Redlotus Posted August 5, 2015 Share Posted August 5, 2015 I know I have seen something like this in the forums previously, but I can't seem to find it. Has anyone been able to make a zombie shoot fire similar to that of the zombiecop? I assume I could use the code from the zombie cops, but I haven't been able to do it. Anyone have any example code or working code that makes this work? Link to comment Share on other sites More sharing options...
Gazz Posted August 5, 2015 Share Posted August 5, 2015 The HOW is easy. Look at the zombie cop hand (weapon). Trickier is finding a good looking particle effect for it. Not sure how well fire will work. It should also be able to fly. It's a fire demon after all. =) Link to comment Share on other sites More sharing options...
Barinou Posted August 5, 2015 Share Posted August 5, 2015 I made zombies like this in my mod (not updated anymore) : The zombie : <entity_class name="burntzombieboss" extends="zombie04"> <property name="Mesh" value="Zombies/BurntZombieRagdoll" /> <property name="WalkType" value="2" /> <property name="CorpseBlock" value="GoreBlock1PrefabBoss" /> <property name="AITask-1" value="BreakDoor" /> <property name="AITask-2" value="BreakBlock" /> <property name="AITask-3" value="RangedAttackTarget" param1="1" param2="5" /> <!-- param1: 0 == attack action, 1 == use action, param2: attack length in s --> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" /> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /> <property name="AITask-6" value="ApproachSpot" /> <property name="AITask-7" value="Wander" /> <property name="SoundRandom" value="Enemies/Burnt_Zombie/zombieburntroam" /> <property name="SoundAlert" value="Enemies/Burnt_Zombie/zombieburntalert" /> <property name="SoundAttack" value="Enemies/Burnt_Zombie/zombieburntattack" /> <property name="SoundHurt" value="Enemies/Burnt_Zombie/zombieburntpain" /> <property name="SoundDeath" value="Enemies/Burnt_Zombie/zombieburntdeath" /> <property name="SoundSense" value="Enemies/Burnt_Zombie/zombieburntsense" /> <property name="SoundFootstepModifier" value="Enemies/Burnt_Zombie/zombieburntfootstep" /> <property name="HandItem" value="handCopZombieboss" /> <property name="RightHandJointName" value="Bip001 Head" /> <property name="WanderSpeed" value="0.06" /> <property name="ApproachSpeed" value="0.6" /> <property name="NightWanderSpeed" value="0.06" /> <property name="NightApproachSpeed" value="0.33" /> <property name="ExperienceGain" value="300" /> <property name="MaxHealth" value="2500" /> <property name="LootListOnDeath" value="77" /> <property name="CorpseBlock" value="emberPile"/> <property name="CorpseBlockChance" value="1"/> <property name="TimeStayAfterDeath" value="90" /> </entity_class> The hand item : <item id="387" name="handCopZombieboss"> <property name="Material" value="organic" /> <property name="Canhold" value="false" /> <property name="HoldType" value="9" /> <property name="Stacknumber" value="1" /> <property name="Candrop" value="false" /> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee" /> <property name="Delay" value="0.8" /> <property name="Range" value="1.9" /> <property name="Sphere" value="0.4" /> <property name="Block_range" value="2.5" /> <property name="DamageEntity" value="40" /> <property name="DamageBlock" value="5" /> <property name="Sound_start" value="swoosh" /> <property name="Buff" value="bleeding,infection,stunned,Muta" /> <property name="Buff_chance" value="0.2,0.07,0.7,0.03" /> <property name="DamageBonus.glass" value="25" /> </property> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit" /> <property name="Delay" value="0.35" /> <property name="Range" value="200" /> <property name="Auto_fire" value="true" /> <property name="Infinite_ammo" value="true" /> <property name="Magazine_items" value="vomitZombieProjectileboss" /> <property name="Rays_spread" value="0.5" /> <property name="Reload_time" value="2" /> <property name="Bullet_icon" value="uzi" /> <property name="Sound_warning" value="Enemies/Feral_Zombie/zombieferalalert" /> <property name="Sound_start" value="Enemies/Feral_Zombie/zombieferaldeath" /> <property name="Sound_repeat" value="" /> <property name="Sound_end" value="" /> <property name="Sound_empty" value="" /> <property name="Sound_reload" value="" /> <property name="Buff" value="infection,burning,Muta" /> <property name="Buff_chance" value="0.2,0.6,0.03" /> </property> </item> <item id="388" name="vomitZombieProjectileboss"> <property name="Meshfile" value="ParticleEffects/p_onFire" /> <property name="Material" value="organic" /> <property name="UserHidden" value="true" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Projectile" /> <property name="DamageEntity" value="10" /> <property name="DamageBlock" value="15" /> <property name="Explosion.ParticleIndex" value="4" /> <property name="Velocity" value="20" /> <property name="FlyTime" value=".50" /> <property name="LifeTime" value="4" /> <property name="CollisionRadius" value="0.5" /> </property> </item> You can change the mesh of the vomitZombieProjectileboss for another particle mesh if you want : particleeffects/p_torch_wall particleeffects/p_campfire particleeffects/p_candlewall_flame particleeffects/p_fire_small etc. Link to comment Share on other sites More sharing options...
Redlotus Posted August 5, 2015 Author Share Posted August 5, 2015 Awesome I'll give it a try.....I appreciate the information. Link to comment Share on other sites More sharing options...
Puschpa Posted August 6, 2015 Share Posted August 6, 2015 In the L.T. mod there are Boss Zeds with a special vomit attack, which uses the ParticleEffects/p_onFire" as mesh value, looks really nice, and my players are scared when they meet this Zed Link to comment Share on other sites More sharing options...
Redlotus Posted August 7, 2015 Author Share Posted August 7, 2015 Yea that is what I used. It looks nice and the animation is great. It came out a lot better than I had expected. Link to comment Share on other sites More sharing options...
Kevin1000 Posted December 14, 2018 Share Posted December 14, 2018 vomiting not working I made zombies like this in my mod (not updated anymore) : The zombie : <entity_class name="burntzombieboss" extends="zombie04"> <property name="Mesh" value="Zombies/BurntZombieRagdoll" /> <property name="WalkType" value="2" /> <property name="CorpseBlock" value="GoreBlock1PrefabBoss" /> <property name="AITask-1" value="BreakDoor" /> <property name="AITask-2" value="BreakBlock" /> <property name="AITask-3" value="RangedAttackTarget" param1="1" param2="5" /> <!-- param1: 0 == attack action, 1 == use action, param2: attack length in s --> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" /> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /> <property name="AITask-6" value="ApproachSpot" /> <property name="AITask-7" value="Wander" /> <property name="SoundRandom" value="Enemies/Burnt_Zombie/zombieburntroam" /> <property name="SoundAlert" value="Enemies/Burnt_Zombie/zombieburntalert" /> <property name="SoundAttack" value="Enemies/Burnt_Zombie/zombieburntattack" /> <property name="SoundHurt" value="Enemies/Burnt_Zombie/zombieburntpain" /> <property name="SoundDeath" value="Enemies/Burnt_Zombie/zombieburntdeath" /> <property name="SoundSense" value="Enemies/Burnt_Zombie/zombieburntsense" /> <property name="SoundFootstepModifier" value="Enemies/Burnt_Zombie/zombieburntfootstep" /> <property name="HandItem" value="handCopZombieboss" /> <property name="RightHandJointName" value="Bip001 Head" /> <property name="WanderSpeed" value="0.06" /> <property name="ApproachSpeed" value="0.6" /> <property name="NightWanderSpeed" value="0.06" /> <property name="NightApproachSpeed" value="0.33" /> <property name="ExperienceGain" value="300" /> <property name="MaxHealth" value="2500" /> <property name="LootListOnDeath" value="77" /> <property name="CorpseBlock" value="emberPile"/> <property name="CorpseBlockChance" value="1"/> <property name="TimeStayAfterDeath" value="90" /> </entity_class> The hand item : <item id="387" name="handCopZombieboss"> <property name="Material" value="organic" /> <property name="Canhold" value="false" /> <property name="HoldType" value="9" /> <property name="Stacknumber" value="1" /> <property name="Candrop" value="false" /> <property class="Action0"> <!-- AttackAction --> <property name="Class" value="Melee" /> <property name="Delay" value="0.8" /> <property name="Range" value="1.9" /> <property name="Sphere" value="0.4" /> <property name="Block_range" value="2.5" /> <property name="DamageEntity" value="40" /> <property name="DamageBlock" value="5" /> <property name="Sound_start" value="swoosh" /> <property name="Buff" value="bleeding,infection,stunned,Muta" /> <property name="Buff_chance" value="0.2,0.07,0.7,0.03" /> <property name="DamageBonus.glass" value="25" /> </property> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Vomit" /> <property name="Delay" value="0.35" /> <property name="Range" value="200" /> <property name="Auto_fire" value="true" /> <property name="Infinite_ammo" value="true" /> <property name="Magazine_items" value="vomitZombieProjectileboss" /> <property name="Rays_spread" value="0.5" /> <property name="Reload_time" value="2" /> <property name="Bullet_icon" value="uzi" /> <property name="Sound_warning" value="Enemies/Feral_Zombie/zombieferalalert" /> <property name="Sound_start" value="Enemies/Feral_Zombie/zombieferaldeath" /> <property name="Sound_repeat" value="" /> <property name="Sound_end" value="" /> <property name="Sound_empty" value="" /> <property name="Sound_reload" value="" /> <property name="Buff" value="infection,burning,Muta" /> <property name="Buff_chance" value="0.2,0.6,0.03" /> </property> </item> <item id="388" name="vomitZombieProjectileboss"> <property name="Meshfile" value="ParticleEffects/p_onFire" /> <property name="Material" value="organic" /> <property name="UserHidden" value="true" /> <property class="Action1"> <!-- UseAction --> <property name="Class" value="Projectile" /> <property name="DamageEntity" value="10" /> <property name="DamageBlock" value="15" /> <property name="Explosion.ParticleIndex" value="4" /> <property name="Velocity" value="20" /> <property name="FlyTime" value=".50" /> <property name="LifeTime" value="4" /> <property name="CollisionRadius" value="0.5" /> </property> </item> You can change the mesh of the vomitZombieProjectileboss for another particle mesh if you want : particleeffects/p_torch_wall particleeffects/p_campfire particleeffects/p_candlewall_flame particleeffects/p_fire_small etc. Hi mate so i have copied and pasted these in to my game files and it gave me a few errors which iv fixed and can now spawn this zombie in to my game but the zombie looks like its trying to vomit but nothing comes out and nothing hits me. Any idea how to fix this ? Link to comment Share on other sites More sharing options...
Guppycur Posted December 14, 2018 Share Posted December 14, 2018 ...checks thread date... Jesus man, that mod is 3 years old. =) Post the output.log though, and your fixed xml entry. Link to comment Share on other sites More sharing options...
Kevin1000 Posted December 15, 2018 Share Posted December 15, 2018 Yh it’s old but the basics are the same and the new zombie is in my game so it does still work. The zombie just doesn’t vomit anything out but it does the action. That’s the bit I need help fixing - - - Updated - - - Yh il paste the xml files up tomorrow thanks if you can help me fix it Link to comment Share on other sites More sharing options...
Guppycur Posted December 15, 2018 Share Posted December 15, 2018 Won't be me but someone good will come along. Link to comment Share on other sites More sharing options...
FastBurst Posted December 15, 2018 Share Posted December 15, 2018 Not sure if this will still work, haven't had a change to test it but this is what I had for A16 converted it for A17 It may or may not work, add to the entity_class entity with <property name="HandItem" value="handZombieBurningFire" /> on the Z you want to use. <item name="handZombieBurningFire"> <property name="Extends" value="meleeHandZombieCop"/> <property name="CreativeMode" value="None"/> <property class="Action1"> <property name="Magazine_items" value="vomitZombieProjectileFire"/> </property> </item> <item name="vomitZombieProjectileFire"> <property name="Extends" value="ammoProjectileZombieVomit"/> <property name="CreativeMode" value="None"/> <property name="Meshfile" value="ParticleEffects/p_signal_flareprefab"/> </item> Again no promises this will work on A17 (haven't had a chance to test it...yet) Link to comment Share on other sites More sharing options...
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