Jump to content
Snufkin

Snukfin's Server Side Z(S)ombies

Recommended Posts

Posted (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 by Slawa (see edit history)

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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!

Share this post


Link to post
Share on other sites
Posted (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 by Snufkin (see edit history)

Share this post


Link to post
Share on other sites
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! 😉

Share this post


Link to post
Share on other sites
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

 

Share this post


Link to post
Share on other sites

Very interesting work.

I notice they seem to walk right through my electric fence posts though.

And what is this zombie Shark?

Share this post


Link to post
Share on other sites
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!

Share this post


Link to post
Share on other sites

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 :)

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites
Posted (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 by Slawa (see edit history)
  • Like 1

Share this post


Link to post
Share on other sites
Posted (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 by ArNaLdInHo (see edit history)

Share this post


Link to post
Share on other sites
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 using
EntityLootContainerRegular  (zombieTemplateMale)





 

 

  • Like 1

Share this post


Link to post
Share on other sites
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?

Share this post


Link to post
Share on other sites
Posted (edited)

Thats a nice idea but i think no (a locked version which is only yours).

 

BUT will test it later

Edited by Slawa (see edit history)
  • Like 1

Share this post


Link to post
Share on other sites

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:

image.png.aad3f551aa28b151c293d309fb714dbb.png

and here are the other screenshots:

image.png.da73238d361e613b1aaa86d476be1ac3.png

And the camera seems unwork as well....

Share this post


Link to post
Share on other sites
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:

image.png.aad3f551aa28b151c293d309fb714dbb.png

and here are the other screenshots:

image.png.da73238d361e613b1aaa86d476be1ac3.png

And the camera seems unwork as well....

I know I have read something about this. But might have been different thread.

Share this post


Link to post
Share on other sites

i have server runing it and works for that version, future versions will not work because o chages in objects ...

Share this post


Link to post
Share on other sites
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?

Share this post


Link to post
Share on other sites
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...

Share this post


Link to post
Share on other sites
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。

 

A5dqzie.png

 

LCPEO8r.png

 

ztluu2m.png

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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...