StompyNZ Posted December 11, 2016 Share Posted December 11, 2016 This zombie will explode shortly after seeing you unless you finish him off quick. No damage has to be dealt to him before he triggers his bomber mode. [video=youtube_share;W4CXHO7i2I0] archetypes.xml <archetype name="ZombieBomberMole" male="true" hair_color="85,70,60" eye_color="100,110,115" skin_color="64,64,64" type="Player"> <base_mesh_parts> <part slot="head" layer="base" mesh="male_base_face"> <texture name="male_head" color="skin"/> <texture name="male_hair_overlay" color="hair"/> <texture name="male_head_beard" color="hair"/> <texture name="male_shaggy_eyebrows" color="hair"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="face" layer="base" mesh="male_shaggy_beard"> <texture name="male_shaggy_hair" color="hair"/> </part> <part slot="head" layer="inner" mesh="male_hair_sideshave_longtop"> <texture name="female_shaggy_hair" color="hair"/> </part> <part slot="eyes" layer="base" mesh="male_base_eyes"> <texture name="unisex_eye_shaded" color="255,255,255"/> <texture name="unisex_iris" color="eye"/> </part> <part slot="hands" layer="base" mesh="male_base_hands"> <texture name="male_hands" color="skin"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="head" layer="outer" mesh="unisex_gear_cowboyhat"> <texture name="unisex_gear_cowboyhat" color="60,60,60"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="eyes" layer="inner" mesh="unisex_gear_shades"> <texture name="unisex_gear_shades" color="20,20,20"/> </part> <part slot="chest" layer="base" mesh="male_base_chest"> <texture name="male_torso" color="skin"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="chest" layer="middle" mesh="male_armor_kevlar_vest"> <texture name="unisex_armor_kevlar_vest" color="200,0,0"/> </part> <part slot="chest" layer="outer" mesh="male_clothes_leather_duster"> <texture name="unisex_clothes_leather_duster" color="60,60,60"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="legs" layer="base" mesh="male_base_legs"> <texture name="male_legs" color="skin"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="feet" layer="base" mesh="male_worn_boots"> <texture name="male_worn_boots" color="55,55,55"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> </base_mesh_parts> <preview_mesh_parts> </preview_mesh_parts> <expression blink="true" blink_duration="0.15" blink_min_delay="5" blink_max_delay="15" saccades="true"> <gene name="neckUp_Down" value="0"/> <gene name="neckLeft_Right" value="0"/> <gene name="neckTiltLeft_Right" value="0"/> <gene name="headUp_Down" value="0"/> <gene name="headLeft_Right" value="0"/> <gene name="headTiltLeft_Right" value="0"/> <gene name="jawOpen_Close" value="0"/> <gene name="jawForward_Back" value="0"/> <gene name="jawLeft_Right" value="0"/> <gene name="mouthLeft_Right" value="0"/> <gene name="mouthUp_Down" value="0"/> <gene name="mouthNarrow_Pucker" value="0"/> <gene name="tongueOut" value="0"/> <gene name="tongueCurl" value="0"/> <gene name="tongueUp_Down" value="0"/> <gene name="tongueLeft_Right" value="0"/> <gene name="tongueWide_Narrow" value="0"/> <gene name="leftMouthSmile_Frown" value="0.9"/> <gene name="rightMouthSmile_Frown" value="0.9"/> <gene name="leftLowerLipUp_Down" value="0"/> <gene name="rightLowerLipUp_Down" value="0"/> <gene name="leftUpperLipUp_Down" value="0"/> <gene name="rightUpperLipUp_Down" value="0"/> <gene name="leftCheekPuff_Squint" value="0"/> <gene name="rightCheekPuff_Squint" value="0"/> <gene name="noseSneer" value="0"/> <gene name="leftEyeOpen_Close" value="0"/> <gene name="rightEyeOpen_Close" value="0"/> <gene name="leftEyeUp_Down" value="0"/> <gene name="rightEyeUp_Down" value="0"/> <gene name="leftEyeIn_Out" value="0"/> <gene name="rightEyeIn_Out" value="0"/> <gene name="browsIn" value="0"/> <gene name="leftBrowUp_Down" value="0"/> <gene name="rightBrowUp_Down" value="0"/> <gene name="midBrowUp_Down" value="0"/> </expression> <dna> <gene name="height" value="1"/> <gene name="headSize" value="0.76"/> <gene name="headWidth" value="0.57"/> <gene name="handsSize" value="0.275"/> <gene name="feetSize" value="0.6"/> <gene name="muscle" value="1.5"/> <gene name="weight" value="0.535"/> <gene name="gluteusSize" value="0.57"/> <gene name="earsSize" value="0.76"/> <gene name="earsPosition" value="0.545"/> <gene name="earsRotation" value="0.5"/> <gene name="noseSize" value="0.7"/> <gene name="noseCurve" value="0.53"/> <gene name="noseWidth" value="0.49"/> <gene name="noseInclination" value="0.13"/> <gene name="nosePosition" value="0"/> <gene name="nosePronounced" value="0.45"/> <gene name="noseFlatten" value="0.59"/> <gene name="chinSize" value="0.28"/> <gene name="chinPronounced" value="0.54"/> <gene name="chinPosition" value="0.5"/> <gene name="mandibleSize" value="0.46"/> <gene name="jawsSize" value="0.625"/> <gene name="jawsPosition" value="0.5"/> <gene name="cheekSize" value="0.995"/> <gene name="cheekPosition" value="1"/> <gene name="lowCheekPronounced" value="0.51"/> <gene name="lowCheekPosition" value="0.125"/> <gene name="foreheadSize" value="0"/> <gene name="foreheadPosition" value="0"/> <gene name="lipsSize" value="0"/> <gene name="mouthSize" value="0.115"/> <gene name="eyeRotation" value="0.31"/> <gene name="eyeSize" value="1"/> <gene name="breastSize" value="0"/> </dna> </archetype> entityclasses.xml <!-- see my mod Bad Company if you need the zombieUMA template --> <entity_class name="ZombieSuicideMole" extends="zombieUMA"> <property name="Archetype" value="ZombieBomberMole"/> <property name="Class" value="EntityZombieCop"/> <property name="WalkType" value="1"/> <property name="MaxHealth" value="500"/> <property name="LootListOnDeath" value="84"/> <property name="ExperienceGain" value="2500"/> <property name="AITask-1" value="BreakDoor"/> <property name="AITask-2" value="BreakBlock"/> <property name="AITask-3" value="RangedAttackTarget" param1="1" param2="1"/> <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="SoundAlert" value="Enemies/Burnt_Zombie/zombieburntalert"/> <property name="HandItem" value="handSuicideMole"/> <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"/> </entity_class> items.xml <item id="3455" name="handSuicideMole"> <property name="Extends" value="handMaster"/> <property name="IsDeveloper" value="true"/> <property class="Action0"> <property name="Class" value="Melee"/> <property name="Sphere" value="0.4"/> <property name="DamageEntity" value="20"/> <property name="DamageBlock" value="200"/> <property name="Buff" value="burningSmall,infection,stunned"/> <property name="Buff_chance" value="0.2,0.07,0.3"/> </property> <property class="Action1"> <property name="Class" value="Eat"/> <property name="Delay" value="1"/> <property name="Use_time" value="..."/> <property name="Buff" value="SuicideBomber"/> <property name="Buff_chance" value="1"/> </property> </item> buffs.xml <buff id="SuicideBomber" duration="10" ffcheck="true" actions="attach(ParticleEffects/p_onFire, @impact)"> <modify id="0" stat="speedmodifier" modifyMaxValue="2.0"/> <modify id="1" stat="speedmodifier" modifyValue="2.0"/> <modify id="2" stat="health" setValue="20"/> </buff> I spent longer writing this post than creating the mod, so might need some adjustments at some stage, look for them in Bad Company or Valmod Link to comment Share on other sites More sharing options...
Darkstardragon Posted December 11, 2016 Share Posted December 11, 2016 Wow lol, all kidding aside these guys would make a great horde suicide bombing player bases. Link to comment Share on other sites More sharing options...
Tin Posted December 11, 2016 Share Posted December 11, 2016 Beautiful! Can I hijack parts of this? Was gonna make a zed that will sprint in spurts and this will save me some time. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 11, 2016 Author Share Posted December 11, 2016 Beautiful! Can I hijack parts of this? Was gonna make a zed that will sprint in spurts and this will save me some time. yep, its just a concept at this stage so mod it to your liking Another buff which is from Valmod but has the acid instead that shows how to use item particles instead: <buff id="Regen" mutex="AcidSplash" duration="5.0" ffcheck="true" actions="attach(Items/Weapons/Ranged/Vomit/vomitBulbPrefab, @impact)"/> Link to comment Share on other sites More sharing options...
Tin Posted December 11, 2016 Share Posted December 11, 2016 yep, its just a concept at this stage so mod it to your liking Awesome! You make some of the coolest ... stuff! Link to comment Share on other sites More sharing options...
Guppycur Posted December 11, 2016 Share Posted December 11, 2016 Yeh. That is awesome. Let's see how it plays. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 11, 2016 Author Share Posted December 11, 2016 With some diligent use of: <property name="Explosion.DamageBonus.<insertdamagetype>" value="0"/> you could have them target specific types of blocks too for example: <property name="Explosion.DamageBonus.boulder" value="0"/> <property name="Explosion.DamageBonus.cloth" value="0"/> <property name="Explosion.DamageBonus.concrete" value="0"/> <property name="Explosion.DamageBonus.earth" value="0"/> <property name="Explosion.DamageBonus.glass" value="0"/> <property name="Explosion.DamageBonus.leaves" value="0"/> <property name="Explosion.DamageBonus.metal" value="1"/> <property name="Explosion.DamageBonus.plants" value="0"/> <property name="Explosion.DamageBonus.organic" value="0"/> <property name="Explosion.DamageBonus.snow" value="0"/> <property name="Explosion.DamageBonus.stone" value="0"/> <property name="Explosion.DamageBonus.wood" value="0"/> The above would only cause damage to "metal" blocks - - - Updated - - - Wow lol, all kidding aside these guys would make a great horde suicide bombing player bases. I hear guppy likes the baby hordes... muahaha Link to comment Share on other sites More sharing options...
DUST2DEATH Posted December 11, 2016 Share Posted December 11, 2016 I hear guppy likes the baby hordes... muahaha evil...but genius.. Link to comment Share on other sites More sharing options...
Guppycur Posted December 11, 2016 Share Posted December 11, 2016 Fo sho. Exploding babies? Dream come true. Link to comment Share on other sites More sharing options...
Tin Posted December 11, 2016 Share Posted December 11, 2016 yep, its just a concept at this stage so mod it to your liking Another buff which is from Valmod but has the acid instead that shows how to use item particles instead: <buff id="Regen" mutex="AcidSplash" duration="5.0" ffcheck="true" actions="attach(Items/Weapons/Ranged/Vomit/vomitBulbPrefab, @impact)"/> Sweet! I can use that also to make my "Plague Bringer" come to life sooner Link to comment Share on other sites More sharing options...
Gazz Posted December 11, 2016 Share Posted December 11, 2016 That's creative. LOL Link to comment Share on other sites More sharing options...
herrpohl Posted December 11, 2016 Share Posted December 11, 2016 Cool idea, having these in a late gamestage horde would be really challenging. Link to comment Share on other sites More sharing options...
SanguumRides Posted December 11, 2016 Share Posted December 11, 2016 I was trying to do this with my Irradiated Zombie! I am going to set him up like this now! And acid splash too?!? Amazing Thanks StompyNZ! Link to comment Share on other sites More sharing options...
Gazz Posted December 11, 2016 Share Posted December 11, 2016 I don't think explosions can add buffs. (for the particle fx) Yet. Link to comment Share on other sites More sharing options...
Gareee Posted December 11, 2016 Share Posted December 11, 2016 He looks like a great addition for end game difficulty ramp up! Link to comment Share on other sites More sharing options...
Tin Posted December 12, 2016 Share Posted December 12, 2016 Since you showed me one of your concepts here is mine: <buff id="Stunner" ffcheck="true" hitmask="leftleg,rightleg"> <modify id="0" stat="speedmodifier" modifyMaxValue="0.1"/> <modify id="1" stat="speedmodifier" setValue="0.1" duration="5"/> </buff> <property name="Buff" value="Stunner" /> <property name="Buff_chance" value="1" /> Attach that to any weapon you wish I added it to a pistol. Not fully done yet, I need to clean it up a bit and add a few more things but it works You can even make it have a 'stack' and have them slow down gradually per shot (it has a 1/2 second delay though but not that bad). Link to comment Share on other sites More sharing options...
Guppycur Posted December 12, 2016 Share Posted December 12, 2016 So... the baby archetype no longer seems to work. Shame, I was doing a Baby Boomer. Link to comment Share on other sites More sharing options...
Gareee Posted December 12, 2016 Share Posted December 12, 2016 Really? I could have sworn we saw one of my baby hordes after the 15.1 update. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 12, 2016 Author Share Posted December 12, 2016 So... the baby archetype no longer seems to work. Shame, I was doing a Baby Boomer. I had babies in the horde night on the server an hour ago. What makes you think they're not working? Link to comment Share on other sites More sharing options...
Guppycur Posted December 12, 2016 Share Posted December 12, 2016 Weird; I tried to spawn them in, and they came out looking like Steve. I first had a problem when I made the Baby Boomer, IT looked like Steve, so I figured I screwed something up; I went to the server, spawned in babies (entity numbers 250 and 251 btw) and more Steves. Very odd. Link to comment Share on other sites More sharing options...
Guppycur Posted December 12, 2016 Share Posted December 12, 2016 Yep, restarted client computer, restarted dedi server and still Steve's. ...I wonder if other people will see Steve's or if it's just me. Very odd. Oh well. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 12, 2016 Author Share Posted December 12, 2016 I'll check the code later and see if theres an issue Link to comment Share on other sites More sharing options...
Guppycur Posted December 12, 2016 Share Posted December 12, 2016 Feel free to add Baby Boomers while you're in there. ...basically, they crawl FAST, and if damaged blow up. I'll put them in the first wave of the hordes and they should wreck barbed wife and spike defenses for the 2nd and 3rd waves. And be funny. Link to comment Share on other sites More sharing options...
Gareee Posted December 13, 2016 Share Posted December 13, 2016 Your a sad, sad Guppy. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 14, 2016 Author Share Posted December 14, 2016 Feel free to add Baby Boomers while you're in there. ...basically, they crawl FAST, and if damaged blow up. I'll put them in the first wave of the hordes and they should wreck barbed wife and spike defenses for the 2nd and 3rd waves. And be funny. Perhaps not as fun as you would expect... more likely very scary to face in a serious game ;p Not sure if there is a speed limit on the spider crawl walktype, but they didnt really seem to move any faster (or I'm just tired and missing something obvious) [video=youtube_share;eZ6BpLcNPrY] See Bad Company for the other classes and such that these parts extend. Note: if you dont want the giant craters then add <property name="Explosion.DamageBonus.earth" value="0"/> back in to the baby boomer entity (will still destroy your walls like a hot spoon through butter). entityclasses <entity_class name="ZombieBabyBoomer" extends="ZombieBaby"> <property name="Archetype" value="ZombieBaby"/> <property name="Class" value="EntityZombieCop"/> <property name="MaxHealth" value="100"/> <property name="HandItem" value="handBabyBoomer"/> <property name="WanderSpeed" value="0.08"/> <property name="ApproachSpeed" value="0.75"/> <property name="NightWanderSpeed" value="0.08"/> <property name="NightApproachSpeed" value="0.85"/> <property name="AITask-1" value="BreakDoor"/> <property name="AITask-2" value="BreakBlock"/> <property name="AITask-3" value="RangedAttackTarget" param1="1" param2="1"/> <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="SoundAlert" value="Enemies/Burnt_Zombie/zombieburntalert"/> <property name="Explosion.ParticleIndex" value="8"/> <property name="Explosion.RadiusBlocks" value="8"/> <property name="Explosion.RadiusEntities" value="6"/> <property name="Explosion.BlockDamage" value="500"/> <property name="Explosion.EntityDamage" value="150"/> <property name="LegsExplosionDamageMultiplier" value="0.05"/> <property name="ArmsExplosionDamageMultiplier" value="0.05"/> <property name="HeadExplosionDamageMultiplier" value="0.05"/> <property name="ChestExplosionDamageMultiplier" value="0.05"/> </entity_class> <entity_class name="ZombieSuicideMole" extends="zombieUMA"> <property name="Archetype" value="ZombieBomberMole"/> <property name="Class" value="EntityZombieCop"/> <property name="WalkType" value="1"/> <property name="MaxHealth" value="500"/> <property name="LootListOnDeath" value="84"/> <property name="ExperienceGain" value="2500"/> <property name="AITask-1" value="BreakDoor"/> <property name="AITask-2" value="BreakBlock"/> <property name="AITask-3" value="RangedAttackTarget" param1="1" param2="1"/> <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="SoundAlert" value="Enemies/Burnt_Zombie/zombieburntalert"/> <property name="HandItem" value="handSuicideMole"/> <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"/> </entity_class> items <item id="3455" name="handSuicideMole"> <property name="Extends" value="handMaster"/> <property name="IsDeveloper" value="true"/> <property class="Action0"> <property name="Class" value="Melee"/> <property name="Sphere" value="0.4"/> <property name="DamageEntity" value="20"/> <property name="DamageBlock" value="200"/> <property name="Buff" value="burningSmall,infection,stunned"/> <property name="Buff_chance" value="0.2,0.07,0.3"/> </property> <property class="Action1"> <property name="Class" value="Eat"/> <property name="Delay" value="1"/> <property name="Use_time" value="..."/> <property name="Buff" value="SuicideBomber"/> <property name="Buff_chance" value="1"/> </property> </item> <item id="3456" name="handBabyBoomer"> <property name="Extends" value="handMaster"/> <property name="IsDeveloper" value="true"/> <property class="Action0"> <property name="Class" value="Melee"/> <property name="Delay" value="0.4"/> <property name="DamageEntity" value="5"/> <property name="DamageBlock" value="20"/> <property name="Buff" value="infection,stunned"/> <property name="Buff_chance" value="0.07,0.5"/> </property> <property class="Action1"> <property name="Class" value="Eat"/> <property name="Delay" value="1"/> <property name="Use_time" value="..."/> <property name="Buff" value="BabyBoomer"/> <property name="Buff_chance" value="1"/> </property> </item> buffs <buff id="SuicideBomber" duration="1" ffcheck="true" castsound="malehateattack" onexpired="SuicideBomberCharge"> <modify id="0" stat="health" setValue="20"/> </buff> <buff id="SuicideBomberCharge" duration="20" ffcheck="true" actions="attach(ParticleEffects/p_onFire, @impact)"> <modify id="0" stat="speedmodifier" modifyMaxValue="2.0"/> <modify id="1" stat="speedmodifier" modifyValue="2.0"/> <modify id="2" stat="health" setValue="500"/> </buff> <buff id="BabyBoomer" duration="1" ffcheck="true" castsound="zombiefemalescoutalert" onexpired="BabyBoomerBobble"> <modify id="0" stat="health" setValue="10"/> </buff> <buff id="BabyBoomerBobble" duration="20" ffcheck="true" actions="attach(ParticleEffects/p_onFire, @impact)"> <modify id="0" stat="speedmodifier" modifyMaxValue="2.0"/> <modify id="1" stat="speedmodifier" modifyValue="2.0"/> <modify id="2" stat="health" setValue="100"/> </buff> Link to comment Share on other sites More sharing options...
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