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Bomber Zombie


StompyNZ

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I had put my own version on this afternoon but was gonna leave it as a nice surprise. Didn't test them though. When the home internet starts working again I will.

 

They need to blow only when damaged so they reach the base.

 

they only trigger the charge/explosion when they see you, so they will still get to the base no problems ;)

 

will need to test how that works with the bloodmoon horde since they aggro you from the start, but for wandering hordes they should work fine.

 

having them trigger only on damage is tricky. You could make them just like the cop, but then chances are you will kill them before they get to explode, whereas the activate when they see you means they could surprise you a bit better ;)

 

Im not sure about getting them to move faster with the spidercrawl walk type, but if I made them walkers then I could give them a charge buff for 5-10 seconds before they trigger the explode mode. Once in explode mode the timer is set in the controller, so cant be adjusted in xml

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Terrible codeing skill

 

apologize for my English

I really want this mod combine with valmod.

But my game always crash.

Can someone teach me how to fix it?

 

items,archetypes,buffs,entity_classes

 

<entity_class name="ZombieRegen" extends="zombieUMA" >

<property name="Archetype" value="ZombieRegen"/>

<property name="WalkType" value="2" />

<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="handRegenerator" />

<property name="MaxHealth" value="500" />

<property name="LootListOnDeath" value="17" />

 

<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" />

</entity_class>

 

<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>

 

</entity_classes>

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  • 2 weeks later...

[ATTACH=CONFIG]18549[/ATTACH][ATTACH=CONFIG]18550[/ATTACH][ATTACH=CONFIG]18551[/ATTACH]

@ StompyNZ (and everyone else interested)

Don't know if you have already done this yet but yes! the cop is vomiting fire :)

<item id="81" name="fireVomitZombieProjectile">
<property name="Meshfile" value="[color="#FFFF00"]ParticleEffects/p_onFire[/color]" />
<property name="Material" value="organic" />
<property name="IsDeveloper" value="true" />
<property class="Action1">
	<property name="Class" value="Projectile" />
	<property name="DamageEntity" value="10" />
	<property name="DamageBlock" value="150" />
	<property name="Explosion.ParticleIndex" value="[color="#FFFF00"]1[/color]" /> <- tnt index '#'
	<property name="Velocity" value="20" />
	<property name="FlyTime" value=".50" />
	<property name="LifeTime" value="4" />
	<property name="CollisionRadius" value="0.5" />
	<property name="Buff" value="burningSmall" />
	<property name="Buff_chance" value="0.3" />
</property>
</item>

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[ATTACH=CONFIG]18549[/ATTACH][ATTACH=CONFIG]18550[/ATTACH][ATTACH=CONFIG]18551[/ATTACH]

@ StompyNZ (and everyone else interested)

Don't know if you have already done this yet but yes! the cop is vomiting fire :)

<item id="81" name="fireVomitZombieProjectile">
<property name="Meshfile" value="[color="#FFFF00"]ParticleEffects/p_onFire[/color]" />
<property name="Material" value="organic" />
<property name="IsDeveloper" value="true" />
<property class="Action1">
	<property name="Class" value="Projectile" />
	<property name="DamageEntity" value="10" />
	<property name="DamageBlock" value="150" />
	<property name="Explosion.ParticleIndex" value="[color="#FFFF00"]1[/color]" /> <- tnt index '#'
	<property name="Velocity" value="20" />
	<property name="FlyTime" value=".50" />
	<property name="LifeTime" value="4" />
	<property name="CollisionRadius" value="0.5" />
	<property name="Buff" value="burningSmall" />
	<property name="Buff_chance" value="0.3" />
</property>
</item>

 

I think val maybe have done one of those :)

 

many alphas ago there was one that fired rockets as well from some mod I dont recall which.

 

The stuff I'm working on now should be very cool for dedicated server players.

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[quote=Tin;562332

@ StompyNZ (and everyone else interested)

Don't know if you have already done this yet but yes! the cop is vomiting fire :)

<item id="81" name="fireVomitZombieProjectile">
<property name="Meshfile" value="[color="#FFFF00"]ParticleEffects/p_onFire[/color]" />
<property name="Material" value="organic" />
<property name="IsDeveloper" value="true" />
<property class="Action1">
	<property name="Class" value="Projectile" />
	<property name="DamageEntity" value="10" />
	<property name="DamageBlock" value="150" />
	<property name="Explosion.ParticleIndex" value="[color="#FFFF00"]1[/color]" /> <- tnt index '#'
	<property name="Velocity" value="20" />
	<property name="FlyTime" value=".50" />
	<property name="LifeTime" value="4" />
	<property name="CollisionRadius" value="0.5" />
	<property name="Buff" value="burningSmall" />
	<property name="Buff_chance" value="0.3" />
</property>
</item>

 

 

Does this work without an APImod?

 

Shouldn't the Buff be applied on the "hand"? Something like this:

 

<item id="1523" name="handCopZombieFire">
<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="0.3,0.2,0.4" />
</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="firevomitZombieProjectile" />
	<property name="Rays_spread" value="0.5" />
		<!-- to be made redundant by the more flexible <property name="Magazine_item_ray_spreads" value="0.5" /> ... when it works -->
	<property name="Reload_time" value="2" />
	<property name="Bullet_icon" value="uzi" />
	<property name="Sound_warning" value="Enemies/Acid_Puking_Hulk/hulkvomitwarning" />
	<property name="Sound_start" value="Weapons/Melee/Torch/torch_swoosh" />
	<property name="Sound_repeat" value="" />
	<property name="Sound_end" value="" />
	<property name="Sound_empty" value="" />
	<property name="Sound_reload" value="" />
	[color="#FFFF00"]<property name="Buff" value="burningSmall" />
	<property name="Buff_chance" value="0.3" />[/color]
</property>
</item>

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I think val maybe have done one of those :)

 

many alphas ago there was one that fired rockets as well from some mod I dont recall which.

 

The stuff I'm working on now should be very cool for dedicated server players.

 

 

Gotcha! :D I am doing weird stuff from boredom :p

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Does this work without an APImod?

 

Shouldn't the Buff be applied on the "hand"? Something like this:

 

<item id="1523" name="handCopZombieFire">
<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="0.3,0.2,0.4" />
</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="firevomitZombieProjectile" />
	<property name="Rays_spread" value="0.5" />
		<!-- to be made redundant by the more flexible <property name="Magazine_item_ray_spreads" value="0.5" /> ... when it works -->
	<property name="Reload_time" value="2" />
	<property name="Bullet_icon" value="uzi" />
	<property name="Sound_warning" value="Enemies/Acid_Puking_Hulk/hulkvomitwarning" />
	<property name="Sound_start" value="Weapons/Melee/Torch/torch_swoosh" />
	<property name="Sound_repeat" value="" />
	<property name="Sound_end" value="" />
	<property name="Sound_empty" value="" />
	<property name="Sound_reload" value="" />
	[color="#FFFF00"]<property name="Buff" value="burningSmall" />
	<property name="Buff_chance" value="0.3" />[/color]
</property>
</item>

 

its not a buff, its the attack particle. The buff on the zombie like I use in my bombers are different, and only applies when they aggro on you.

 

You can do both of those without an apimod

 

The apimod will be needed if you want to apply the burning particle to the entity without it being aggro.

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Does this work without an APImod?

 

Shouldn't the Buff be applied on the "hand"? Something like this:

 

<item id="1523" name="handCopZombieFire">
<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="0.3,0.2,0.4" />
</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="firevomitZombieProjectile" />
	<property name="Rays_spread" value="0.5" />
		<!-- to be made redundant by the more flexible <property name="Magazine_item_ray_spreads" value="0.5" /> ... when it works -->
	<property name="Reload_time" value="2" />
	<property name="Bullet_icon" value="uzi" />
	<property name="Sound_warning" value="Enemies/Acid_Puking_Hulk/hulkvomitwarning" />
	<property name="Sound_start" value="Weapons/Melee/Torch/torch_swoosh" />
	<property name="Sound_repeat" value="" />
	<property name="Sound_end" value="" />
	<property name="Sound_empty" value="" />
	<property name="Sound_reload" value="" />
	[color="#FFFF00"]<property name="Buff" value="burningSmall" />
	<property name="Buff_chance" value="0.3" />[/color]
</property>
</item>

 

Yes, It should be within an action and No it doesn't need an APImod :) (this is just me trying silly things out of boredom)

Edit: it doesn't need an APImod in that I would not use this as is.. If that makes sense.

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So StompyNZ..

 

When are you gonna make a game >.> :playful:

 

when I have enough money to not need a job any more ;p

 

Spent most of today working on a framework for console commands that I'm now pretty happy with.

Should make adding all the commands in that I want a lot easier to do.

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Yes, It should be within an action and No it doesn't need an APImod :) (this is just me trying silly things out of boredom)

Edit: it doesn't need an APImod in that I would not use this as is.. If that makes sense.

 

 

Just an FYI. Did some testing on this using the fatzombiecop and the ParticleEffects/p_onFire and it works fine but this particle effect leaves behind a persistent and loud fire sound which doesn't go away until the game is restarted.

 

Took a look at Valmar's code and he uses ParticleEffects/p_signal_flareprefab and this does not leave behind the problematic sound effect.

 

Do you happen to have a list of all of the available Particle Effects?

 

TIA

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Just an FYI. Did some testing on this using the fatzombiecop and the ParticleEffects/p_onFire and it works fine but this particle effect leaves behind a persistent and loud fire sound which doesn't go away until the game is restarted.

 

Took a look at Valmar's code and he uses ParticleEffects/p_signal_flareprefab and this does not leave behind the problematic sound effect.

 

Do you happen to have a list of all of the available Particle Effects?

 

TIA

 

Unfortunately I don't have a list, I have only as of recently started to dive into them and messing around. I would ask Valmar what he has came across. I am kinda waiting for beta before I dive that deep into everything (minus the rwgeneration stuff, which keeps my interest piqued the most).

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Here's the results from a little function I made that replicates the LoadParticleEffects function the game uses

 

p_cloth

p_dirt_destroy

p_fiber

p_gib

p_glass

p_glass_small

p_leaves

p_metal

p_stone_destroy

p_water

p_wood

p_blockdestroy_boulder

p_blockdestroy_cloth

p_blockdestroy_earth

p_blockdestroy_glass

p_blockdestroy_metal

p_blockdestroy_organic

p_blockdestroy_plant

p_blockdestroy_snow

p_blockdestroy_stone

p_blockdestroy_water

p_blockdestroy_wood

p_blockdestroy_xt_leaves1

p_blockdestroy_xt_leaves2

p_blockdestroy_xt_leaves3

p_blockdestroy_xt_tallgrass

p_blood_death

p_blood_decapitation

p_blood_impact

p_breath

p_breath_thirdperson

p_burning_barrel

p_campfire

p_candle_flame

p_candleWall_flame

p_chemistryStation

p_critical

p_fat_cop_explosion

p_fire_small

p_forge

p_hotembers

p_hotembersZombie

p_impact_bullet_on_cloth

p_impact_bullet_on_earth

p_impact_bullet_on_glass

p_impact_bullet_on_metal

p_impact_bullet_on_organic

p_impact_bullet_on_plant

p_impact_bullet_on_snow

p_impact_bullet_on_stone

p_impact_bullet_on_water

p_impact_bullet_on_wood

p_impact_bullet_on_xt_tallgrass

p_impact_metal_on_cloth

p_impact_metal_on_earth

p_impact_metal_on_glass

p_impact_metal_on_metal

p_impact_metal_on_metal_harvest

p_impact_metal_on_metal_repair

p_impact_metal_on_organic

p_impact_metal_on_plant

p_impact_metal_on_snow

p_impact_metal_on_stone

p_impact_metal_on_water

p_impact_metal_on_wood

p_impact_metal_on_xt_tallgrass

p_impact_organic_on_cloth

p_impact_organic_on_earth

p_impact_organic_on_glass

p_impact_organic_on_metal

p_impact_organic_on_organic

p_impact_organic_on_plant

p_impact_organic_on_snow

p_impact_organic_on_stone

p_impact_organic_on_water

p_impact_organic_on_wood

p_impact_organic_on_xt_tallgrass

p_impact_stone_on_cloth

p_impact_stone_on_earth

p_impact_stone_on_glass

p_impact_stone_on_metal

p_impact_stone_on_organic

p_impact_stone_on_plant

p_impact_stone_on_snow

p_impact_stone_on_stone

p_impact_stone_on_water

p_impact_stone_on_wood

p_impact_stone_on_xt_tallgrass

p_impact_wood_on_cloth

p_impact_wood_on_earth

p_impact_wood_on_glass

p_impact_wood_on_metal

p_impact_wood_on_organic

p_impact_wood_on_plant

p_impact_wood_on_snow

p_impact_wood_on_stone

p_impact_wood_on_water

p_impact_wood_on_wood

p_impact_wood_on_xt_tallgrass

p_nailgunfire

p_nozzleflash

p_nozzleflash_ak

p_nozzleflash_m136

p_nozzleflash_shotgun

p_nozzleflashuzi

p_nozzlesmoke

p_nozzlesmoke_chainsaw

p_nozzlesmoke_m136

p_nozzlesmokeuzi

p_onFire

p_rocketLauncherFire

p_sandstorm

p_signal_flarePrefab

p_smoke

p_smokestorm

p_snowstorm1

p_supply_crate_gib_Prefab

p_supply_crate_impact

p_torch_wall

p_treefall

p_treeGib_birch

p_treeGib_birch_small

p_treeGib_burnt

p_treeGib_burnt_small

p_treeGib_small_dust

p_vomitMouth

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You are the Bomb! (because explosions are awesome) TY!

 

If only the Dictionary that holds them all was public accessible then I could mod the fire one to not have the sound attached to it :/

 

Also keep in mind a lot of these particle effects dont work when used as a gun projectile or buff, so there will be trails to find out which ones are visible ;)

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Yeah, I tested the breath one already from the test breath buff :(

.. So maybe you have a list of all the valid bone attachments <.< :)

 

Nothing I can see, most of that code is pretty obscure and references Transforms and Game Objects and internal calls which dont make any sence to me (not a 3d modeller)

 

The only other reference I can see is @entity

 

Maybe these are them

 

public enum EnumBodyPartHit

{

None,

Torso,

Head,

LeftUpperArm,

RightUpperArm,

LeftUpperLeg,

RightUpperLeg,

LeftLowerArm,

RightLowerArm,

LeftLowerLeg,

RightLowerLeg

}

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Nothing I can see, most of that code is pretty obscure and references Transforms and Game Objects and internal calls which dont make any sence to me (not a 3d modeller)

 

The only other reference I can see is @entity

 

Maybe these are them

 

public enum EnumBodyPartHit

{

None,

Torso,

Head,

LeftUpperArm,

RightUpperArm,

LeftUpperLeg,

RightUpperLeg,

LeftLowerArm,

RightLowerArm,

LeftLowerLeg,

RightLowerLeg

}

 

Cool Tyvm! I'll play around with this a lil bit and see what I get :)

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Aren't the bones listed in physicbodies.xml correctly named? If not, that would explain why I could never get the particle effect to stick.

 

In a separate note, I tried to attach the flaming barf to a dog. Everything worked pretty well except I could never get the particle effect visible. I tested the cop as it is and it performed well. [except as noted, the burning sound continuing] Caught me off guard once. I ran around and behind during his spew and it changed directions and hit me while I was straight behind him.

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I tried to adapt the OP's base bomber Zombie code to the Hornet so it would act like a WW2 V1 rocket, you know, click on spotting player then drop down and explode after 10 seconds. I can't seem to get it to trigger the explosion though. I don't understand how action 1 (eat) works. Maybe a hornet can't use that property? If not, is there an alternative property that might work?

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