RAGE PVE Posted October 10, 2022 Share Posted October 10, 2022 (edited) Looking forward to updating this thanks Edited October 10, 2022 by RAGE PVE (see edit history) Link to comment Share on other sites More sharing options...
alexviks Posted November 2, 2022 Share Posted November 2, 2022 On 8/30/2022 at 7:30 PM, arramus said: Choice 1. Update your version of 7D2D to the latest Stable version. There will be no requirement to change the mod files. Choice 2. Keep your current version of 7D2D and downgrade the Snufkin mod to an earlier build. https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022Feb02 Choice 3. Keep your current version of 7D2D and Snufkin mod but change anywhere that has onSelfRangedBurstShot to onSelfRangedBurstShotEnd. This is changed in the Configs / buffs.xml file. Thanks Link to comment Share on other sites More sharing options...
Yeark Posted November 12, 2022 Share Posted November 12, 2022 Is it possible to make all the zombies get shocked with the electric traps? Link to comment Share on other sites More sharing options...
arramus Posted November 13, 2022 Author Share Posted November 13, 2022 It has not been possible so far when testing a variety of settings. It seems the way they are made using the UMA player system is not fully hooked up to receive shocks and sometimes fire. The most reliable traps in testing were blades and spikes. Link to comment Share on other sites More sharing options...
RAGE PVE Posted November 19, 2022 Share Posted November 19, 2022 On 11/13/2022 at 4:55 AM, arramus said: It has not been possible so far when testing a variety of settings. It seems the way they are made using the UMA player system is not fully hooked up to receive shocks and sometimes fire. The most reliable traps in testing were blades and spikes. I made some buffed ammo with shock and fire and they connect every time as such, could this buff not also be used to create a type of trap to deliver the same results? Also I wanted to ask, how can we adapt the Golden Juggernaught to fly and fire rockets? Link to comment Share on other sites More sharing options...
arramus Posted November 19, 2022 Author Share Posted November 19, 2022 2 hours ago, RAGE PVE said: I made some buffed ammo with shock and fire and they connect every time as such, could this buff not also be used to create a type of trap to deliver the same results? Also I wanted to ask, how can we adapt the Golden Juggernaught to fly and fire rockets? It could be added to the dart box with the same shock and fire or even expanded with slow down or knock down features. Flight is governed by changing the entity class to vulture. It is easier to copy and adapt the regular Juggernaut to the Golden Juggernaut by switching its archetype and scale. A more efficient workflow as adding decorative attachments can be a lengthy process. Link to comment Share on other sites More sharing options...
BourbonBeefcake Posted January 23, 2023 Share Posted January 23, 2023 Something we noticed, is it normal that Scorcher and Bomber can kill you even if you are in God Mode? Link to comment Share on other sites More sharing options...
arramus Posted January 23, 2023 Author Share Posted January 23, 2023 1 hour ago, BourbonBeefcake said: Something we noticed, is it normal that Scorcher and Bomber can kill you even if you are in God Mode? This can occur with any entity and has been reported as a potential bug. It is more prevalent with entities that cause high rates in a short space of time. It has been seen in a number of mods where this is a feature. Link to comment Share on other sites More sharing options...
BourbonBeefcake Posted January 23, 2023 Share Posted January 23, 2023 2 hours ago, arramus said: This can occur with any entity and has been reported as a potential bug. It is more prevalent with entities that cause high rates in a short space of time. It has been seen in a number of mods where this is a feature. Actually if you wear armor this is not a thing anymore. Just found out. Link to comment Share on other sites More sharing options...
Sugarfree Posted April 28, 2023 Share Posted April 28, 2023 Hello - So I'm not a techy here. But I tried to edit the list for only a select few zombies to appear in game but not sure if I did the editing right. I tried to completely eliminate them from any HORDE night, and tried to completely eliminate the zombies that are just whack. So what I was left with was this: <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']"> <entity name="zombieBanshee" prob="0.2"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieScorcher" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.2"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.075"/> prob="0.075"/> <entitygroup name="ZombiesDesertNight"> <entity name="zombieBiker" prob="0.5"/> <entity name="zombiePartyGirl" prob="0.5"/> <entity name="zombieUtilityWorker" prob="0.5"/> <entity name="zombieNurse" prob="0.5"/> <entity name="zombieSteveCrawler" prob="0.5"/> <entity name="zombieFatHawaiian" prob="0.5"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.5"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.3"/> prob="0.075"/> </entitygroup> </append> </configs> If I leave it like that - will that work or did I screw up the coding...? Editing this with Notepad. Thanks! Link to comment Share on other sites More sharing options...
arramus Posted April 29, 2023 Author Share Posted April 29, 2023 1 hour ago, Sugarfree said: Hello - So I'm not a techy here. But I tried to edit the list for only a select few zombies to appear in game but not sure if I did the editing right. I tried to completely eliminate them from any HORDE night, and tried to completely eliminate the zombies that are just whack. So what I was left with was this: <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']"> <entity name="zombieBanshee" prob="0.2"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieScorcher" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.2"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.075"/> prob="0.075"/> <entitygroup name="ZombiesDesertNight"> <entity name="zombieBiker" prob="0.5"/> <entity name="zombiePartyGirl" prob="0.5"/> <entity name="zombieUtilityWorker" prob="0.5"/> <entity name="zombieNurse" prob="0.5"/> <entity name="zombieSteveCrawler" prob="0.5"/> <entity name="zombieFatHawaiian" prob="0.5"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.5"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.3"/> prob="0.075"/> </entitygroup> </append> </configs> If I leave it like that - will that work or did I screw up the coding...? Editing this with Notepad. Thanks! In your words, you screwed up the coding.prob="0.075"/> is not required as it is not hooked up to an entity type. </entitygroup> is required for the first list instance at the bottom. <entitygroup name="ZombiesDesertNight"> requires appending as it does not exist in the 7D2D and is a totally new group for those night time spawns. This instance includes your list for the Desert at night only. I'm not sure if you've removed the Hard Wasteland Night. If it remains then it also needs to be in there above or below the Desert at night group. <append xpath="/entitygroups"> <entitygroup name="ZombiesDesertNight"> <entity name="zombieBiker" prob="0.5"/> <entity name="zombiePartyGirl" prob="0.5"/> <entity name="zombieUtilityWorker" prob="0.5"/> <entity name="zombieNurse" prob="0.5"/> <entity name="zombieSteveCrawler" prob="0.5"/> <entity name="zombieFatHawaiian" prob="0.5"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.5"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.3"/> </entitygroup> </append> And this list reflects the choices made for the Downtown area at night, should Downtown appear in the Pine Forest. <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']"> <entity name="zombieBanshee" prob="0.2"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieScorcher" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.2"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.075"/> </append> Link to comment Share on other sites More sharing options...
arramus Posted April 29, 2023 Author Share Posted April 29, 2023 2 hours ago, Sugarfree said: I wish you have left the mod alone – meaning just offer the original zombies in the first list, and ANOTHER mod for the PLUS zombies if you want them but NOT combine them into one so people like me who are coding/programing illiterate don’t have to study up on how to do all this like I’m about to take a Masters Degree Final in a 4 year University at Harvard… …sigh. As for this comment... (Sugarfreestreaming) if this was your post. The mod was left alone and the original still exists for earlier Alphas. The original creator stepped away and moved onto other things. This update was a community made expansion with additions submitted by members of this forum directly or through suggestions of what they wanted. We first attempted to make a mod with just the originals and then add the PLUS zombies on top separately but it was causing spawning issues at that time. As such, the only alternative was to combine them. The original creator gave permissions for community members to do as they wished with them. Some members have integrated them into other versions, with the PLUS version being one of them. As for eliminating them from Horde Night, there is a file in the Server Admin Spawning Options folder called: 'entitygroups_no_horde_night_version (rename to entitygroups)' This does exactly as it says, provides a 'No Horde Night' version where they only spawn in the day time and Horde Night has only the regular zombies. This was provided upon request, as are a number of other options to allow servers to customise the experience. It seems your list is missing the Archon. This is a fundamental entity as it impacts all other Snufkin Zombies in close proximity to it. Removing it will remove that feature which was intended by the original creator. Just for your notice. Link to comment Share on other sites More sharing options...
arramus Posted April 29, 2023 Author Share Posted April 29, 2023 Here is a small update for the Snufkin Custom Zombies PLUS: https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2023April29 3 Additional Entities Gunslinger Wight, Momma Tree Barker, and Spider Glider join the Snufkins Zombies. Gunslinger Wight carries two revolvers and can shoot a volley of 12 rounds. Momma Tree Barker throws an axe that can knock players to the ground. Spider Glider is being carried by a Vulture and can throw two fireballs in a short volley. Airborne attack is a much requested feature and all 3 throw/shoot their projectiles from ground level or up in the air. This image shows the fire, axe, and slug coming towards the player. The entities, and some additional unique ones can be found in the Wild West Mod which uses an assortment of fully custom and customised TFP entities in a Wild West format. 1 Link to comment Share on other sites More sharing options...
Sugarfree Posted April 29, 2023 Share Posted April 29, 2023 14 hours ago, arramus said: In your words, you screwed up the coding.prob="0.075"/> is not required as it is not hooked up to an entity type. </entitygroup> is required for the first list instance at the bottom. <entitygroup name="ZombiesDesertNight"> requires appending as it does not exist in the 7D2D and is a totally new group for those night time spawns. This instance includes your list for the Desert at night only. I'm not sure if you've removed the Hard Wasteland Night. If it remains then it also needs to be in there above or below the Desert at night group. <append xpath="/entitygroups"> <entitygroup name="ZombiesDesertNight"> <entity name="zombieBiker" prob="0.5"/> <entity name="zombiePartyGirl" prob="0.5"/> <entity name="zombieUtilityWorker" prob="0.5"/> <entity name="zombieNurse" prob="0.5"/> <entity name="zombieSteveCrawler" prob="0.5"/> <entity name="zombieFatHawaiian" prob="0.5"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.5"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.3"/> </entitygroup> </append> And this list reflects the choices made for the Downtown area at night, should Downtown appear in the Pine Forest. <append xpath="/entitygroups/entitygroup[@name='ZombiesForestDowntownNight']"> <entity name="zombieBanshee" prob="0.2"/> <entity name="ZombieBomber" prob="0.2"/> <entity name="zombieCowhead" prob="0.2"/> <entity name="zombieMantis" prob="0.2"/> <entity name="zombieParasite" prob="0.2"/> <entity name="zombiePsycho" prob="0.2"/> <entity name="zombieScarecrow" prob="0.2"/> <entity name="zombieScorcher" prob="0.2"/> <entity name="zombieSiren" prob="0.2"/> <entity name="ZombieUndertaker" prob="0.2"/> <entity name="zombieWendigo" prob="0.075"/> <entity name="zombieWrestler" prob="0.075"/> </append> So in that config file - can I basically erase everything, and just copy/paste this into it as is, save, and run the mod for alpha 20? Link to comment Share on other sites More sharing options...
arramus Posted April 29, 2023 Author Share Posted April 29, 2023 48 minutes ago, Sugarfree said: So in that config file - can I basically erase everything, and just copy/paste this into it as is, save, and run the mod for alpha 20? Use the file in the Server Admin Spawning Options folder called entitygroups_lite_no_horde_night_version (rename to entitygroups) It does not contain any Horde Night spawning for the custom zombies. Edit out the entities you don't want and rename that to entitygroups. Replace the existing one with your edited one. If you copy/paste what was added above which you shared earlier, you will only see spawning in the Desert at night and Downtown tiles in the forest at night. There will be no appearances in the Snow and Wasteland in the day or night, and Desert and Forest in the day. Start again with the suggested file and remove the entities from all 8 lists. Another file is looking for those lists so it's best not to remove them in full. Link to comment Share on other sites More sharing options...
Sugarfree Posted April 29, 2023 Share Posted April 29, 2023 1 hour ago, arramus said: Use the file in the Server Admin Spawning Options folder called entitygroups_lite_no_horde_night_version (rename to entitygroups) It does not contain any Horde Night spawning for the custom zombies. Edit out the entities you don't want and rename that to entitygroups. Replace the existing one with your edited one. If you copy/paste what was added above which you shared earlier, you will only see spawning in the Desert at night and Downtown tiles in the forest at night. There will be no appearances in the Snow and Wasteland in the day or night, and Desert and Forest in the day. Start again with the suggested file and remove the entities from all 8 lists. Another file is looking for those lists so it's best not to remove them in full. Thanks for taking the time to respond and explain. I know it can be painful dealing with non-techies But I appreciate it - it worked. I ran around my area looking for zombies and after a awhile I starting seeing them here and there as intended. Perfect. Link to comment Share on other sites More sharing options...
Balda Posted May 18, 2023 Share Posted May 18, 2023 it is possible to add some of the entities to the group of sleeping zombies, so that they appear in the POIs. Link to comment Share on other sites More sharing options...
arramus Posted May 19, 2023 Author Share Posted May 19, 2023 7 hours ago, Balda said: it is possible to add some of the entities to the group of sleeping zombies, so that they appear in the POIs. It is possible, but not recommended. Check the discussion and feedback for enZombies about POI spawning zombies like these. Link to comment Share on other sites More sharing options...
UnwishedJack Posted June 6, 2023 Share Posted June 6, 2023 (edited) I am new to modding, I tried adding to add this to my game to dip my toes but no new zombies are spawning. I have put the mod in the mods folder in app data like you said, have made sure EAC is turned off but still not working. I am using latest stable version of 7 days. I looked in the debug menu and the new zombies are listed there, but not spawning in the world. Update, I am seeing them now but rarely, is the spawn related to level or day? this is a new world but I am only seeing a few driving around for long time Edited June 6, 2023 by UnwishedJack (see edit history) Link to comment Share on other sites More sharing options...
arramus Posted June 7, 2023 Author Share Posted June 7, 2023 The spawn rate is related to regular zombies. For example, one of the Snufkin Zombies will spawn once, for every 10 to 30 regular zombies depending, on which ones they are. They do not spawn in relation to Game Stage for normal game play. They do spawn in relation to Game Stage for Horde Night. It is also dependent on anything else you have installed and what day your World is on. Since your World is new, there should be a lot more Zombie spawns. Your Horde Night is very much guaranteed to see a lot of them. Link to comment Share on other sites More sharing options...
AndrewT Posted June 8, 2023 Share Posted June 8, 2023 will this be updated for A21 1 Link to comment Share on other sites More sharing options...
arramus Posted June 9, 2023 Author Share Posted June 9, 2023 There is one update comment related to the UMA system which covers a huge amount of the Snufkin Zombies. It is posted as a fix. UMACharacterBodyAnimator assignLayerWeights calling Animator many times This infers the transition to A21 (an update will be pushed where possible) should not only be quite seamless, but also more efficient for game play. 1 Link to comment Share on other sites More sharing options...
RAGE PVE Posted June 9, 2023 Share Posted June 9, 2023 9 hours ago, arramus said: There is one update comment related to the UMA system which covers a huge amount of the Snufkin Zombies. It is posted as a fix. UMACharacterBodyAnimator assignLayerWeights calling Animator many times This infers the transition to A21 (an update will be pushed where possible) should not only be quite seamless, but also more efficient for game play. Oh incredible news....I was wondering if A21 was going to spell the end for UMA or not! And we use about every zombie pack going! Link to comment Share on other sites More sharing options...
arramus Posted June 13, 2023 Author Share Posted June 13, 2023 It looks like that is the end of UMA and with it a farewell to the Snufkins Custom Server Side Zombies for A21. I've searched through what assets remain and, unless show otherwise, believe a number of essential things are now gone. A non UMA variant based on the existing zombies is still possible but will certainly miss that eclectic mayhem. We'll see what can be salvaged, repurposed, or innovated on. Link to comment Share on other sites More sharing options...
DanielHazmat Posted June 13, 2023 Share Posted June 13, 2023 It will be update for A21 ? Link to comment Share on other sites More sharing options...
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