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Snukfin's Server Side Z(S)ombies

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Something like this should work (untested, but use it as a start)

--

--

 

 

thank you :)

 

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Posted (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 by Lo-X (see edit history)

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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

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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]

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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>

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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.

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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

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UPDATED: Lowered spawn rates, added Research Camera as a separate addon

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Research camera... Pretty cool and unique game mechanics. I imagine this would be perfect as a quest for an NPC scientist.

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I'm working on expanding the research system with an ingame terminal to check your progression and info about each new zombie.

unknown.png

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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?

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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?

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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.

 

A5dqzie.png

 

LCPEO8r.png

 

ztluu2m.png

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Made the camera unstackable, that should fix that problem

 

KO0VL35.png

 

The bar looks ok for me. Do you hear a "Click" after taking a picture? Also, it works only once on alive zombies.

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Posted (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 by Slawa (see edit history)

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How would I edit it to remove certain zombies from the Bloodmoon but not all?

 

Thanks again!

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in entitygroups.xml.

use notepad++ "search and replace", easy to do :).

 

Snuf, the Juggernaut used no projectiles since the last update

 

 

 

 

 

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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.

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Didnt work but it must be something on my end.. cause it is working on a new server.

 

That Juggernaut still not works :p

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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.

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