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Snufkin's Custom Server Side Zombies - PLUS (A20)


arramus

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It looks like there is a combination of values to use on this. And it is possible different weapon classes/types are coded a little differently.
Some have the following and some don't. There is possibly a class base value that isn't suggested if the weapon is not using its own custom value.

But anyways:

 

An example from default weapons is items / gunShotgunT3AutoShotgun

 

The Action0 property - <property name="Reload_time" value="2.6"/>

The effect group - <passive_effect name="RoundsPerMinute" operation="base_set" value="70" tags="perkBoomstick"/>

The effect group - <passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1" tags="perkBoomstick"/> <!-- 2.3s -->

The effect group - <passive_effect name="RoundsPerMinute" operation="perc_add" value="-.05,.05" tags="perkBoomstick"/> <!-- random APM -->

 

A mix of both set and random features depending on base, skill points, and luck.
Unfortunately, there is no real easy way as they may not all be available and it could require cross referencing default values if they are given.

 

 

 

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Pushing an update with a new zombie to join the collection.

 

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022September23

 

Spider Pipe Bomber. As the name suggests, this entity throws 4 pipe bombs (2 followed by another 2) for its ranged attack.
The accuracy and player damage will not cause too much trouble for players with sufficient protection. However, these pipe bombs can pass through protective bars.

45Hf7kw.jpg

 

kXRlACD.jpg

 

 

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6 hours ago, arramus said:

Pushing an update with a new zombie to join the collection.

 

https://github.com/arramus/Snufkin-Custom-Zombies-Plus-A20-2022September23

 

Spider Pipe Bomber. As the name suggests, this entity throws 4 pipe bombs (2 followed by another 2) for its ranged attack.
The accuracy and player damage will not cause too much trouble for players with sufficient protection. However, these pipe bombs can pass through protective bars.

45Hf7kw.jpg

 

kXRlACD.jpg

 

 

Awesome!!! Feel free to create many, many more zombies....did I say....'many' more? :D

 

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A basic response to some warnings that appear from time to time for the Snufkin collection.

1. Particle System is trying to spawn on a mesh with zero surface area.
This appears to happen when a projectile with a certain particle attached to it makes contact with the ground or some other surface areas. Typically the electric shock or fire type particle. It has been this way since the beginning. It is a TFP asset interacting with another TFP asset that was probably not intended to be used in this way. It does not appear to be critical unless the spawn rate of the Geist or fire producing entities are increased to allow multiple versions on them at the same time. Too many Geists all firing their projectiles have been known to crash a server. The entitygroups.xml has been set up to keep spawning balanced and with the increase in entities for the Plus collection, critical issues have not been reported for a long time.

 

2. RadiatedParticlesOnMesh

The radiated particle on mesh appears to be a feature that may have been experimental in the past. When too many entities of this nature all appear in the same area, it has been reported that it can cause lag. There haven't been any reports it brings a warning error. The potential performance hit is a good reason the Snufkins have a single entity using this radiated particle to ensure it's the exception. If other mods that use this radiated particle are added and they are all appearing at once, that is when a performance hit is most noticable on a dedicated server.

 

3. Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5.
This Magic Bus warning was reported in the Bugs channel about 18 months ago. It is deemed to be a low priority issue and we may see those models updated in a future Alpha. The Magic Bus is being used in a more dynamic way than what was intended and this is a trade off for keeping it in the pack. It was not added in the A20 version because of this issue, but was requested to make a return.

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There are not too many additions to make to integrate Spider Pipe Bomber into your existing build so you current settings aren't lost.

 

Copy and Paste

- buffs.xml has the Spider at the bottom for the decorations.

- entityclasses.xml has the Spider at the bottom for the entity.

- entitygroups.xml has the Spider added at the bottom of each Biome area at the bottom of each list. Integrating into the horde night will require a little work but Notepad++ is the way I added it in originally by using the Find What: (I selected Hammer Spammer) and Replace with: (I added Hammer Spammer and the new Spider Pipe Bomber).

- items.xml has the Spider at the bottom for the melee and projectile (2 sections).

- Localization has the Spider at the bottom for its display name for players using that mod.

 

The one that took the longest was the entitygroups due to the Game Stage changes in the Horde Night entries.

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