UbberN00ber Posted February 21, 2019 Share Posted February 21, 2019 does the zombie Behemoth work in 17.1 i see it in entitygroups commented out will removing comments work? <entity_class name="zombieBehemoth" extends="zombieTemplateMale"> <property name="Prefab" value="NPC4m"/> <property name="SoundRandom" value="Enemies/Base_Zombie_Male2/zombiemale2roam"/> <property name="SoundAlert" value="Enemies/Base_Zombie_Male2/zombiemale2alert"/> <property name="SoundAttack" value="Enemies/Base_Zombie_Male2/zombiemale2attack"/> <property name="SoundHurt" value="Enemies/Base_Zombie_Male2/zombiemale2pain"/> <property name="SoundDeath" value="Enemies/Base_Zombie_Male2/zombiemale2death"/> <property name="SoundSense" value="Enemies/Base_Zombie_Male2/zombiemale2sense"/> <property name="Mesh" value="Monsters/Behemoth/BehemothRagdoll"/> <property name="AvatarController" value="AvatarZombie01Controller"/> <property name="ModelType" value="Standard"/> <property name="WalkType" value="9"/> <property name="ExperienceGain" value="8982"/> <property name="MaxHealth" value="5000"/> <property name="DeadBodyHitPoints" value="700"/> <property name="PhysicsBody" value="zombieStandardFemale"/> <property name="RootMotion" value="true"/> <property name="HasDeathAnim" value="true"/> <property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/> <property name="HandItem" value="meleeHandZombieBehemoth"/> </entity_class> Link to comment Share on other sites More sharing options...
Mumpfy Posted February 21, 2019 Share Posted February 21, 2019 probably no, in 16 was "working" if comments removed but had no hitbox so couldnt be killed... i guess its the same now... i think someone maybe kahine has a version of it fixed, cant recall. Link to comment Share on other sites More sharing options...
AlyssaFaden Posted February 21, 2019 Share Posted February 21, 2019 I wish they'd left this in and finishe dit off and mad eit optional: people don't want it: turn it off. People do want it? turn it on. I like the idea of a lumbering behemoth coming to wreck shop on horde night or seeing a random one in a town nearby. Being scared it what it's all about. Link to comment Share on other sites More sharing options...
Mumpfy Posted February 21, 2019 Share Posted February 21, 2019 well as long as they make it work, then removiong it is easier Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted February 22, 2019 Share Posted February 22, 2019 Khaine has a fixed version in Darkness Falls Overhaul , male and female ! So you guessed right Mumpfy Link to comment Share on other sites More sharing options...
AlyssaFaden Posted February 22, 2019 Share Posted February 22, 2019 Khaine has a fixed version in Darkness Falls Overhaul , male and female ! So you guessed right Mumpfy What I saw in that mod, it wasn't the same model. The behemoth I have seen another youtuber spawn in was a monstrous beast like 2 stoeys tall. Darkness Falls is just a tall human thing Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted February 22, 2019 Share Posted February 22, 2019 What I saw in that mod, it wasn't the same model. The behemoth I have seen another youtuber spawn in was a monstrous beast like 2 stoeys tall. Darkness Falls is just a tall human thing Oh well that explains that , been meaning to get playing DF , I think the fun pimps did not go with the Behemoth in game because it maybe did not fit with their vision for the games future but the code remained, would be nice to get a working version implemented because it's there . Link to comment Share on other sites More sharing options...
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