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Burnt Zombies Shoot Fire


Redlotus

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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?

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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. =)

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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.

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  • 3 years later...

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 ?

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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

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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)

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