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Random animated Zombies ?


Jay_ombie

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I know of a couple of ways.

What you probably want is Spherii's "Transmogrifier": sphereiis-dmt-mods

From his modlet page: "Transmogrifier: Allow random walk types and sizes for zombies to break up the monotony"

 

I have not tried it, but I believe it will likely have a random walk type every time a new zed is spawned (since it's a DMT mod). You may want to read up on it or ask about it on the forums.

 

If you don't (or can't) use DMT mods, I have a "7D2D-EntityRandomizer" here: doughs-modlets

It can generate clones of zombies and assign them a random walk type, and then generates a modlet you then use. Its not totally random as each new clone has a certain walk type hardcoded (and it may be the same walk type as the original), but if you generated 10 clones of each zombie you'll get a variety of walk types as they spawn.  If you don't want to (or can't) run the script let me know and I'll generate a modlet with just the walktypes randomized and post it on github as part of the pre-generated modlets I've been maintaining as a demo of what the script can do.  Note: If I generate one, it will only be for the vanilla zombies in the game, not any zombies added with other mods.

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I was looking and working with this:

Khelldon-BadCompanyUMAZeds

 

Can't get it to work though.  Not sure why.  I know they supposedly removed UMA in alpha 19, but have read some conflicting stuff on that.

 

I can spawn in an entity, and I can see it, but it then immediately crashes the game.

 

I think it may still work, with some work done to it.  Mind if I try?

 

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On 9/2/2020 at 4:40 PM, mlburgoon said:

I was looking and working with this:

Khelldon-BadCompanyUMAZeds

 

Can't get it to work though.  Not sure why.  I know they supposedly removed UMA in alpha 19, but have read some conflicting stuff on that.

 

I can spawn in an entity, and I can see it, but it then immediately crashes the game.

 

I think it may still work, with some work done to it.  Mind if I try?

 

So, for these I personally don't know how to keep this mod working (I gave up on them, because I head UMA was going out of style :) ).  I've been trying to keep the other KHelldon mods up as much as I can.

 

If you can get them working, and know how to use github, submit them as a "pull request" and I'll merge your fixes.  If you're not familiar with github, message me (like personal forum message) and drop the files somewhere and I'll do the merge/update to github.

Also: I believe the BadCompanyUMAZeds are also housed in other places ("BadCompany" on Github possibly here?) so I don't know if they were KHelldon's (or a team) originally, or if he was trying to fix them from an older mod.

9 hours ago, xyth said:

You can randomize zombie walks very easily with just xml.  I likely will add that xml to the 2-charactereffectspack modlet next release.

 

I'm excited and intrgued..... I was not aware of a "2-charactereffectspack".  Downloading now ;)  Thanks!

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14 hours ago, doughphunghus said:

 

I'm excited and intrgued..... I was not aware of a "2-charactereffectspack".  Downloading now ;) Thanks!

 

That's a mod that is used with the Creaturepacks, and I just realized someone might try using it without those loaded.  I will need to test that, and likely I will need to add switches to turn off features that have creaturepack dependancies.

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3 hours ago, xyth said:

 

That's a mod that is used with the Creaturepacks, and I just realized someone might try using it without those loaded.  I will need to test that, and likely I will need to add switches to turn off features that have creaturepack dependancies.

No problem here :), I load all of the creature packs, and have been following that thread on changes/updates. Those packs and "Vehicle Madness" are something I will probably load in every game I ever play.

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