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zombie use gun to attack survivor


teemo

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I reference Bandits mod to modify zombie nurse.

and try to let nurse can be use the gun to attack survivor.

 

 

but nurse don't have gun in game.:confusion:

 

please help to review the code, thank very much

 

 

entityclasses.xml

<entity_class name="zombieNurse" extends="zombie01">
<!-- give Nurse a AK47 -->
<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="banditgunAK47" />
<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="banditgunAK47" />
<!-- in s -->
<property name="AttackTimeoutDay" value="0.5" />
<property name="AttackTimeoutNight" value="0.5" />
<!-- AI properties -->
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="20"/>	
<property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityZombie" />
<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityPlayer" />
<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntitySurvivor" />
<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieDog" />
<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombieCop" />
<property name="AITask-7" value="BreakDoor" />
<property name="AITask-8" value="BreakBlock" />
<property name="AITask-9" value="ApproachSpot" />
<property name="AITask-10" value="Wander" />
<!-- Just attack Survivor Player -->
<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />
<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
<property name="AITarget-6" value="BlockingTargetTask" />
<property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
<!-- zombieNurse attributes -->
<property name="Mesh" value="Zombies/zombieStandardNurseRagdoll" />
<property name="SoundRandom" value="Enemies/Base_Zombie_Female/zombiefemaleroam" />
<property name="SoundAlert" value="Enemies/Base_Zombie_Female/zombiefemalealert" />
<property name="SoundAttack" value="Enemies/Base_Zombie_Female/zombiefemaleattack" />
<property name="SoundHurt" value="Enemies/Base_Zombie_Female/zombiefemalepain" />
<property name="SoundDeath" value="Enemies/Base_Zombie_Female/zombiefemaledeath" />
<property name="SoundSense" value="Enemies/Base_Zombie_Female/zombiefemalesense" />
<property name="AvatarController" value="AvatarZombie01Controller" />
<property name="ModelType" value="Standard" />
<!-- Remove Walk type -->
<!-- <property name="WalkType" value="7" /> -->
<property name="HandItem" value="handZombie" />
<property name="CanClimbLadders" value="true" />
<property name="PhysicsBody" value="zombieStandardFemale" />
<property name="RootMotion" value="true" />
<property name="HasDeathAnim" value="true" />
<property name="LootListOnDeath" value="21" />
</entity_class>

 

 

items.xml

<item id="2011" name="banditgunAK47" >
<property name="Extends" value="gunAK47" />
<property class="Parts">
	<property name="Stock" value="banditpartsAK47_stock" />
	<property name="Receiver" value="banditpartsAK47_receiver" />
	<property name="Pump" value="banditpartsAK47_parts" />
	<property name="Barrel" value="banditpartsAK47_barrel" />
</property>
<property class="Action0"> <!-- AttackAction -->
	<property name="Delay" value="4" />
	<property name="Magazine_size" value="1" />
	<property name="Infinite_ammo" value="true" />
	<property name="Magazine_items" value="bandit762mmBullet" />
	<property name="Reload_time" value="4" />
</property>
<property name="SellableToTrader" value="false" />
	<property name="Candrop" value="false" />
<property name="IsDeveloper" value="true" />
</item>

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Lots more to it than that; see that first line, extends="zombie01"? That means it takes all of the features from zombie01 that are not explicitly stated in your zombie nurse.

 

Also, check out the line with "HandItem" value="handZombie"

 

There is bound to be more to it than that, but that should give you a better starting point.

 

Me, I would extend to a bandit instead of zombie01 and see what happens.

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Zombies cannot hold weapons. You have to change the class to:

<property name="Class" value="EntityNPC" />

 

You'd also need to give it the correct AI properties to use the weapon.

 

Though like Guppy said, the hand item might also be an issue.

 

You should copy one of the bandits and just work from that. Work up from the bandit to make it more like a zombie, not the other way around. If that makes sense.

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I have see zombies use gun shot me in mod server.

 

I don't want to use bandit because zombies always kill bandit.

 

Or have any mod can be change zombies attack mode with gun?

 

They may LOOK like zombies, but they're technically bandits. I have one of those too, though mine uses a machete.

 

If you want a "zombie" to attack using a weapon that isn't a hand (or invisible) then you will have to make it a bandit. You can make it not attack other zombies but other zombies will attack it. This is the sacrifice you make for having a "zombie" wield a weapon, currently.

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I try to fix handZombie problem.

But it doesn't work. Zombie try to shot me, there is an animation and sounds but there is no projectile, why?

 

please help me, thanks a lot!

 

 

entityclasses.xml

<entity_class name="zombieNurse" extends="zombie01">
<property name="Mesh" value="Zombies/zombieStandardNurseRagdoll" />
<property name="SoundRandom" value="Enemies/Acid_Puking_Hulk/hulkroam" />
<property name="SoundAlert" value="Enemies/Acid_Puking_Hulk/hulkalert" />
<property name="SoundAttack" value="Enemies/Acid_Puking_Hulk/hulkattack" />
<property name="SoundHurt" value="Enemies/Acid_Puking_Hulk/hulkpain" />
<property name="SoundDeath" value="Enemies/Acid_Puking_Hulk/hulkdeath" />
<property name="SoundSense" value="Enemies/Acid_Puking_Hulk/hulksense" />
<property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep" />
<property name="AvatarController" value="AvatarZombie01Controller" />
<property name="ModelType" value="Standard" />
<!-- Change 7 to 1 -->
<property name="WalkType" value="1" />
<property name="Class" value="EntityZombieCop" />
<property name="RightHandJointName" value="Jaw" />
<!-- Boom -->
<property name="HandItem" value="handGunZombie" />
<property name="CanClimbLadders" value="true" />
<property name="PhysicsBody" value="zombieStandardFemale" />
<property name="RootMotion" value="true" />
<property name="HasDeathAnim" value="true" />
<property name="LootListOnDeath" value="21" />
<!-- Add Cop Class -->
<property name="MaxHealth" value="700" />
<property name="Weight" value="70" />
<property name="PushFactor" value="20" />
<property name="AITask-1" value="BreakDoor" />
<property name="AITask-2" value="BreakBlock" />
<!-- param1: 0 == attack action, 1 == use action, param2: attack length in s -->
<property name="AITask-3" value="RangedAttackTarget" param1="1" param2="5" />
<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="Explosion.ParticleIndex" value="8" />
<property name="Explosion.RadiusBlocks" value="5" />
<property name="Explosion.RadiusEntities" value="6" />
<property name="Explosion.BlockDamage" value="500" />
<property name="Explosion.EntityDamage" value="150" />
<property name="Explosion.DamageBonus.earth" value="0" />
<property name="ExperienceGain" value="4000"/>
<property name="HeadDismemberBonusChance" value="0.08"/>
<property name="HeadDismemberThreshold" value="0"/> <!-- if the total damage exceeds that value, there is a chance for dismemberment /> -->
<property name="LowerLegDismemberThreshold" value="0"/>
<property name="UpperLegDismemberThreshold" value="0"/>
<property name="LowerArmDismemberThreshold" value="0"/>
<property name="UpperArmDismemberThreshold" value="0"/>
<property name="LegCrawlerThreshold" value="0"/>
<property name="LegCrippleThreshold" value="0"/>
<property name="KnockdownProneDamageThreshold" value="0"/>
<property name="KnockdownKneelDamageThreshold" value="0"/>
</entity_class>

 

Item.xml

<item id="2100" name="handGunZombie">
<property name="Extends" value="handMaster" />
<property name="IsDeveloper" value="true" />
<property name="Degradation" value="99999" param1="true" />
<property class="Action0"> <!-- AttackAction -->
	<property name="Range" value="1.75" />
	<property name="DamageEntity" value="20" />
	<property name="DamageBlock" value="250" />
	<property name="Buff" value="bleeding,infection,stunned" />
	<property name="Buff_chance" value="0.2,0.2,0.4" />
</property>
<property class="Action1"> <!-- AttackAction -->
	<property name="Infinite_ammo" value="true" />
	<property name="Class" value="Ranged" />
	<property name="Range" value="200" />
	<property name="Auto_fire" value="true" />
	<property name="Crosshair_min_distance" value="5" />
	<property name="Crosshair_max_distance" value="30" />
	<property name="Magazine_size" value="30" />
	<property name="Magazine_items" value="10mmBullet" />
	<property name="Magazine_item_ray_counts" value="1" />
	<property name="Magazine_item_ray_spreads" value="0" />
	<property name="Reload_time" value="4.1" />
	<property name="Bullet_icon" value="uzi" />
	<property name="Sound_start" value="Weapons/Ranged/MP5/mp5_fire_start" />
	<property name="Sound_repeat" value="Weapons/Ranged/MP5/mp5_fire_lp" />
	<property name="Sound_end" value="Weapons/Ranged/MP5/mp5_fire_end" />
	<property name="Sound_empty" value="Weapons/weapon_empty" />
	<property name="Sound_reload" value="Weapons/Ranged/MP5/mp5_reload" />
	<property name="Horde_meter_rate" value="2.5" />
	<property name="Horde_meter_distance" value="20" />
	<property name="Particles_muzzle_fire" value="nozzleflashuzi" />
	<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
	<property name="DamageBonus.head" value="4" />
	<property name="DamageBonus.wood" value="5" />
	<property name="DamageBonus.earth" value=".2" />
	<property name="DamageBonus.glass" value="25" />
	<property name="Buff" value="critGunMP5" />
	<property name="Buff_chance" value=".1" />
</property>
</item>

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At the risk of sounding rude, I think you should go back and read through what we've already told you. You're making the same mistakes now that you made originally.

 

You focused on hand item, but overlooked everything else that was pointed out to you.

 

Zombies cannot wield weapons. You have to make him a bandit by giving him EntityNPC class.

 

I also recommend you do not remove his attack zombie AI. Otherwise other zombies will tear him apart while he just stands there taking it.

 

You will also need to set the gun up to be an ItemsOnEnterGame, as it was before.

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  • 3 years later...

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