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Bomber Zombie


StompyNZ

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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 ;)

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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)"/>

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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

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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 :)

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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).

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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.

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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>

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