Robeloto Posted February 20, 2019 Share Posted February 20, 2019 I am a bit embarrassed I need help with this... If I want new zombies added to the entitygroups.xml and I want to insert this new zombie after a specific zombiename. How would I do it the easiest way? <insertAfter xpath="/entitygroups/entitygroup/entity[@name=zombieMaleHazmat]" /> <entity name="zombieNewZombie" prob="0.1" /> </insertAfter> I only know this much and it is not enough. Would really appreciate some help here. Link to comment Share on other sites More sharing options...
Guppycur Posted February 20, 2019 Share Posted February 20, 2019 Don't be embarrassed, it's a great question. You'd have to repeat it for each instance of the hazmat Zed, unless someone knows how to do it for all matches. Link to comment Share on other sites More sharing options...
Robeloto Posted February 20, 2019 Author Share Posted February 20, 2019 Don't be embarrassed, it's a great question. You'd have to repeat it for each instance of the hazmat Zed, unless someone knows how to do it for all matches. <configs> <insertAfter xpath="/entitygroups/entitygroup[@name='ZombiesWasteland']/entity[@name='zombieMaleHazmat']"> <entity name="zombieNewZombie" prob="0.1" /> </insertAfter> </configs> Like this? And I would do it for every group, including sleepers and feralhordestages etc? There is no better way? Thanks btw, I am a bit new to this modlet thingy. Can I add another simple question in same thread maybe? If I add this electric sound the normal way, it has sound, but if I add it using the modlet way, there is no sound. What can be the cause of that? edit: I tried using notepad++ code. But I guessed that does not work with xpather. https://7daystodie.com/forums/showthread.php?75377-Notepad-tip-Insert-custom-zombies-to-all-Gamestages-Bloodmoons-easy But there must exist a similiar way to do this using xpath? Link to comment Share on other sites More sharing options...
Guppycur Posted February 21, 2019 Share Posted February 21, 2019 Yeh, every group. I use custom sounds on my vehicle mod, check it out and see how it compares to what you'e doing for sounds. Link to comment Share on other sites More sharing options...
Robeloto Posted February 21, 2019 Author Share Posted February 21, 2019 Yeh, every group. I use custom sounds on my vehicle mod, check it out and see how it compares to what you'e doing for sounds. It is the same sounds from the game. <property name="Sound_warning" value="hulkvomitwarning"/> <property name="Sound_start" value="hulkvomitattack"/> The first sound_warning value works, but the property Sound_start value does not work. It is just silent. Does not matter which sound I use at sound_start. It will always be silent. If I do it the normal way it does work, but not with modlet. Why is that? Link to comment Share on other sites More sharing options...
sphereii Posted February 21, 2019 Share Posted February 21, 2019 This might get you close, if you are trying to add zombieNewZombie to each entitygroup that has a zombieMaleHazmat in it. You don't need to put a condition on the entitygroup if you are targeting them all. <configs> <insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieMaleHazmat']"> <entity name="zombieNewZombie" prob="0.1" /> </insertAfter> </configs> Link to comment Share on other sites More sharing options...
Drconfused Posted February 21, 2019 Share Posted February 21, 2019 Could we not do this using the [contains(@name='zombieMaleHazmat') ? <insertAfter xpath="/entitygroups/entitygroup/entity[contains(@name, 'zombieMaleHazmat')]"> <entity name="zombieNewZombie" prob="0.1" /> </insertAfter> Link to comment Share on other sites More sharing options...
sphereii Posted February 22, 2019 Share Posted February 22, 2019 Could we not do this using the [contains(@name='zombieMaleHazmat') ? <insertAfter xpath="/entitygroups/entitygroup/entity[contains(@name, 'zombieMaleHazmat')]"> <entity name="zombieNewZombie" prob="0.1" /> </insertAfter> It'd be equivallent to what I wrote, with the exception of extra overhead while it tries to do a character compare with the contains, rather than just a straight string compare. It's equivalent, but I don't feel contains() is necessary here. Link to comment Share on other sites More sharing options...
Robeloto Posted February 23, 2019 Author Share Posted February 23, 2019 This might get you close, if you are trying to add zombieNewZombie to each entitygroup that has a zombieMaleHazmat in it. You don't need to put a condition on the entitygroup if you are targeting them all. <configs> <insertAfter xpath="/entitygroups/entitygroup/entity[@name='zombieMaleHazmat']"> <entity name="zombieNewZombie" prob="0.1" /> </insertAfter> </configs> Cool, thanks for the tip! Link to comment Share on other sites More sharing options...
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