Iceburg71 Posted September 26, 2023 Share Posted September 26, 2023 <!-- Adult Radiated Zombie Dog --> <entity_class name="animalIceburgRadiatedZombieDog" extends="animalZombieDog"> <property name="Tags" value="entity,animal,zombie,hostile,dog,radiated"/> <property name="ReplaceMaterial0" value="Entities/Animals/Boar/Materials/GRACE"/> <property name="ReplaceMaterial1" value="Entities/Animals/Boar/Materials/GRACE"/> <property name="ExperienceGain" value="1200"/> <property name="HandItem" value="meleeHandanimalIceburgRadiatedZombieDog"/> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="800"/> <triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/> </effect_group> </entity_class> the replacematerial0 and ReplaceMaterial1 have stopped working for me... was making some other changes completely unrealated and when i went to test these by spawning them in manually, the mesh is still the normal zombie dog. What happened???? I wish there was a permanent sticky somewhere that listed all of the mesh and particles that could be used and are current in the game. this wish is a side note.... LOL Link to comment Share on other sites More sharing options...
bdubyah Posted September 26, 2023 Share Posted September 26, 2023 4 minutes ago, Iceburg71 said: <!-- Adult Radiated Zombie Dog --> <entity_class name="animalIceburgRadiatedZombieDog" extends="animalZombieDog"> <property name="Tags" value="entity,animal,zombie,hostile,dog,radiated"/> <property name="ReplaceMaterial0" value="Entities/Animals/Boar/Materials/GRACE"/> <property name="ReplaceMaterial1" value="Entities/Animals/Boar/Materials/GRACE"/> <property name="ExperienceGain" value="1200"/> <property name="HandItem" value="meleeHandanimalIceburgRadiatedZombieDog"/> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="800"/> <triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/> </effect_group> </entity_class> the replacematerial0 and ReplaceMaterial1 have stopped working for me... was making some other changes completely unrealated and when i went to test these by spawning them in manually, the mesh is still the normal zombie dog. What happened???? I wish there was a permanent sticky somewhere that listed all of the mesh and particles that could be used and are current in the game. this wish is a side note.... LOL They removed the ReplaceMaterial properties in 21.1 I think it was. Link to comment Share on other sites More sharing options...
Iceburg71 Posted September 26, 2023 Author Share Posted September 26, 2023 ok. anything else I can use to differentiate between regular and radiated???? Link to comment Share on other sites More sharing options...
bdubyah Posted September 26, 2023 Share Posted September 26, 2023 Only real xml way I could think of is attaching some kind of particles to them. Otherwise you could rip the assets and rebuild them in Unity with different textures. Link to comment Share on other sites More sharing options...
Iceburg71 Posted September 26, 2023 Author Share Posted September 26, 2023 Is there a list of particles somewhere?? Or how can I find them? Link to comment Share on other sites More sharing options...
binf_shinana Posted September 26, 2023 Share Posted September 26, 2023 私も同じ問題に直面し、a20で作成していたゴーレムのなどを諦めざるをえませんでした。 xmlの変更のみ、つまり既存のパーティクルのみで作成したい場合、 twitchのハンドパーティクル(p_twitch_zombie_fire_left、p_twitch_zombie_radiation_left など)は他ではあまり使われていないため、 放射能汚染体くらいであれば、これをくっつけることで少しそれらしく見えます。 (google translation) I faced the same problem and had to give up on the golem I was creating on the A20. If you only want to change the xml, i.e. use only existing particles, Twitch's hand particles (p_twitch_zombie_fire_left, p_twitch_zombie_radiation_left, etc.) are not used much elsewhere, so If it's something like a radioactive contaminant, you can make it look a little more like it by attaching this. 1 Link to comment Share on other sites More sharing options...
Iceburg71 Posted September 26, 2023 Author Share Posted September 26, 2023 how can I find out what all particleseffects are available. currently using this <property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/> would like to know what else is available under ParticleEffects/ And/Or how to chagne the "size" of the effect. It is a little too intense right now as it is. how can I get\find\view a list of the particel effects????? Link to comment Share on other sites More sharing options...
Iceburg71 Posted September 30, 2023 Author Share Posted September 30, 2023 no one can help me ether find or figure out what particle efftects are available? I know there is someone out there that can. I am unsure how to find out what is availbale... Link to comment Share on other sites More sharing options...
BFT2020 Posted October 1, 2023 Share Posted October 1, 2023 I haven’t touch these so I be zero help Link to comment Share on other sites More sharing options...
Recommended Posts
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 accountSign in
Already have an account? Sign in here.
Sign In Now