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Darkness Falls: They mostly come out at night...


KhaineGB

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Mods/SDX/Resources.

 

You should have a file called Hornet.Unity3D

 

EDIT: Wait... did you go into entityclasses.xml and turn on the bit of code that starts like this?

 

<!-- Hornet Mod 

<entity_class name="hornet">

 

Because if so, that doesn't work. That's why it's turned off.

Edited by KhaineGB (see edit history)
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Mods/SDX/Resources.

 

You should have a file called Hornet.Unity3D

 

EDIT: Wait... did you go into entityclasses.xml and turn on the bit of code that starts like this?

 

<!-- Hornet Mod 

<entity_class name="hornet">

 

Because if so, that doesn't work. That's why it's turned off.

 

item.xml

 

<item id="1455" name="stingHornet">

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

<property name="Material" value="organic" />

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

<property name="HoldType" value="28" />

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

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

<property class="Action0">

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

<property name="Delay" value="2.0" />

<property name="Range" value="1.2" />

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

<property name="Block_range" value="2.5" />

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

<property name="Sound_start" value="swoosh" />

</property>

</item>

 

 

entityclasses.xml

 

 

<entity_class name="hornet">

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

<property name="Mesh" value="Animals/Hornet/HornetPrefab" />

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

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

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

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

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

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

<property name="PhysicsBody" value="zombie04" />

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

<!-- AI properties -->

<property name="AITask-1" value="BreakDoor" />

<property name="AITask-2" value="BreakBlock" />

<property name="AITask-3" value="Territorial" param1="10" />

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" />

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC" />

<!--property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityAnimalBear" /-->

<!--property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /-->

<property name="AITask-6" value="ApproachSpot" />

<property name="AITask-7" value="Wander" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer" />

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityNPC" />

<property name="AITarget-3" value="BlockingTargetTask" />

<property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer" />

<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />

<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityNPC" />

<!--property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" /-->

<!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /-->

<property name="WalkType" value="3" />

<property name="MaxHealth" value="50" />

<property name="MaxViewAngle" value="180" />

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

<property name="Weight" value="20" />

<property name="PushFactor" value="10" />

<property name="Immunity" value="sickness;disease;bleeding;wellness" />

<property name="WanderSpeed" value="0.08" />

<property name="ApproachSpeed" value="0.2" />

<property name="NightWanderSpeed" value="0.08" />

<property name="NightApproachSpeed" value="1.1" />

<property name="PanicSpeed" value="0.55" />

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

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

<property name="SurfaceCategory" value="organic" /> <!-- This decides on the particle effect played on hit -->

<property name="AttackTimeoutDay" value="2" /> <!-- animations is so long! in s -->

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

<property name="ParticleOnDeath" value="blood_death" />

<property name="SoundLiving" value="Enemies/Hornets/hornetflylp" /> <!-- this does not work so far !!! -->

<property name="SoundRandomTime" value="60.0" />

<property name="SoundRandom" value="Enemies/Hornets/hornetroam" />

<property name="SoundAlertTime" value="25.0" />

<property name="SoundAlert" value="Enemies/Hornets/hornetalert" />

<property name="SoundHurt" value="Enemies/Hornets/hornetpain" />

<property name="SoundDeath" value="Enemies/Hornets/hornetdeath" />

<property name="SoundAttack" value="Enemies/Hornets/hornetattack" />

<property name="SoundSense" value="Enemies/Hornets/hornetsense" />

<!-- <property name="LootListOnDeath" value="24" /> -->

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

<property name="ExperienceGain" value="20"/>

<property name="CorpseBlock" value="GoreBlock1Prefab"/>

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

<property name="TimeStayAfterDeath" value="30" />

<property name="DeadBodyHitPoints" value="80" /> <!-- For harvesting -->

<drop event="Harvest" name="foodHoney" tool_category="Butcher" count="5" prob="1" />

</entity_class>

 

sounds.xml

 

 

<!-- Hornets -->

 

<SoundDataNode name="hornetalert"> <AudioSource name="Sounds/AudioSource_Pain"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetalert1"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetalert2"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetalert3"/>

<LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="0.5" /> </SoundDataNode>

 

<SoundDataNode name="hornetattack"> <AudioSource name="Sounds/AudioSource_Creatures"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetattack1"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetattack2"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetattack3"/>

<LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="0.5" /> </SoundDataNode>

 

<SoundDataNode name="hornetdeath"> <AudioSource name="Sounds/AudioSource_Pain"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetdeath1"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetdeath2"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetdeath3"/>

<LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="1.111" /> </SoundDataNode>

 

<SoundDataNode name="hornetflylp"> <AudioSource name="Sounds/AudioSource_Creatures"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetflylp1" Loop="true"/>

<LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="0.0001" /> </SoundDataNode>

 

<SoundDataNode name="hornetpain"> <AudioSource name="Sounds/AudioSource_Pain"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetpain1"/>

<LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="1.111" /> </SoundDataNode>

 

<SoundDataNode name="hornetroam"> <AudioSource name="Sounds/AudioSource_Creatures"/>

<AudioClip ClipName="Sounds/Enemies/Hornets/hornetroam1"/>

<LocalCrouchVolumeScale name="1.0" /> <CrouchNoiseScale name="0.5" /> <NoiseScale name="1" /> <MaxVoices name="1" /> <MaxEntities name="10" /> <MaxRepeatRate name="1.111" /> </SoundDataNode>

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Yep, you turned on the old hornet.

 

See all this code?

 

<entity_class name="hornet">

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

<property name="Mesh" value="Animals/Hornet/HornetPrefab" />

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

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

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

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

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

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

<property name="PhysicsBody" value="zombie04" />

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

<!-- AI properties -->

<property name="AITask-1" value="BreakDoor" />

<property name="AITask-2" value="BreakBlock" />

<property name="AITask-3" value="Territorial" param1="10" />

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer" />

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityNPC" />

<!--property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityAnimalBear" /-->

<!--property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /-->

<property name="AITask-6" value="ApproachSpot" />

<property name="AITask-7" value="Wander" />

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer" />

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityNPC" />

<property name="AITarget-3" value="BlockingTargetTask" />

<property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer" />

<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />

<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityNPC" />

<!--property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityAnimalBear" /-->

<!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /-->

<property name="WalkType" value="3" />

<property name="MaxHealth" value="50" />

<property name="MaxViewAngle" value="180" />

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

<property name="Weight" value="20" />

<property name="PushFactor" value="10" />

<property name="Immunity" value="sickness;disease;bleeding;wellness" />

<property name="WanderSpeed" value="0.08" />

<property name="ApproachSpeed" value="0.2" />

<property name="NightWanderSpeed" value="0.08" />

<property name="NightApproachSpeed" value="1.1" />

<property name="PanicSpeed" value="0.55" />

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

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

<property name="SurfaceCategory" value="organic" /> <!-- This decides on the particle effect played on hit -->

<property name="AttackTimeoutDay" value="2" /> <!-- animations is so long! in s -->

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

<property name="ParticleOnDeath" value="blood_death" />

<property name="SoundLiving" value="Enemies/Hornets/hornetflylp" /> <!-- this does not work so far !!! -->

<property name="SoundRandomTime" value="60.0" />

<property name="SoundRandom" value="Enemies/Hornets/hornetroam" />

<property name="SoundAlertTime" value="25.0" />

<property name="SoundAlert" value="Enemies/Hornets/hornetalert" />

<property name="SoundHurt" value="Enemies/Hornets/hornetpain" />

<property name="SoundDeath" value="Enemies/Hornets/hornetdeath" />

<property name="SoundAttack" value="Enemies/Hornets/hornetattack" />

<property name="SoundSense" value="Enemies/Hornets/hornetsense" />

<!-- <property name="LootListOnDeath" value="24" /> -->

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

<property name="ExperienceGain" value="20"/>

<property name="CorpseBlock" value="GoreBlock1Prefab"/>

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

<property name="TimeStayAfterDeath" value="30" />

<property name="DeadBodyHitPoints" value="80" /> <!-- For harvesting -->

<drop event="Harvest" name="foodHoney" tool_category="Butcher" count="5" prob="1" />

</entity_class>

 

Comment it out or delete it. I already put hornets back in the mod with their own model.

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First startup game??

 

Hi there i was wondering how long it does take for the first startup. It was mentioned that it could take some time but i was at 45 minutes and aborted, second time again now i am at 3 time and will let it run for ??? we will see ^_^ Does it take realy this long or do i have a problem ... :distrust:

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Just keeping folks updated on how the mod is developing.

 

Right now I've been learning to use Mechanim in Unity. This is a good thing as it means I can do more natural transitions between animations for the various custom zombies I've put into the mod. The bad thing about it... is it means I have to re-do ALL the zombies... so the frostbitten worker, lab zombies, behemoths, hornets, etc.

 

It should make it look a lot better though. :)

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@ KhaineGB

 

Good day Sir: Just wanted to say Hi and Hope all is well.

 

I will sure be glad when A17 comes out, so we all can update our Games and I can start Playing Again.

Always enjoyed your mod and can't wait to start again ..

Have tried Ravenhearst 4.3 … But having a major issue with No traders or outpost. Gone thru 5 cities .. found only 1 overrun outpost. :( TO Be Honest .. even went Airborne.

AND I Can See You did a lot of work on Ravenhearst .. I see a bunch of stuff you have done :)

 

Just Started WW 5.3 .. not bad, but it is missing the things I like that you do and Jax's does. I guess I can't have everything, bummer .. lol

 

Anyway, Just waiting on A17 .. Like everyone else. Have Fun and Enjoy … the Old Gamer .. :02.47-tranquillity:

Edited by gpcstargate (see edit history)
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Heya Old Gamer! Hope you're doing well :)

 

I've been playing RH4.3 a little bit myself. :) Helped out with some of the models and animations on that one. I find it kinda fun when I want a bit more of a challenge. I helped out a little on War of the Walkers 5.3 as well... helped fix a bug and did some models and animation for Dwall.

 

And now I'm re-doing pretty much ALL of my zombies for this mod. It's a pain, but the results are a lot better.

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V1.8.3-B is on GitHub and the launcher! Have fun!

 

  • All zombies updated from Legacy animation to Mecanim.
  • Fixed a few "disappearing zombie" issues. May need to revisit this later.
  • Added a couple of new bosses for horde nights.
  • Gamestages edited so folks will get behemoths earlier (starts at GS 1000).
  • Snowberry seeds added to loot lists.
  • Fire zombies added. Only spawn in high gamestage hordes and the radiation biome (uses feral rad loot lists).

No restart needed for this, so feel free to just continue with your saves. The hornet hasn't been converted to Mecanim yet because I know that's going to take a lot of work.

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Nope. Well, not intentionally anyways.

 

I know that's a bug that can just happen though. I've had it in Vanilla, WotW and Ravenhearst. Usually means it sank into the ground or fell off the world.

 

I didn't have that in A16. In this case the green backpack was on the map, I mad a mark on the map for safety and later on the backpack was vanished, also the green mark on the map. Normally you have the mark, but you can't find it, now both was vanished.

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Yes, it was a bug.

 

Sooooooooo... I was testing out what the max zombies I could spawn at once was. I forgot I left that code in and turned on, then pushed the patch.

 

I just pushed a hotfix to github to fix it. So... whoops! Sorry folks. :)

 

Also I'm going through the new tree's and wheat right now. Apparently speedtree does NOT play nice with macOS.

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@ KhaineGB

 

Sure Glad I waited on uploading game for this bug.

(always give them a couple days for other players to Test them for me .. lol)

 

I thought reinstalling this weekend just for Fun until A17 drops and then will uninstall all 7D2D Games at that time or after Mods Updated.

Doing good for now .. just getting old, LOL … the Old Gamer .. :02.47-tranquillity:

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Is there an easy way to cut hornets out of the code? Not a fan of flyers spawning all over the place which are bugged silent half the time and absolute earrape the other.

 

Open entitygroups, search for "hornet" and delete any references. Then be mocked for making it easier :p (I'm gonna lower the sound when I re-do the animation of the hornets)

 

@KhaineGB

 

"All zombies updated from Legacy animation to Mecanim."

 

What does this mean/do?

 

I'm not sure how to explain it other than "It means what it says." :)

 

In Unity, there's 2 animation systems - Legacy and Mecanim. Legacy is a little "jerky" for lack of a better term and very limited in 7DTD terms in what modders can do it with it.

 

Mecanim is more complicated to use, but a LOT more flexible. So once SDX has the animations hooked up, I can add a ton of animations to zombies.

 

The overall result is animation should be a lot smoother for the end user for things like the hornets, behemoths, etc.

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Small hotfix for macOS users. Huge thanks to narimbur for being a tester on this!

 

There is now a zip file included in the client download of the mod, simply called macOS Tree Patch. Unzip this and place it in Mods/SDX/Resources. Overwrite the existing files when prompted.

 

This will replace the speedtree models for Apple, Orange, Banana and Coconut trees, plus the wheat. It resolves issues with them rendering invisible or a magenta colour.

 

You do not need to use these files if you have no issues with the tree's. It's presented as an option. :)

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