Blight Posted April 7, 2020 Share Posted April 7, 2020 Something like this should work (untested, but use it as a start) -- -- thank you Link to comment Share on other sites More sharing options...
Lo-X Posted April 10, 2020 Share Posted April 10, 2020 (edited) Hello. Is it possible to remove block damage from the Juggernaut with its rocket launcher ? Do you have a Discord server for your mods ? Edited April 10, 2020 by Lo-X (see edit history) Link to comment Share on other sites More sharing options...
Snufkin Posted April 10, 2020 Author Share Posted April 10, 2020 Hello. Is it possible to remove block damage from the Juggernaut with its rocket launcher ? Do you have a Discord server for your mods ? <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"/> Look for this bit on items.xml and change the value to 0 https://discord.gg/ms2H3NG Link to comment Share on other sites More sharing options...
Lo-X Posted April 10, 2020 Share Posted April 10, 2020 Nice. Thank you very much Link to comment Share on other sites More sharing options...
Phelionyx Posted April 13, 2020 Share Posted April 13, 2020 Hi Snufkin thanks for this, is really cool. I installed successfullyon my public server, but players requested that I disable only the Juggernaut rocket launcher. Even with low spawn probability settings, that zombie appeared during horde night 14. In items.xml I removed the "action1" and the "JuggernautProjectile", leaving only "meleeHandJuggernaut". In entityclasses.xml I removed "RangeAttackTarget" and wrote: <property name="WalkType" value="2"/> <property name="AITask-1" value="ApproachAndAttackTarget" data="class=EntityEnemyAnimal,0,EntityPlayer"/> <property name="AITask-2" value="BreakBlock"/> <property name="AITask-3" value="ApproachSpot"/> <property name="AITask-4" value="Look"/> <property name="AITask-5" value="Wander"/> <property name="AITask-6" value=""/> The juggernaut walks normally, but when he sees me or I shoot him, he's unable to run towards my direction. He remains with standby animation, and reaaaally slowly slide towards me. Only If I go next to him, he can attack me with the auger or hand. If he can't reach me then he does breakblock. Why he's not doing the "AITask-1" value="ApproachAndAttackTarget"? In buffs.xml I disabled/commented the following: <buff name="JuggernautDeco" hidden="true"> <effect_group> [color=#2980b9]<!-- <triggered_effect trigger="onSelfBuffStart" action="AttachPrefabToEntity" prefab="#Other/Items?Weapons/Ranged/RocketLauncher/rocketlauncherPrefab.prefab" local_offset="-.2,.13,0" local_rotation="180,0,0" parent_transform="LeftShoulder"/> -->[/color] <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" particle="#Other/Items?Tools/augerPrefab.prefab" local_offset="-.1,0,0" local_rotation="0,-90,0" parent_transform="RightHand"/> [color=#3498db]<!-- <triggered_effect trigger="onSelfRangedBurstShot" action="AddBuff" target="self" buff="JuggernautMuzzle"/> -->[/color] <triggered_effect trigger="onSelfBuffUpdate" action="AddBuff" target="self" buff="buffInjuryKnockdown01Cooldown"/> <triggered_effect trigger="onSelfBuffUpdate" action="PlaySound" sound="Auger_Idle" /> </effect_group> </buff> [color=#3498db]<!-- <buff name="JuggernautMuzzle" hidden="true"> <duration value="1"/> <effect_group> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" particle="p_rocketLauncherFire" local_offset="-.2,.13,0" local_rotation="180,0,0" parent_transform="LeftShoulder"/> <triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" particle="p_nozzlesmoke_m136" local_offset="-.2,.13,0" local_rotation="180,0,0" parent_transform="LeftShoulder"/> <triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" target="self" particle="p_nozzlesmoke_m136" /> <triggered_effect trigger="onSelfBuffFinish" action="RemoveParticleEffectFromEntity" target="self" particle="p_rocketLauncherFire" /> </effect_group> </buff> -->[/color] Link to comment Share on other sites More sharing options...
Snufkin Posted April 13, 2020 Author Share Posted April 13, 2020 In "items.xml" look for "meleehandjuggernaut" and comment out this bit <property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit"/> <property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists --> <property name="Range" value="500"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="JuggernautProjectile"/> <property name="Sound_warning" value="demolitionzexplodewarning"/> <property name="Sound_start" value="m136_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> </property> 1 Link to comment Share on other sites More sharing options...
Phelionyx Posted April 13, 2020 Share Posted April 13, 2020 In "items.xml" look for "meleehandjuggernaut" and comment out this bit <property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit"/> <property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists --> <property name="Range" value="500"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="JuggernautProjectile"/> <property name="Sound_warning" value="demolitionzexplodewarning"/> <property name="Sound_start" value="m136_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> </property> Thanks for such a fast answer. And yes I did that before, that's what I meant with deleting or disabling "Action1". juggernaut is still the same... What about entityclasses.xml? If I use the original code, what would you comment out to disable the rocket launcher. Because right now the zombie is looking at me from far away like if he wanted to shoot but he can't start. Maybe I messed up something in that file. Link to comment Share on other sites More sharing options...
Phelionyx Posted April 13, 2020 Share Posted April 13, 2020 In "items.xml" look for "meleehandjuggernaut" and comment out this bit <property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit"/> <property name="Delay" value=".3"/> <!-- obsolete if rounds per minute exists --> <property name="Range" value="500"/> <property name="Infinite_ammo" value="true"/> <property name="Magazine_items" value="JuggernautProjectile"/> <property name="Sound_warning" value="demolitionzexplodewarning"/> <property name="Sound_start" value="m136_fire"/> <property name="Sound_repeat" value=""/> <property name="Sound_end" value=""/> <property name="Sound_empty" value=""/> <property name="Sound_reload" value=""/> </property> After resetting both files to the original state and making the changes you told me plus the ones I did before, but being more careful with every code I commented, the juggernaut is fine now. Thanks Link to comment Share on other sites More sharing options...
Snufkin Posted April 14, 2020 Author Share Posted April 14, 2020 UPDATED: Lowered spawn rates, added Research Camera as a separate addon Link to comment Share on other sites More sharing options...
mr.devolver Posted April 14, 2020 Share Posted April 14, 2020 Research camera... Pretty cool and unique game mechanics. I imagine this would be perfect as a quest for an NPC scientist. Link to comment Share on other sites More sharing options...
Snufkin Posted April 16, 2020 Author Share Posted April 16, 2020 I'm working on expanding the research system with an ingame terminal to check your progression and info about each new zombie. Link to comment Share on other sites More sharing options...
Hagbard32 Posted April 16, 2020 Share Posted April 16, 2020 Hi Snufkin, I´m a little bit confused about the Research Camera recipes. Electronic Parts are removed with Alpha 17. I can´t see changes to loottable readding them. Maybe the recipe should use Electrical Parts? Link to comment Share on other sites More sharing options...
Snufkin Posted April 16, 2020 Author Share Posted April 16, 2020 Fixed Link to comment Share on other sites More sharing options...
icoup Posted April 17, 2020 Share Posted April 17, 2020 Sorry if this is a stupid question. Does the entitygroups.xml files need to be replaced for this to work? or is that only for a specific purpose? Link to comment Share on other sites More sharing options...
Snufkin Posted April 17, 2020 Author Share Posted April 17, 2020 Only if you don't want them to spawn on the Bloodmoon. Link to comment Share on other sites More sharing options...
Snufkin Posted April 18, 2020 Author Share Posted April 18, 2020 UPDATE: -Added a craftable research station to see info on the zombies and check your progress. -Tweaked a bit the code of the zombies, should be less resource intensive. Link to comment Share on other sites More sharing options...
Blight Posted April 18, 2020 Share Posted April 18, 2020 (edited) Hi Snuf, the progress bar (research) didnt fill up and the economic is a bit high, for the camera http://prntscr.com/s1zmtw Edit: that high price was a stack of 500 cameras but it was shown as one Edited April 18, 2020 by Slawa (see edit history) Link to comment Share on other sites More sharing options...
Snufkin Posted April 18, 2020 Author Share Posted April 18, 2020 Made the camera unstackable, that should fix that problem The bar looks ok for me. Do you hear a "Click" after taking a picture? Also, it works only once on alive zombies. Link to comment Share on other sites More sharing options...
Blight Posted April 18, 2020 Share Posted April 18, 2020 (edited) Must be a dedicated problem, have tested it now in SP., with a stack of research cameras and just one. both are working. Edit: Strange, it works on my self hosted dedicated... need some testing Edit2: Tested everything now, a 1:1 copy of every file from the server to my own pc (+own hosted dedicated) and it just works on the test server... hmm Edited April 19, 2020 by Slawa (see edit history) Link to comment Share on other sites More sharing options...
icoup Posted April 19, 2020 Share Posted April 19, 2020 How would I edit it to remove certain zombies from the Bloodmoon but not all? Thanks again! Link to comment Share on other sites More sharing options...
Blight Posted April 19, 2020 Share Posted April 19, 2020 in entitygroups.xml. use notepad++ "search and replace", easy to do . Snuf, the Juggernaut used no projectiles since the last update Link to comment Share on other sites More sharing options...
Snufkin Posted April 19, 2020 Author Share Posted April 19, 2020 That was... intented. Just kidding, fixed it now. Also changed the cvars of the camera, so please try again. Maybe that fixes the problem on dedicated servers. Link to comment Share on other sites More sharing options...
Blight Posted April 21, 2020 Share Posted April 21, 2020 Didnt work but it must be something on my end.. cause it is working on a new server. That Juggernaut still not works Link to comment Share on other sites More sharing options...
Snufkin Posted April 21, 2020 Author Share Posted April 21, 2020 Will take a look, thanks Link to comment Share on other sites More sharing options...
Snufkin Posted April 24, 2020 Author Share Posted April 24, 2020 Sorry, it should work now. I mean, it worked before, but it moved so fast that it didn't have chance of using the attack. Reduced their speed a little. Link to comment Share on other sites More sharing options...
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