Blight Posted April 24, 2020 Share Posted April 24, 2020 (edited) Juggernaut still not work 😕 Edit: Its the research mod, have manually deleted the juggernaut from the entityclasses file (reasearch cam) and works now Edited May 3, 2020 by Slawa (see edit history) Link to comment Share on other sites More sharing options...
Bishdariel Posted May 2, 2020 Share Posted May 2, 2020 Hello Snufkin, thanks for all the work. However, i may have found a little problem. I am running your mod on a dedicated Server (Alpha 18.4). On my server all your new z-types work. With two exceptions. The Psycho does not always have its weapons as a graphik. The Siren sometimes is running around without a head (speakers). As a admin i can spawn several zeds of those two types. Some have weapons/head(Speakers) some do not. Odd Thing. In the logfiles i can see this: ---2020-05-02T13:37:03 2054.728 INF Entity zombiePsycho 495995 killed by Bishdariel 171 Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "Entities/Enemies/zombiePsycho_495995/GameObject/Graphics/Model/zombie_maleRagdoll/UMA_Female_Rig/Global/Position/Hips/LowerBack/Spine/Spine1/LeftShoulder/LeftArm/LeftForeArm/LeftHand/tempPrefab_sack/Handle/main1/main2/tempPrefab_wrenchPrefab/wrench_LOD0", Mesh asset path "" Mesh name "wrench_LOD0" (Filename: Line: 0) --- I suppose it is the "buffs.xml" that might cause this, using deprecated elements? <buff name="psychoDeco" hidden="true"> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Industrial/hoistHookPrefab" local_offset="-.2,0,0" local_rotation="0,180,90" parent_transform="RightHand"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Items/Misc/sack.fbx" local_offset="-.5,-.075,0" local_rotation="0,0,-90" parent_transform="LeftHand"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftHand" transform_path="sackMesh"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftHand" transform_path="sack_LOD1"/> <triggered_effect trigger="onSelfBuffStart" action="SetTransformActive" active="false" parent_transform="LeftHand" transform_path="sack_LOD2"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab" local_offset="-.04,0,0" local_rotation="-10,90,0" parent_transform="main1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Tools/wrenchPrefab.prefab" local_offset="0,0.04,0" local_rotation="0,-90,0" parent_transform="main2"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Knives/machetePrefab.prefab" local_offset="-.04,.4,0" local_rotation="10,90,180" parent_transform="main3"/> </effect_group> </buff> and <buff name="SirenDeco" hidden="true"> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Electrical/loudspeaker" local_offset="-.06,.27,0" local_rotation="0,-90,180" parent_transform="Spine1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="Entities/Electrical/loudspeakerPrefab" local_offset="-.2,-.27,0" local_rotation="90,0,90" parent_transform="Spine1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Club/Club_Wood_Branch.FBX" local_offset="-.3,0,0" local_rotation="-45,0,-90" parent_transform="Spine1"/> <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Melee/Club/Club_Wood_BranchPrefab.prefab" local_offset="-.55,0,0" local_rotation="0,0,-90" parent_transform="Spine1"/> </effect_group> </buff> Any help from you is welcome. Link to comment Share on other sites More sharing options...
BadKarma Posted May 3, 2020 Share Posted May 3, 2020 Love the new Zombies, but the newer version is having some issues for me. I'm running a dedicated server with 18.4 (b4). With the original version I was getting the new Zombies all the time. Living in a snow biome I got lots of Wendigo's. Saw plenty of the others as well. I got a good mix of them coming around for the Blood Moon. When you updated it I only get them on the Blood Moon now. I don't see any in the wild any longer. I grabbed the latest version today and updated the server, but after about 3 game days I haven't seen a single one. Could the entitygroups_nobloodmoon.xml file possible have a negative effect? Thanks for the cool mods! Link to comment Share on other sites More sharing options...
Snufkin Posted May 3, 2020 Author Share Posted May 3, 2020 (edited) By request of some people, I lowered dramatically the spawnrate of my zombies. Can't please everyone. You can manually adjust the entitygroups.xml to your taste. Edited May 3, 2020 by Snufkin (see edit history) Link to comment Share on other sites More sharing options...
mr.devolver Posted May 3, 2020 Share Posted May 3, 2020 53 minutes ago, Snufkin said: By request of some people, I lowered dramatically the spawnrate of my zombies. Can't please everyone. You can manually adjust the entitygroups.xml to your taste. I think it's better with lower spawnrates, because it's more challenging to research them now! 😉 Link to comment Share on other sites More sharing options...
corona9800 Posted May 9, 2020 Share Posted May 9, 2020 On 5/3/2020 at 12:40 PM, mr.devolver said: I think it's better with lower spawnrates, because it's more challenging to research them now! 😉 love this pack great works any chance for more like these in future Link to comment Share on other sites More sharing options...
zewtastic Posted May 17, 2020 Share Posted May 17, 2020 Very interesting work. I notice they seem to walk right through my electric fence posts though. And what is this zombie Shark? Link to comment Share on other sites More sharing options...
Odetta Posted May 20, 2020 Share Posted May 20, 2020 On 5/3/2020 at 8:45 AM, Snufkin said: By request of some people, I lowered dramatically the spawnrate of my zombies. Can't please everyone. You can manually adjust the entitygroups.xml to your taste. I was shopping for a new hat and came across this https://www.etsy.com/listing/270069368/snufkin-hat-green-felted-with-felt-wool?ga_order=most_relevant&ga_search_type=all&ga_view_type=gallery&ga_search_query=wizard+hat+me&ref=sr_gallery-1-11&organic_search_click=1&frs=1&col=1 I think you need this in your life lol! Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted May 28, 2020 Share Posted May 28, 2020 For the quests you may add normal pappercolored black, gold, yellow or green found in loot eatch have is hown boss quest the paper says not the name of the bosse in the description but some cool test Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 3, 2020 Share Posted June 3, 2020 Boss Loot, how to change the loot container drop to that big army chest ? what is name and how to do it ? and how to change on my death my chest to other chest ? can you share the code ? or send url where to get it? tanks Link to comment Share on other sites More sharing options...
Blight Posted June 3, 2020 Share Posted June 3, 2020 (edited) Put that into entityclasses.xml <entity_class name="CustomJuggernautDrop"> <property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/> <property name="ModelType" value="Custom"/> <property name="Prefab" value="Backpack"/> <property name="Class" value="EntityLootContainer"/> <property name="Parent" value="Backpack"/> <property name="IsEnemyEntity" value="false"/> <property name="TimeStayAfterDeath" value="1200"/> <property name="LootListOnDeath" value="73"/> <property name="Faction" value="none"/> </entity_class> and link it to the Juggernaut <entity_class name="ZombieJuggernaut" extends="Zombie_Template"> <property name="Archetype" value="Juggernaut" /> <property name="LootDropEntityClass" value="CustomJuggernautDrop"/> Edited June 3, 2020 by Slawa (see edit history) 1 Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 3, 2020 Share Posted June 3, 2020 (edited) So if i would like to put EntityLootContainerBoss = super_chestPrefab.prefab To All BOSS drops container will be that , super_chestPrefab.prefab how do i do that ? tanks in advanced how do i know the name of the .prefab things ? is there a list a site or program to list them ? Edited June 3, 2020 by ArNaLdInHo (see edit history) Link to comment Share on other sites More sharing options...
Blight Posted June 3, 2020 Share Posted June 3, 2020 6 hours ago, ArNaLdInHo said: Go to entityclasses.xml (vanilla files) and edit the EntityLootContainerBoss -like you said. <property name="Mesh" value="#Entities/LootContainers?super_chestPrefab.prefab"/> and most of the vanilla zombies usingEntityLootContainerRegular (zombieTemplateMale) 1 Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 3, 2020 Share Posted June 3, 2020 1 minute ago, Slawa said: Another question out of context: when a player dies he leaves a bag, if we exchange for this super_chestPrefab.prefab is it possible for this chest to be closed and can it only be opened by the player himself, like a locked personal chest? or open by other player only if he hits to break it, like normal locked chests? if so how to do that? Link to comment Share on other sites More sharing options...
Blight Posted June 3, 2020 Share Posted June 3, 2020 (edited) Thats a nice idea but i think no (a locked version which is only yours). BUT will test it later Edited June 3, 2020 by Slawa (see edit history) 1 Link to comment Share on other sites More sharing options...
ApocalypseQAQ Posted June 21, 2020 Share Posted June 21, 2020 I think i need your help... The custom zombies is very good. But some of the research system seems unwork... Here is the screenshot when i use the research station: and here are the other screenshots: And the camera seems unwork as well.... Link to comment Share on other sites More sharing options...
Dethar Posted June 21, 2020 Share Posted June 21, 2020 4 hours ago, ApocalypseQAQ said: I think i need your help... The custom zombies is very good. But some of the research system seems unwork... Here is the screenshot when i use the research station: and here are the other screenshots: And the camera seems unwork as well.... I know I have read something about this. But might have been different thread. Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 21, 2020 Share Posted June 21, 2020 it have to be updated to future 7dtd releases ... Link to comment Share on other sites More sharing options...
ApocalypseQAQ Posted June 21, 2020 Share Posted June 21, 2020 43 minutes ago, ArNaLdInHo said: 它必须更新到将来的7dtd版本... It doen't work in 18.4b4??? Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 21, 2020 Share Posted June 21, 2020 i have server runing it and works for that version, future versions will not work because o chages in objects ... Link to comment Share on other sites More sharing options...
ApocalypseQAQ Posted June 21, 2020 Share Posted June 21, 2020 3 hours ago, ArNaLdInHo said: 我有运行它的服务器并适用于该版本,将来的版本将无法使用,因为对象发生变化... So do you know why my a18.4b4 server can't use his research mod? Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 21, 2020 Share Posted June 21, 2020 what error it gives ? maybe other module conflicts with that, see log file Link to comment Share on other sites More sharing options...
ApocalypseQAQ Posted June 21, 2020 Share Posted June 21, 2020 2 hours ago, ArNaLdInHo said: 它给出什么错误?也许其他模块与此冲突,请参阅日志文件 No other mods. Only custom zombies and reseaech camera. When i use the research station, errors occur.Not in the log,but in the top left corner.the screenshot is upstair... Link to comment Share on other sites More sharing options...
ApocalypseQAQ Posted June 22, 2020 Share Posted June 22, 2020 On 2020/4/18 at PM10点19分, Snufkin said: 更新:-添加了一个可制作的研究站,以查看有关僵尸的信息并检查进度。 -调整了僵尸的代码,应该减少资源消耗。 I can't use it...NullReferenceException Object reference not set to an instance of an object... I just use your custom zombies mod and this research mod in a18.4b4 dedicated server...could you help me? My friends and i love it so much. Link to comment Share on other sites More sharing options...
ArNaLdInHo Posted June 22, 2020 Share Posted June 22, 2020 what screen shots are those ? are not from this mod Link to comment Share on other sites More sharing options...
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