adrian
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Posts posted by adrian
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4 hours ago, Gazz said:
As a mod / buff, yes.
If you greatly decrease the entityDamage passive, tagged for ranged and explosives then those damage types will do at most 1 point of damage.
I tried copying the wrestler effect buff from Snufkin's mod which reduces entity damage and increases melee damage but I can't get it to work.
Can I see a sample code on how to implement it? Thanks!
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I am trying to make a zombie that can only be damaged by melee attacks. Is it possible?
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On 5/9/2021 at 9:39 PM, stallionsden said:
Items.xml zombie hands. Remove entity damage lines.
Some zombies have their own ai tasks to.
I tried removing their entity damage lines but they are still approaching and attacking me instead of blocks. I tried it with a horde base design like this:
I guess the AI will always go for the player as long as there is a clear path to them? Is there no way for them to just attack blocks even if there's a player within their range?
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I am trying to make a zombie that focuses on destroying blocks on your base but I can't seem to do it.
I tried removing the ApproachAndAttackTarget AI task because I thought this was the one that makes them target players but they just stopped moving then occasionally approaches me. Even with AITask-1 and 2 set to BreakBlock and DestroyArea, they just wander.
Are there other AI Tasks other than the ones in the zombieTemplateMale class?
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16 hours ago, bdubyah said:
1. You need custom sleeper groups. Look at the ones that are already in the game and copy them. Just change the included zeds to whichever ones you want. They are referenced in entitygroups and I believe gamestages.xml.
2. You can add new or replace existing wandering hordes in gamestages.xml. They have values for amounts. I believe anything using the zombie entity class can be used in these. So animals might not work.
3. Not sure this is possible. At least not with simple xml.
4?. Sleeper volumes are what trigger the sleeper spawns. If you have sleepers placed but no volume, nothing will spawn. If you have an empty volume, nothing will spawn, unless it shares an ID with a volume that does include sleepers.
Thanks for answering! I now understand a bit how sleepers work. I was also able to add custom sleeper groups and am able to select them on the prefab editor.
I have a couple more questions though if it's okay?
1. If you change the Sleeper settings on an xml of a prefab, will the change be carried over to an existing playthrough? or do you need to start a new world for it to take effect?
2. If I only set 1 gamestage per horde, it will use that spawn group for all gamestages unless I define another gamestage higher than that is it right? So if I set one for <gamestage stage="01"> then another one for <gamestage stage="20">, for gamestage 1 -19 it will use stage 01 and for 20 onwards, it will use stage "20", is this correct?
3. What's the difference between entityspawner RoamingHordeSpawn in spawning.xml and the spawner WanderingHorde in gamestages.xml?
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Hello, new to the game and also new to modding. I am trying to mod one of our servers and I have a couple of questions:
1. How do you spawn specific zombies on specific POIs? Like I want to spawn only demolishers on let's say a cave POI.
2. How do you create a custom horde with a specific type of zombie and can you set their total number? I am using the creature pack and was wondering if you can make a horde of behemoths only or a mixture of animals and zombies?
3. Can you also spawn hordes only on a specific biome?
3. What are sleepers and how does sleeper volume work? If I set some zombie sleepers on a prefab, will it not work if I don't set a sleeper volume and also vice versa if I don't set sleepers but just set a sleeper volume?
Hope someone answer these, thanks!
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1 hour ago, stallionsden said:
Hi @adrian
Welcome to the game and nitrogen.
Nitrogen unfortunately doesn't allow biome specific spawning unfortunately.
Regards
Stallionsden
That's unfortunate, thanks for the reply!
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Hi! I'm new to the game and new to modding as well and I really love your mod especially since it's server side and I was wondering how do you do these mods.
I'm actually thinking of creating my own zombies like maybe an exploding zombie vulture with a demolisher's bomb attached to its body for example. Do you use a program to edit the zombie appearances or do you just edit the xmls manually? Hope you can answer this, thanks!
Also, with regards to the mod, I noticed from the preview images that the Bomber has a barrel on its back but the ones I have installed doesn't. Was it removed? or is my version just outdated?
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Hello, I'm new to the game and very new to nitrogen as well. I've already created my custom height map and biomes and I can generate the maps no problem but I realized when trying to edit the worlds that a lot of the prefabs I use don't match the biomes they spawned in. I was wondering if there is a way to do that that I may have missed. I'm using v0.501.
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TacticalAction by IvanDX updated to 19.2
in Mods
Posted
Hello, I tried this mod and it works on our game but it's having this error:
I think this might be causing some of us having stuck at the Creating Player stage when logging in. I tried it in our server and every time I log out with a weapon from the mod, next time I log in, I'm stuck in Creating Player and the error message like above shows. It doesn't show in the game console but it's in the logs.
I did, however remove some xml files as well as some lines so that it will only add the Weapons and not the other items like blocks. The only files I have right now are:
\Config
items.xml
item_modifiers.xml
loot.xml
progression.xml
recipes.xml
sounds.xml
traders.xml
Localization.txt
\Resources
\UiAtlases
We can use the weapons no problem, we can also get them as loots and craft them but I'm just wondering if this error is normal and our Creating Player issue is caused by something else because this is the only error like message that I see in our logs.