Mortelentus Posted December 14, 2016 Share Posted December 14, 2016 That looks fun Link to comment Share on other sites More sharing options...
Guppycur Posted December 14, 2016 Share Posted December 14, 2016 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. Link to comment Share on other sites More sharing options...
StompyNZ Posted December 14, 2016 Author Share Posted December 14, 2016 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 Link to comment Share on other sites More sharing options...
Guppycur Posted December 14, 2016 Share Posted December 14, 2016 Heh. These are fun. Link to comment Share on other sites More sharing options...
Gareee Posted December 15, 2016 Share Posted December 15, 2016 That video of the baby boomers was way too funny! Link to comment Share on other sites More sharing options...
acac1110 Posted December 16, 2016 Share Posted December 16, 2016 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> Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 [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> Link to comment Share on other sites More sharing options...
Gareee Posted December 31, 2016 Share Posted December 31, 2016 Someone needs to mod a burning guy boss who vomits fire! Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 [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. Link to comment Share on other sites More sharing options...
Numberz Posted December 31, 2016 Share Posted December 31, 2016 [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> Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 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! I am doing weird stuff from boredom Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 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. Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 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. Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 So StompyNZ.. When are you gonna make a game >.> Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 So StompyNZ.. When are you gonna make a game >.> 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. Link to comment Share on other sites More sharing options...
Numberz Posted December 31, 2016 Share Posted December 31, 2016 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 Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 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). Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 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 Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 You are the Bomb! (because explosions are awesome) TY! Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 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 Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 Yeah, I tested the breath one already from the test breath buff .. So maybe you have a list of all the valid bone attachments <.< Link to comment Share on other sites More sharing options...
StompyNZ Posted December 31, 2016 Author Share Posted December 31, 2016 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 } Link to comment Share on other sites More sharing options...
Tin Posted December 31, 2016 Share Posted December 31, 2016 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 Link to comment Share on other sites More sharing options...
scm1893 Posted January 1, 2017 Share Posted January 1, 2017 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. Link to comment Share on other sites More sharing options...
xyth Posted January 2, 2017 Share Posted January 2, 2017 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? Link to comment Share on other sites More sharing options...
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