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Bomber Zombie


StompyNZ

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Urgh. Direct from the buff notes. Sorry Tin - Total beginner here trying to learn the ropes!! Thanks for your help!

 

No worries! I'm not the best either :)

I mostly just try and mimic how the other buffs are set up.

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i just wanted to thank you stompy for your bomber zombies, i have been looking for this for along time.

here is what i have created with them and the chaos that happened lol.

i have this server running 24/7 not many can play it much to difficult for a newb.

but it kills my free time nicely lol.

 

"Journey to the safehouse"

 

"Defending the safehouse"

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  • 2 weeks later...

Hello

I really like your zombie I've moded blockDamage to something like 10000 but with only one zombie if they explode it will do almost nothing as damage but if there are multiple it destroy very hard the block. Any idea why is it that ? with a block damage of 10000 it should solo destroy all block around him, this happens with biome block (forest one for example)

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  • 2 weeks later...
[video=youtube_share;W4CXHO7i2I0]
I have a question about this:

 

I made some types that sprint for a few seconds without exploding, but there's an issue that starts to bug me, particularly because it indicates that they are sprinters, so it's like a warning:

 

They will frequently stop walking - this is outside the sprinting sequence - and stand there twitching. The bomber zombie does it too, at second 11/12, at the word "fire", you can see it briefly stopping, turning weirdly to the left, twitch once, and then run at the player. Zombies that will only sprint and then slow down again, do that frequently, and not just right before they start running, just in between walking.

 

Here's the stuff to run a test:

 

<entity_class name="Tumbling Walker" extends="zombieMoe">
<property name="ExperienceGain" value="300" />
<property name="WalkType" value="1" />
<property name="HandItem" value="handCharge" />
<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>

entityclass

<item id="1994" name="handCharge">
<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="100" />
	<property name="Buff" value="bleeding,infection,stunned" />
	<property name="Buff_chance" value="0.04,0.04,0.5" />
</property>
<property class="Action1">
	<property name="Class" value="Eat" />
	<property name="Delay" value="10" />
	<property name="Use_time" value="..." />
	<property name="Buff" value="zombieCharge" />
	<property name="Buff_chance" value="1" />
</property>
</item>

handitem

<buff id="zombieCharge" duration="1" ffcheck="true">
<modify id="0" stat="speedmodifier" modifyMaxValue="200.0"/>
<modify id="1" stat="speedmodifier" modifyValue="200.0"/>
</buff>

buff

 

Is there a way to get rid of the stop n twitch..?

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  • 2 months later...
Hello

I really like your zombie I've moded blockDamage to something like 10000 but with only one zombie if they explode it will do almost nothing as damage but if there are multiple it destroy very hard the block. Any idea why is it that ? with a block damage of 10000 it should solo destroy all block around him, this happens with biome block (forest one for example)

 

i've noticed the same issue on my admin nailgun, the 10 radius explosion often just hits the top soil layer. Not much I can do to change that as far as I know

 

- - - Updated - - -

 

Is there a way to get rid of the stop n twitch..?

 

Not too sure, you could try setting the use_time to 0 instead of the animation time.

 

The twitch is them using their action1, so it does the eat animation

 

- - - Updated - - -

 

amazing work, its awesome, is there any more special zeds around?

 

I'll be making some new options for a16. First step was getting all the a15 stuff updated, which ive done now for archetypes and classes, just groups and spawning to do

 

- - - Updated - - -

 

i just wanted to thank you stompy for your bomber zombies, i have been looking for this for along time.

here is what i have created with them and the chaos that happened lol.

i have this server running 24/7 not many can play it much to difficult for a newb.

but it kills my free time nicely lol.

 

"Journey to the safehouse"

 

"Defending the safehouse"

 

nice, i'll check it out later :)

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Does this still work in A16? I had it working in A15 but now they wont blow up until you hit them. Anyone have them charging and exploding without contact made by the player?

 

Yes, it works.

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  • 2 years later...

Im sry about resurrecting this thread, but I would really like to have this cool zombie in A18. I like to use it on a private server with 2 friends, and have no interest posting the result as something I made, I only want it to work.

 

So far it seem to work but Im stuck on buffs. Im not really sure what I have done, I have just tried to change settings to work in A18.

Right now there is no fire when it see me, it dont run and at some point it goes boom.

 

archetypes

 

 

<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>

 

 

 

entityclass

 

ZombieSuicideMole I used badZombieUMA since I knew that was working, not sure that was smart or not.

 

<entity_class name="ZombieSuicideMole" extends="badZombieUMA">

<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="BreakBlock"/>

<property name="AITask-2" value="ApproachAndAttackTarget" data="class=EntityAnimalStag,30,EntityPlayer,30"/>

<property name="AITask-3" value="ApproachSpot"/>

<property name="AITask-4" value="Wander"/>

<property name="AITask-5" value=""/>

<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 name="handSuicideMole">

<property name="Extends" value="meleeHandMaster"/>

<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="buffBurningZombie,buffInfectionCatch,buffInjuryStunned01"/>

<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

This settings is not valid or working anymore, but I have no idea what settings to replace with.

 

 

<buff name="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 would really appreciate if someone could help me make this zombie work again.

Have fun :)

 

badZombieUMA and zombieUMA is coming in next post

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This is the settings I have stolen from other modderes regarding zombieUMA and badZombieUMA

 

entityclass.xml zombieUMA and badZombieUMA

 

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

<property name="EntityType" value="Zombie"/>

<property name="Mesh" value="Zombies/zombie01Ragdoll"/>

<property name="Prefab" value="NPC"/>

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

<property name="Parent" value="Enemies"/>

<property name="IsEnemyEntity" value="true"/>

<property name="HandItem" value="handZombie"/>

<property name="SoundAlert" value="Enemies/Base_Zombie_Male/zombiemalealert"/>

<property name="SoundSense" value="Enemies/Base_Zombie_Male/zombiemalesense"/>

<property name="SoundHurt" value="Enemies/Base_Zombie_Male/zombiemalepain"/>

<property name="SoundDeath" value="Enemies/Base_Zombie_Male/zombiemaledeath"/>

<property name="SoundAttack" value="Enemies/Base_Zombie_Male/zombiemaleattack"/>

<property name="AttackTimeoutDay" value="1.4"/>

<property name="AttackTimeoutNight" value="1.0"/>

<property name="WalkType" value="7"/>

<property name="ModelType" value="ZombieUMA"/>

<property name="RootMotion" value="true"/>

<property name="MoveSpeed" value="0.1"/>

<property name="MoveSpeedAggro" value="0.3"/>

<property name="MoveSpeedPanic" value="0.4"/>

<property name="CanClimbLadders" value="true"/>

<property name="JumpMaxDistance" value="1.8, 2.4"/>

<property name="HasRagdoll" value="true"/>

<property name="AvatarController" value="AvatarZombieUMAController"/>

<property name="PhysicsBody" value="zombieUMA"/>

<property name="HasDeathAnim" value="false"/>

<property name="TimeStayAfterDeath" value="25"/>

<property name="LootListOnDeath" value="15"/>

<property name="LegCrawlerThreshold" value="0"/>

<property name="LegCrippleThreshold" value="0.4"/>

<property name="KnockdownProneDamageThreshold" value="0.5"/>

<property name="KnockdownProneStunDuration" value="2,4"/>

<property name="KnockdownProneRefillRate" value="0.045,0.045"/>

<property name="KnockdownKneelDamageThreshold" value="0.4"/>

<property name="KnockdownKneelStunDuration" value="2,4"/>

<property name="KnockdownKneelRefillRate" value="0.045,0.045"/>

<property name="LegsExplosionDamageMultiplier" value="1"/>

<property name="ArmsExplosionDamageMultiplier" value="1"/>

<property name="HeadExplosionDamageMultiplier" value="1"/>

<property name="ChestExplosionDamageMultiplier" value="1"/>

</entity_class>

 

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

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

<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"/>

</entity_class>

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

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

</entity_class>

 

 

<entity_class name="badZombieUMA" extends="zombieTemplateMale">

<property name="ModelType" value="ZombieUMA"/>

<property name="AvatarController" value="AvatarZombieUMAController"/>

<property name="PhysicsBody" value="zombieUMA"/>

<property name="HasDeathAnim" value="false"/>

<!-- Thank You JaxTeller718 for the following line of code -->

<property name="HasRagdoll" value="false"/>

<property name="Tags" value="zombie,walker"/>

</entity_class>

 

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How can I make this work in A18?

 

<buff name="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 have tried to take some settings I think replaced this A16 settings, but Im shooting in the blind here.

Anyone have any idea what settings in A8 that will make this buff work?

 

the idea here is: suicide/bomber zombie see player, then this buff get activated, he's speed get buffed to 2.0, he is set on fire to indicate that it soon will blow up, and it last for 10 seconds, its health is reduced to 20 to make it possible to kill before blowing up.

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  • 11 months later...

Just attempting to resurrect the buff as per @xxx73's request. You never gave up on this one and I look forward to seeing and playing your own build. The flame buff is instant on spawning but @mdf25's comment about needing to hit the zombie to stimulate a trigger for the chase and possible explosion is still valid. On occasion the bomb discharges before any explosion and nothing happens. It just fizzles out like an overexerted attempt at releasing flatulence to only be 'rewarded' with a feeble pop...at which point the bomber falls dead, possibly at your feet. Funny moment of suspense though.

 

Rightly or wrongly, here is the code for the buffs.xml

 

<triggered_effect trigger="onSelfBuffStart" action="AttachParticleEffectToEntity" target="self" particle="p_fire_small" local_offset=".3,0,-.2" local_rotation="270,0,0" parent_transform="Spine"/> <!--Robeloto's tip--> 

The original particle "p_onFire" was changed to "p_fire_small" and appears to be much closer to the original than the same named but updated particle. Thanks to Roboloto for this tip. Roboloto has much experience making characters and this tip was timely and effective. Thank you @StompyNZ for the creation and to @xxx73 for introducing it. Fun fun fun.

 

20201007181955_1.thumb.jpg.2b879ac57712b0da09616fb58e29e910.jpg

 

 

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