'd player's HP rises above 50 again, their movement and attack ability restores to normal
    • if KO'd player's HP drops to zero, the player dies, looses all their items and equipment, and becomes a "spectator"
    • spectators are invincible, cannot be sensed by zombies (mostly), and cannot cause any damage, but has heightened speed and jump ability
    • spectators cannot be healed with med kits or bandages, and can only rejoin the battle with a "resurrection shot",  purchasable from vending machines
    • added new "stealth" armor set and clothing set for players who want to play with stamina boosts, low detection, but also low armor defense
    • added new top tier melee weapon (Bone Basher and Meat Cleaver) for players who prefer melee combat and play with stealth build
    • to maintain fast gameplay, hunger and thirst mechanism is disabled, and players are immune to injury buffs like sprains, broken bones, and infection
    • added 7 zombie bosses that spawn in starting from horde stage 10, and are heavily inspired by Snufkin server side zombies (Snufkin mod page here)
    • added on-screen HUD icons that track player's zombie kills (green zombie head), player's score (yellow trophy), and the current horde stage (light blue flag)
    • each zombie kill automatically gives player points which scales with zombie difficulty


    SCREENSHOTS

    Spoiler

    STARTUP ITEMS

    starter-Items.png

     

    TOWER

    A20-6-2022-12-25-04-46-59.jpg

     

    BOSSES

    A20-6-2022-12-25-04-52-00.jpg

     

    TOWER DEFENSE-ING

    towerdefense01b.jpg

     

    ROCKET RICOCHET

    towerdefense03.jpg

     

    I welcome your suggestions and feedback. Enjoy. 😎

  15. 14 hours ago, Un4given291 said:

    Having trouble with the Harvesting add-on.  Lets me harvest vanilla zombies but not the Enzombies. 

    hi @Un4given291 - usually that's because the zombieHarvest mod is loading before the main enZombies mod. be sure your mod folder has the enZombies listed first, before enZombiesHarvest. if you have the word "-main" at the end of the mod folders, trying removing that as that usually causes the problem.

     

    mods-folder.png

     

    hi @a_jp i am glad you like my zombies. i understand how some servers do not allow naked women. that is why i created a mod that will automatically cover up all naked female zombies. this mod is called "No Nudes" . you can download it below:

     

    https://github.com/ErrorNull0/enZombiesSettings/tree/main/enZombiesSettings01NoNudes

  16. On 11/11/2022 at 9:15 AM, Yeark said:

    The zombies don't get shocked when walking into electric, will there be any solution for this?

    Hi @Yeark sorry that has been a known issue. i will be revisiting that and see if there's a different workaround.. maybe a special tile that will shock only uma type zombies...

  17. 1 hour ago, doughphunghus said:

    Errnulls mods have teenagers. In theory you could manually shrink them down more via modding their scaling/size attribute.  He also has some very short (like 1/2 height or less) "goblins" or something in there somewhere.

    aside from the half sized male goblins, the closest i got to younger zombies using UMA assets look more like between teen and younger lady zombies. refer below middle three zombies - a farmer girl, wildling girl, and a screamer maiden. it doesn't seem possible to make small children looking zombies with the UMA textures that's avail. sure it's def possible using custom 3d models.. but i don't know how to do those.

     

    A20-6-2022-11-10-18-43-04.jpg

  18. 13 hours ago, Hunsman said:

    is anyway to change the skin of the striper zombie to something else or remove it.

    hello, are you referring to the female zombie wearing the black skirt and high heels? she's not showing that much really, but as BFT2020 mentioned you can swap her mesh with like any other female zombie or whatever zombie. you'd go into the entityclasses.xml file that's located in \\7 Days To Die\Data\Config folder. Look for the following:

     

    <entity_class name="zombiePartyGirl" extends="zombieArlene">
    	<property name="SizeScale" value="0.99"/>
    	<property name="Tags" value="entity,zombie,walker"/>
    	<property name="Mesh" value="#Entities/Zombies?Prefabs/ZCocktailWaitress.prefab"/>
    	<property name="MoveSpeedAggro" value="0.3, 1.35"/> <!-- slim, regular -->
    	<effect_group name="Base Effects">
    		<passive_effect name="HealthMax" operation="base_set" value="125"/>
    	</effect_group>
    </entity_class>

     

    then on the line that says <property name="Mesh" value="#Entities/Zombies?Prefabs/ZCocktailWaitress.prefab"/>   ... you'll want to change that to show a different zombie prefab. like if you wanted to swap in zombieArlene's prefab, then the result should be like this:

     

    <entity_class name="zombiePartyGirl" extends="zombieArlene">
    	<property name="SizeScale" value="0.99"/>
    	<property name="Tags" value="entity,zombie,walker"/>
    	<property name="Mesh" value="#Entities/Zombies?Prefabs/ZArlene.prefab"/>
    	<property name="MoveSpeedAggro" value="0.3, 1.35"/> <!-- slim, regular -->
    	<effect_group name="Base Effects">
    		<passive_effect name="HealthMax" operation="base_set" value="125"/>
    	</effect_group>
    </entity_class>

     

    you will also need to do the same for the radiated version of the party girl and change the mesh to match zombie Arlene's radiated mesh:

     

    <entity_class name="zombiePartyGirlRadiated" extends="zombiePartyGirlFeral">
    	<property name="Tags" value="entity,zombie,walker,feral,radiated"/>
    	<property name="Mesh" value="#Entities/Zombies?Prefabs/ZArleneRadiated.prefab"/>
    	<property name="DismemberMultiplierHead" value=".4"/><property name="DismemberMultiplierArms" value=".4"/><property name="DismemberMultiplierLegs" value=".4"/><!-- Radiated -->
    	<property name="PainResistPerHit" value=".9"/><!-- Radiated -->
    	<property name="ExperienceGain" value="1200"/><!-- XP grunt radiated -->
    	<effect_group name="Base Effects">
    		<passive_effect name="HealthMax" operation="base_set" value="451"/>
    		<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/>
    		<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>
    	</effect_group>
    </entity_class>

     

    hope that helps. if you are talking about a different stripper zombie from some other mod (like my enZombies mod?), let me know.

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