Robeloto Posted February 4, 2020 Share Posted February 4, 2020 Thats cool. maybe ill look into Nitrogen in the future Since i dont have a 7dtd Server i could not test things on an mutliplayer environment but i will talk to SphereII. Maybe its something wrong with his scripts. I know that custom entity Attacks just got fixed a few days ago. Before they did not attack on servers. This should work now. so..ill look into this but for now i cant help with quests not refering to the position on servers. I do not own a server either so I just start one on same PC using the 7 days dedicated server tool on steam. Maybe something else need to be added in the quest.xml or something. The command <objective type="GotoPOISDX, Mods" value="500-10500" phase="1"> <property name="completion_distance" value="50" /> <property name="PrefabName" value="EgyptSphinx" /> </objective> works perfect in singleplayer, so maybe something else need to be done to get it to work on dedi. I am noob on this, so I cannot really understand why it even should be a problem when it works so well on SP. Link to comment Share on other sites More sharing options...
Andyjoki Posted February 4, 2020 Author Share Posted February 4, 2020 works perfect in singleplayer, so maybe something else need to be done to get it to work on dedi. I am noob on this, so I cannot really understand why it even should be a problem when it works so well on SP. As far as i understand SP and MP dont share the same map seed. could be that there´s sth wrong and the prefabs havent spawned? i´ve talked to SphereII and the "GOtoPOISDX" should work in MP too now. Is your 0-SphereIIcore up to date? Link to comment Share on other sites More sharing options...
Robeloto Posted February 4, 2020 Share Posted February 4, 2020 As far as i understand SP and MP dont share the same map seed. could be that there´s sth wrong and the prefabs havent spawned? i´ve talked to SphereII and the "GOtoPOISDX" should work in MP too now. Is your 0-SphereIIcore up to date? Oh, cool! I dunno if I have the newest. I downloaded it some day ago for 18.3. So I can test if this works, maybe tomorrow! Edit: Tested yesterday! And now it works on dedicated! That's very nice! Link to comment Share on other sites More sharing options...
Cernwn Posted April 11, 2020 Share Posted April 11, 2020 Its all up to you and your imagination! While I don't plan on running a fantasy-genre 7 Days to Die server any time soon, I am certain there are those out there who are doing it now. Appreciate all the work you've put into this mod. My imagination is suggesting you should check out this other mod that just arrived on Nexus today, and maybe include it into your spawn lists? Shiny Zombies by Guccimarsh https://www.nexusmods.com/7daystodie/mods/789 Link to comment Share on other sites More sharing options...
baconbot Posted May 4, 2020 Share Posted May 4, 2020 Andyjoki anyone ever mention The Sphinx poi is a work of art? Evil and confusing but impressive. Thanks I guess. Lol. Link to comment Share on other sites More sharing options...
Andyjoki Posted June 27, 2020 Author Share Posted June 27, 2020 no but im glad you did mention it Link to comment Share on other sites More sharing options...
Andyjoki Posted August 5, 2020 Author Share Posted August 5, 2020 just a quick update for A19. I started converting both Prefabs to be compatible with EAC . (Pyramid / Sphinx) So in the Future there is no need to extra compile or use DMT for this to work. Right now im working on all the Entity and make them Vanilla compatible. All the Entity can then be found in Xyth´s Creature Pack too. Link to comment Share on other sites More sharing options...
Andyjoki Posted March 8, 2021 Author Share Posted March 8, 2021 Updated for A19. No SDX required. CoA is Vanilla compatible. Just drag the Mod into The games Mod folder. Have Fun Link to comment Share on other sites More sharing options...
belfegor Posted March 14, 2021 Share Posted March 14, 2021 Hello Andyjoki Top Mod but EgyptAnubisVanilla is missing? <entitygroup name="EgyptAnubisGroup"> <entity name="EgyptAnubisVanilla"/> </entitygroup> is not in the enitys xml Link to comment Share on other sites More sharing options...
Andyjoki Posted March 14, 2021 Author Share Posted March 14, 2021 thanks will look into it. No clue how and when the whole entityclass dissapeared.. thats what you need to add to entityclasses in order to function. I also updated the DL-link. <entity_class name="EgyptAnubisVanilla" extends="EgyptVanillaMaleEntityTemplate"> <property name="Tags" value="entity,cp,male,human,melee,egyptboss"/> <property name="Mesh" value="#@modfolder:Resources/CoAVanillaEntity.unity3d?Anubis"/> <property name="HideInSpawnMenu" value="false"/> <property name="Faction" value="bandits"/> <property name="IsEnemyEntity" value="false"/> <property name="Class" value="EntityZombie"/> <property name="WalkType" value="6"/> <property name="AITask-2" value="RangedAttackTarget" data="itemType=1;cooldown=4;duration=5"/> <property name="HandItem" value="EgyptmeleeHandAnubis"/> <property name="HandItemCrawler" value="EgyptmeleeHandAnubis"/> <property name="LootDropEntityClass" value="EgyptLootContainerBossAnubis"/> <property name="PainResistPerHit" value=".9"/> <property name="ExperienceGain" value="7000"/> <property name="LootDropProb" value="1"/> <!-- <property name="LootListOnDeath" value="45"/> --> <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self" cvar="EntityBoss" operation="set" value="1"/> <passive_effect name="HealthMax" operation="base_set" value="1500"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> <passive_effect name="StaminaMax" operation="base_set" value="550"/> <passive_effect name="StaminaMax" operation="perc_set" value="1"/> <!-- Zombie Stamina scale --> <passive_effect name="EntityDamage" operation="perc_add" value="0"/> <!-- Feral damage --> <passive_effect name="PhysicalDamageResist" operation="base_set" value="25"/> <triggered_effect trigger="onSelfDamagedOther" action="AddBuff" target="otherAOE" range="10" buff="EgyptbuffZombieEffect" /> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="otherAOE" range="10" buff="EgyptbuffFireCurse0" /> </effect_group> </entity_class> Link to comment Share on other sites More sharing options...
belfegor Posted March 14, 2021 Share Posted March 14, 2021 I copied and pasted it, now it works! Thanks!😉 Link to comment Share on other sites More sharing options...
Nerhesi Posted April 10, 2021 Share Posted April 10, 2021 I really want to use this in my dedicated server that is running wasteland and the “0-“ creature packs I think it’s causing a conflict in that I’m getting an XML load error for physicsbodies.XML and I think this is due to edits to the same zombie bodies I can’t imagine those are rare mods so would anyone advise me as to what to change? thanks Link to comment Share on other sites More sharing options...
Nerhesi Posted April 11, 2021 Share Posted April 11, 2021 I’ve confirmed I get the XML conflict from xynth creature pack - zombies and the curse of Anubis I wonder if the fix is just to remove the offending physicsbodies body entries that are covered in his? Like behemoth and so on? Link to comment Share on other sites More sharing options...
bdubyah Posted April 12, 2021 Share Posted April 12, 2021 Can try to do that. I'd remove whichever one loads second and see if it will work. Worst case, go in and add a 2 on the end of the name. Have to change it for every entity in entityclasses.xml as well. That way there aren't any duplicate entries. Link to comment Share on other sites More sharing options...
DEDantiSocial Posted May 3, 2021 Share Posted May 3, 2021 Is Anubis meant to be immortal? Are we not supposed to kill him? Even with Dev Tools? Link to comment Share on other sites More sharing options...
Andyjoki Posted January 30, 2022 Author Share Posted January 30, 2022 On 5/3/2021 at 2:01 AM, DEDantiSocial said: Is Anubis meant to be immortal? Are we not supposed to kill him? Even with Dev Tools? i forgot to put colliders in Unity. It is fixed now. On 4/11/2021 at 3:39 AM, Nerhesi said: I’ve confirmed I get the XML conflict from xynth creature pack - zombies and the curse of Anubis I wonder if the fix is just to remove the offending physicsbodies body entries that are covered in his? Like behemoth and so on? i´ve renamed my physicsbodies and removed unused XML. There should be no conflict anymore. ___________________________________________ Updated to A20 - added ~ 9 new Entity - revised Loot and Drops - added new Weapons - optimised File Size of the Mod from ~900MB to ~ 250MB - reduced Texture sizes and deleted unused stuff Link to comment Share on other sites More sharing options...
belfegor Posted January 30, 2022 Share Posted January 30, 2022 I get an error message from the physic body Link to comment Share on other sites More sharing options...
Andyjoki Posted January 30, 2022 Author Share Posted January 30, 2022 1 hour ago, belfegor said: I get an error message from the physic body it´s working now. i forgot to delete a few lines earlier Link to comment Share on other sites More sharing options...
Robeloto Posted January 31, 2022 Share Posted January 31, 2022 12 hours ago, Andyjoki said: i forgot to put colliders in Unity. It is fixed now. i´ve renamed my physicsbodies and removed unused XML. There should be no conflict anymore. ___________________________________________ Updated to A20 - added ~ 9 new Entity - revised Loot and Drops - added new Weapons - optimised File Size of the Mod from ~900MB to ~ 250MB - reduced Texture sizes and deleted unused stuff Awesome job Andyjoki! Can't wait to try this out on A20. Link to comment Share on other sites More sharing options...
ariesnative Posted July 9, 2022 Share Posted July 9, 2022 Hi, i have been trying to get this mod to work on steam, I turned off EAC. I put the file in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die\Data\Bundles\Mods Link to comment Share on other sites More sharing options...
a_jp Posted July 23, 2022 Share Posted July 23, 2022 Gomen'nasai. Tatemono dake o nōmaru kankyō de purei wa damedesu ka? Tatemono dake o tsukaitakattadesuga dokuji burokku shiyō no tame damede@%$#a. jp ごめんなさい。 建物だけをノーマル環境でプレイはダメですか? 建物だけを使いたかったですが 独自ブロック使用のため ダメでした。 Link to comment Share on other sites More sharing options...
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