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Snukfin's Server Side Z(S)ombies

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This is a very crude attempt to restore most (11 of 13) of the Custom Zombies for A19.1 (b8) because my experience with XML is barely a month old and it's all very elementary and patchwork. So far I haven't seen any red warnings although there are a few yellow warnings from time to time about projectiles hitting things with no textures and the Juggernaut spitting out vehicle scraps in rocket debris. I spawned all 11 functional Bosses on that island in Navezgane for 30 minutes while we partied and the dedicated server didn't crash..........yet.

 

I hope experienced modders can bring this superb mod back to life in a more sophisticated non patchwork way for the future. I have seen some other builds being kindly shared in this thread but I went this way as a learning experience as well.

 

You can download it here to test:

https://github.com/arramus/Snufkin-CustomZombies-A19.1b8-2020Sept30

 

For reference, changes made, based on console errors and warnings for each character, as well as limitations are as follows:

 

------------------------------------------------

== Changes in order of finding them in the console as warnings or game breakers ==
----------------------------------
1. Juggernaut Zombie Issue
entityclasses.xml
entity_class name="Zombie_Template"

Crude edit but changed the following property to a comment for the time being as this is causing the Juggernaut Zombie to sink below the ground surface by one block and cause a looping 'NullReferenceException'

<!--property name="AvatarController" value="AvatarZombieUMAController" /-->

Based on forum posts, this appears to be an area of contention. He runs with it removed.
----------------------------------
2. Scorcher Zombie Issue
entityclasses.xml
entity_class name="zombieScorcher"

Crude edit but changed the following property to a comment for the time being as this is causing the Scorcher Zombie to not appear at all and cause a looping 'NullReferenceException'

<!--property name="Mesh" value="Zombies/zombieStandardDemolitionRagdoll"/-->

This allows it to spawn and fall back on it's parent class with:
<property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardSoldierRagdoll.prefab"/>
----------------------------------
3. Buff Health Issue - ParasiteAttack
buffs.xml
buff name="ParasiteAttack"

Crude edit but changed the following property to a comment for the time being as this appears to be causing a buffs.xml failure.

<!--passive_effect name="HealthMaxModifierOT" operation="base_subtract" value="1"/-->
----------------------------------
4. Ragdoll Issue
entityclasses.xml
entity_class name="Zombie_Template"

The console suggests the property for <property name="Mesh" value="Zombies/zombie01Ragdoll" /> cannot be found. This has been commented out so it will fall back on its "zombieTemplateMale" value of <property name="Mesh" value="#Entities/Zombies?Zombies/zombieStandardBoeRagdoll.prefab"/> which isn't causing any console warnings.
----------------------------------
5. Typo Amendment from Geits to Geist changed in:
entityclasses.xml
entity_class name="zombieGeist"

and associated items.xml partners. Purely cosmetic as they all associated under the same typo anyway.
----------------------------------
6. Removed Archon from the BM spawn horde

The Archon character does appear in the .xml files but has no archetype of its own. Something for the future.
----------------------------------
7. Removed Banshee from entitygroups.xml and BM spawn horde.

The Banshee character does appear in the .xml files but has no archetype of its own. Something for the future.

===============================================================================
Summary on testing so far - Able to use without crashing or locking up YES / NO
===============================================================================
1. Archon - NO / No archetype. Attempted to rebuild Archon using Geist as a template. Failed and need to study more.

2. Banshee - NO / No archetype. Need to study more.

3. Scorcher - YES / Does bring up a yellow warning though. 'Particle System is trying to spawn on a mesh with zero surface area'. Hard to say if it's a server busting warning for the long term.

4. Bomber - YES / No warnings at all so far. Blastastic.

5. Cowhead - YES / No warnings at all so far. Mooooover and a shaker.

6. Geist - YES / No warnings at all so far. 'Shocking'.

7. Juggernaut - YES / Occasional warnings about the vehicle scraps and animator got state but so far. I have a 'soft spot' for Juggernaut as he's the first one I started on.

8. Mantis - YES / No warnings at all so far. Far out.

9. Parasite - YES / No warnings at all so far. 'Suckulent.'

10. Scarecrow - YES / Has an odd death spin animation which I am not touching. Pimpking.

11. Undertaker - YES / No warnings at all so far. Bone shakingly good.

12. Wendigo - YES / No warnings at all so far. Flies like the wind.

13. Wrestler - YES / No warnings at all so far. Just wants to be hugged.

 

Rest well...until next time.

20200930185332_1.thumb.jpg.0fac75d640a94aedbff993dd853c2009.jpg

 

20200930222804_1.thumb.jpg.e284c206bf4e92b4d1162f5715a4e92e.jpg

 

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I am so happy you are doing this. The Archon and the Banshee are standard zombies using overlay swaps, so you won't find an archetipe.

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Thank you for clarifying that and giving your nod of approval. The Custom Zombies are simply too good to go to waste.I wondered if there was something special about them because some players reported they saw them spawn from time to time. The hunt shall continue to bring them back as well.

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9 minutes ago, Snufkin said:

I am so happy you are doing this. The Archon and the Banshee are standard zombies using overlay swaps, so you won't find an archetipe.

I won't lie. I was hoping you would update them yourself, because updates from the original author are irreplaceable and being told it just won't happen feels like being told "Sorry son, you're adopted."

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Once again, Banshee could reappear with a crude comment out for the common culprit since the Ragdoll updates to the game.

 

<!--property name="Mesh" value="Zombies/zombieStandardScreamerRagdoll"/-->

 

Banshee is not as pretty as he originally was, but is recognisable.

 

20201001235931_1.thumb.jpg.a0a40c04f53681343758da65637ff180.jpg

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And welcome back Archon.

 

Finding the issue with Archon was a little trickier as the error was:

 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00134] in <b96846cfb0544c2da3579e57837d9053>:0
 
(Filename: <b96846cfb0544c2da3579e57837d9053> Line: 0)

 

Through a process of elimination, it referenced Archon's glowing green eyes and they are temporarily removed just to bring him back.

 

<!--property name="ReplaceMaterial1" value="entities/zombies/materials/rad_eye"/-->

 

20201002002905_1.thumb.jpg.0f27371b8424d8ba7a3c6851072eb28c.jpg

And welcome back to Archon's eyes.

 

There was a reference elsewhere in the parent of Archon for:

    <property name="ReplaceMaterial1" value="#Entities/Zombies?Zombies/Materials/rad_eye.mat"/>

 

This worked out just fine and it was a new coding format replacement.

 

20201002004002_1.thumb.jpg.6e140a1ab6ea0ab0891ec5da117d0b13.jpg

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Snufkin's Custom Zombies - A19.1 (b8) can be downloaded here:

https://github.com/arramus/Snufkin-CustomZombies-A19.1-B8-2020Oct02

 

13 out of 13 Custom Zombies are now able to spawn with no red warning server/game breakers so far. There are periodic yellow warnings linked to projectiles and I hope the long term impact is minimal. All original settings apply beyond the changes made to get these characters back in game.

 

The main issues were changes to mesh ragdolls which could be replaced with the new location or given over to the parent, one buff setting, one instance of AvatarZombieUMAController, and a material location change.

 

This is just a start, and I appreciate it can be disappointing that this didn't come directly from Snufkin. However, Snufkin was certainly here in the background and came to the rescue when I really needed some advice for Archon and Banshee.

 

In time, more appropriate changes can be made to restore original rag doll effects, buffs, and original custom 'apparel'. Failing that, they can receive the best alternative with what we have to work with. The quest for the Juggernaut also needs testing now that he has returned...but all in good time.

 

The default settings are balanced for some but not for others so it's possible to tweak the settings for each character in the xml files.

 

For example:

- The health for the Juggernaut can be found in entityclasses.xml and by default is set to 12000.

- The probability of Wendigo spawning in the snow biome can be found in entitygroups.xml and by default is set to 0.001 which is as rare as seeing the Abominable Snowball.

 

All the best out there and I hope your servers cope with the load.

 

Marshmallow toasting.

20201002014641_1.thumb.jpg.e7a0d7b175a20a5244ec33aa0ba84f2c.jpg

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Just testing out the A19.1 (b8) build on A19.2 (b3) for compatibility.

 

In addition, this will be running on a new World using the new CP46 Prefab pack with Bdub's Vehicle and a host of server side mods to stress test.

 

It will also be a good chance to add back the appropriate mesh ragdolls that are being taken from another character they were not originally intended to be taken from. Once these mesh ragdolls are returned, this will put Snufkin's Custom Zombies back to 99.9%+ (give or take) of what was originally intended.

 

I'm barely into Day 1 and we had our first visitor. It was a small mercy that Cowhead wasn't really in the mood and I kept my distance.

 

20201003105845_1.thumb.jpg.bdaa257717eea7a9086ef6206b1f6835.jpg

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@Slawa Now that's an interesting assortment. Character 1 and 4 look like they could be in their own spawn group and face you like a tag team, 'The gruesome twosome'. Character 3 , the 'Funk Freak' looks like he was infected while giving a performance on the stage and is using his instruments for a different kind of music. And character 2,  is just plain scarey. He looks like a cattle rancher with cattle prods in each hand, 'Sparky McGee'.

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Posted (edited)

After extended testing by our community server administrators and client hosts as well as much support from community modders here is a link for Snufkin's Custom Server Side Z(S)ombies - A19 Stable.

 

https://github.com/arramus/Snufkin-CustomZombies-A19-Stable-2020Nov03

 

A full Revisions and Readme text file for all changes to make Snufkin's Custom Zombies stable for A19 is included in the Mod.

 

Experienced players who are well versed in zombie control can try the Snufkin Party version of the entitygroups.xml for a more challenging version of Snufkin's Zombies. It increases spawning probability and adds all 15 zombies to a blood moon event which is up from the possible default value of 10. However, it still retains balanced and cumulative advancement to match Game Stage and Level. Add this file to your Config folder and rename it to entitygroups.xml entitygroups_Snufkin_Party.xml

 

In addition here is a link for the A19 Stable version of Snufkin's Research Camera ADD ON that requires the above mod as base.

https://github.com/arramus/Snufkin-Custom-Zombies-Research-Camera-A19-Stable-2020Oct28

(There are some external links to images that display on the research camera and only Snufkin has access to these. Therefore, support is not within the realms of anyone but Snufkin. However, you can always make your own images and manually link to them by editing the code)

 

There are 15 Zombies in total as follows:

Archon, Banshee, Bomber, Cowhead, Geist, Juggernaut, Mantis, Parasite, Psycho, Scarecrow, Scorcher, Siren, Undertaker, Wendigo, and Wrestler.

 

20201004014009_1.thumb.jpg.c2000c7f03722c3a5dc795755a154297.jpg

 

I believe this completes the restoration of this mod as all changes are as consistent with the original as possible.

 

The main mod breaking issues were:

 

1. AvatarZombieUMAController
This appears to have been removed from the default files for how the mod referenced it. As such the one clear entry to it has been purged from the code.

 

2. Mesh Renaming
A number of characters had their properties reformatted to a new naming system. The new names have now been found and replace the temporary names. These values remain identical to the original mod.

 

3. Buff Entry

A single buff entry has been commented out. In fact, this buff entry has also been commented out in the default game files. As such, it may reappear at a later date.

 

4. Particle Effects

A few particle effects were causing mesh/texture warnings upon collision and the audio for projectiles for Scorcher and Geist were being looped from the initial launch location. These were changed to alternative particle effects which has ceased the issue. The Archon also saw his particle effect changed to bring server stability even though it didn't cause audio issues.

 

*The Psycho character had not been implemented into a group but is fully functional. As such he has been added to a group of zombies that spawn in the Pine Forest at night. The Psycho will not spawn during Blood Moon at all unless manually added. This character looks like a psychotic tool wielding doctor who is intent on playing 'tag' with you in the dark. He shares the Pine Forest at night with the Mantis. However, his probability of spawning is higher to balance out his disappearance during the Blood Moon. He'll be watching you...

 

*There is one other character who did not appear in any spawn group. This is a special character who Snufkin originally intended for a Spanish event server. However, he is a very likeable and functional character, and after some testing feels right at home in the desert at night. He is also special because he uses a naming format which is similar to regular zombies and not the custom zombies. If you want to add the Wrestler to your own desert group, or any other group, here is the appropriate command to add to your entitygroups.xml:

 

<entity name="zombieWrestler" prob="0.01" /> for low spawn probability or

<entity name="zombieWrestler" prob="0.8" /> to become a regular feature

 

Please be careful to note the 'z' is lowercase.

 

One fun fact is that the spawn group for the desert at night already has The Undertaker. This will be a wrestling tag team biome and probability dictates you will get one or the other...unless the odds unexpectedly bring them both.

 

Thank you to Snufkin for endorsing and supporting this restoration with timely advice when it was needed.

 

Last but not least, so that Slawa's recent updated release doesn't get lost in the thread, all credit to Slawa for releasing an alternative bundled version which compiles assets from Snufkin's, Robeloto's, and Slawa's very own zombie creations into a combined mod. The recent release is two posts above and is updated to v3.0. It offer even more tasty zombies.

 

A direct link to Slawa's post with the link to the download is here

 

INSTALLATION - For players and server hosts who have never installed a mod before
If you've never installed a mod before it is necessary to create a mod folder in the main directory or in an area suggested by your server host if they have modified the installation. Simply make a new folder called Mods (with a capital M to reflect standard nomenclature). If you drag the mod folder directly out of the zipped file it can be placed directly into the Mods folder and the game will look in there as you launch your World. If you allow your unzip function to extract the folder, it may make another unnecessary folder and place the mod inside it. This will not be recognised by the game/server if you place it in the Mods folder like this. Please take it out of the extra folder level. The top layer will be a single folder and in the second layer you will see a ModInfo.xml file with or without additional folders depending on the mod. This will become elementary once you've launched a few mods.

 

Does this Mod need to be installed in the server/client host? = YES

Do players also need to install this Mod? = NO

 

The magic of this mod is that is only needs to be installed in the server/person who has launched the main environment that others join. It is a technical work of art. Enjoy. 👍

 

Edited by arramus
Update for Parasite melee and Snufkin Party (see edit history)
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Posted (edited)

I can't thank you enough for your work, you gave my mod new life. 🤩

Edit: I've stated my reasons for abandoning this mod. The work of everyone involved in the restoration is greatly appreciated. So please, no matter what version you are using, if you need to credit the authors please make sure you also credit whoever ported them (arramus, Slawa, etc).

A little caveat. The "Westler" was originally intended as an event Zombie for an spanish server. That's why the buff description is in spanish. I've always considered it too disruptive for normal gameplay, that's the reason I didn't include it on any entitygroup.

And yes, I'm excited as hecc to try this.

Edited by Snufkin (see edit history)
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Nice work fellas! This mod and the server-side vehicles are both primo, and a fantastic set of code. Prior to seeing these two modlets I didn't think it was possible to put together custom Zombies that didn't also require the player to download the same mod. I intend to use some of this work in my own questing modpack and will be sure to credit all three authors. Really fantastic work. Thank you very much for your contribution to the community!

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Great work guys, appreciate it :)

 

So what version should I use, arramus or Slawa, or both 😛

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@xxx73 The authors may give you a different answer. But the way I look at it, all three contributed to what is now the current release of this modlet. So instead of crediting just specific authors for individual work, I plan to credit all three. I believe this was the intent of @Snufkin's post above so that over time if other authors work on it, they are also included in any credits towards this work.

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2 hours ago, xxx73 said:

Great work guys, appreciate it :)

 

So what version should I use, arramus or Slawa, or both 😛

If you want to experience as close to Snufkin’s original mod as possible, the arramus version is the one for you.

 

If you want to experience an enhanced  compilation containing Snufkin’s original mod, Robeloto’s characters, and Slawa’s own characters all built into one, then Slawa’s mod is the one for you.

 

Best not to run both at the same time as they share identical assets for Snufkin’s mod and things could get very messy.

 

It’s great that they’re only server side and can be switched without causing the clients any pain. All the best with your choices. 

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Thanks guys for replying. Full credit to all 3 authors from me, really great work, and nice to have options. Anyway I will add this to my next server with friends.


Request:

The bomber remind me a little of the old suicide mole zed from StompyNZ, that ignited himself if he saw the player and rushed toward the player at high speed. If player got away he exploded after a set number of seconds, if not he exploded the moment he got close to the player.
Is it possible to make a bomber zombie like this again, I really miss that experience?

Here is a video of that suicide zed:

 

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Posted (edited)

Very cool mod. installed on my client side and each pc mods folder (just wife and 2 friends play together so no need for dedicated server) and had a few show up this hord night. Works well with: 7d2d entity randomizer, robeloto custom zombies modlet, rabbit of Caerbannog modlet, the 60 zed wandering horde mod and all the a19 updated creature packs (as well loads of other mods). Thank you so very much!

Edited by Dre (see edit history)
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7 hours ago, Dre said:

Very cool mod. installed on my client side and each pc mods folder (just wife and 2 friends play together so no need for dedicated server) and had a few show up this hord night. Works well with: 7d2d entity randomizer, robeloto custom zombies modlet, rabbit of Caerbannog modlet, the 60 zed wandering horde mod and all the a19 updated creature packs (as well loads of other mods). Thank you so very much!

Thanks for running it under such an eclectic mix of other mods. If anyone ever asks about compatibility with other zombie mods, this is a great post to direct them to.

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12 hours ago, xxx73 said:

Request:

The bomber remind me a little of the old suicide mole zed from StompyNZ, that ignited himself if he saw the player and rushed toward the player at high speed. If player got away he exploded after a set number of seconds, if not he exploded the moment he got close to the player.
Is it possible to make a bomber zombie like this again, I really miss that experience?

I took a look at the original thread for StompyNZ's original and also the efforts you made to restore it.

 

Based on original code and the current default code, it looks like a lot of the syntax in the Buffs.xml has changed from an ID: to naming format and I don't know if the buff effects still exist at all. The UMAController also seems to be an issue if that was implemented based on StompyNZ's additional suggestions. It seems that IDs are specific to certain items and this has caused conflict on recent updates. I saw you were interested in maintaining the speeding lunge towards the player followed by a 20 second detonation if the player escaped, and a low health when it was in its lunge to pick it off. I wonder if customising the bomber to take on more traits of StompyNZ's character would be acceptable. It seems to be a more viable option that rebuilding StompyNZ's character unless experienced coders got involved which doesn't seem to be the case as you have certainly tried :).

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On 10/4/2020 at 10:11 PM, Snufkin said:

A little caveat. The "Westler" was originally intended as an event Zombie for an spanish server. That's why the buff description is in spanish. I've always considered it too disruptive for normal gameplay, that's the reason I didn't include it on any entitygroup.

And yes, I'm excited as hecc to try this.

I really like The Wrestler and added a little comment in the release post for how server/client hosts can add it to their group file. I tried The Wrestler in the desert at night and it felt really good. The orange glow and the lack of silhouette as well as the almost camouflage effect make it a very ominous encounter. It's also coincidental that The Undertaker is a professional wrestler and The Wrestler and The Undertaker make a wonderful tag team for this nighttime biome appearance. I think this may be a good place for him and will see if anyone adds it to this biome and collect feedback to see if it can be a permanent feature for the future.

 

20201005234000_1.thumb.jpg.14e7684a6df3ec2bc56c828b260032d6.jpg

 

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Posted (edited)

Well damn; some of what I have been workin on this past 2 week appears!  Thought what I had was unique and unveiled them to a few people not long ago...@stallionsden can attest! Timing.

I'll still upload a few I don't see here; glad to see others think along the same lines.

Nice stuff.

Edited by h0tr0d (see edit history)
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7 minutes ago, h0tr0d said:

Well damn; some of what I have been workin on this past 2 week appears!  Thought what I had was unique and unveiled them to a few people not long ago...@stallionsden can attest! Timing.

I'll still upload a few I don't see here; glad to see others think along the same lines.

Nice stuff.

The creator of the Quick Hween costume is here with good news. Please bundle up absolutely everything you have done and I'll add a link to the post that Snufkin has linked to in the initial post which contains all the download links for what we have done so far. And if you make a separate post in this thread with an introduction and pictures I can link to it as well. 2 weeks is far too much coding to let it go to waste and server hosts are always crying out for variety.

 

At the moment, the post has:

 

1. The restoration of Snufkin's Custom Zombies to as close to the original as possible.
2. Slawa's Compilation Zombie Mod. This consists of Snufkin's, Robeloto's, and Slawa's very own zombie creations all rolled into one.

 

There is plenty of room for:

3. h0tr0d's Horde.

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6 hours ago, arramus said:

I took a look at the original thread for StompyNZ's original and also the efforts you made to restore it.

 

Based on original code and the current default code, it looks like a lot of the syntax in the Buffs.xml has changed from an ID: to naming format and I don't know if the buff effects still exist at all. The UMAController also seems to be an issue if that was implemented based on StompyNZ's additional suggestions. It seems that IDs are specific to certain items and this has caused conflict on recent updates. I saw you were interested in maintaining the speeding lunge towards the player followed by a 20 second detonation if the player escaped, and a low health when it was in its lunge to pick it off. I wonder if customising the bomber to take on more traits of StompyNZ's character would be acceptable. It seems to be a more viable option that rebuilding StompyNZ's character unless experienced coders got involved which doesn't seem to be the case as you have certainly tried :).

Thank you for taking a look, as you say most of the code don't work today, especially the buff. An alternative version of this mods bomber with more of StompyNZ functions is probably the easiest way to do, anyway Im only experienced tweaking/modify existing xml, and have really no idea how to make anything new.

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Posted (edited)

Some great stuff here; few things I noticed.

1) the shark zombie spams errors and I have to alt f4 (I didn't look too much into it)
2) The explosion particle index for the juggernaut's rockets are set to be exploding cars. I think maybe you want the regular explosion?

 

<item name="JuggernautProjectile">
			<property name="Meshfile" value="#Other/Items?Weapons/Ranged/RocketLauncher/rocketPrefab.prefab"/>
			<property name="Material" value="Mmetal"/>
			<property name="CreativeMode" value="None"/>
			<property class="Action1">
				<property name="Class" value="Projectile"/>
				<property name="DamageEntity" value="125"/>
				<property name="DamageBlock" value="1000"/>
				<property name="Explosion.ParticleIndex" value="4"/><------4 has cars exploding as part of the explosion. 5  is the normal rocket boom.
				<!-- which Prefab/particle is used -->
				<property name="Explosion.RadiusBlocks" value="5"/>
				<!-- damage radius for blocks -->
				<property name="Explosion.RadiusEntities" value="4"/>
				<!-- damage radius for entities -->
				<property name="Explosion.DamageBonus.water" value="0"/>
				<property name="Velocity" value="18"/>
				<property name="FlyTime" value="2"/>
				<property name="LifeTime" value="4"/>
				<property name="CollisionRadius" value="0.75"/>
				<property name="DamageBonus.earth" value="0"/></property>
			<effect_group name="JuggernautProjectile" tiered="false">
				<passive_effect name="ModSlots" operation="base_set" value="0"/>
				<passive_effect name="DamageModifier" operation="perc_set" value="0" tags="earth"/>
				<passive_effect name="DamageModifier" operation="perc_set" value="0.5" tags="stone"/>
				<passive_effect name="DamageModifier" operation="perc_add" value="1.2" tags="metal"/>
			</effect_group>
		</item>
		


3) Was looking for the sound played for scorcher b/c when I killed him the sound remained attached to that spot, even after the corpse was gone. This is usually the case with the looped .wavs.

4) Maybe make the cowhead dude bigger so the skull doesn't look like a kid wearing his dad's hat which is too big.

 

 

I had my own banshee that flew and screamed; I'll share when I'm finished. I think a banshee's weapon should be a scream which stuns the player and that the banshee should fly!

Love the ingenuity from you guys.

Edited by h0tr0d (see edit history)

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