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Special Blocks with sounds for Prefabs (help)


Andyjoki

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Since 7dtd just has the "gore block" , " the coffin" and nothing special in this direction to make things spooky in Prefabs.

like a skeleton block...

 

can someone help me out.

 

i want to mod some custom blocks for my Prefab "The Sphinx".. Catacombs

but couldn´t figure some things out since im not that much in modding right now.

 

 

i want to make coffins that aren´t lootable or have seperate loot (almost no loot) but they need to play a sound if looted

 

For example:

i just put the coffin and speaker together and tried to make it work.


<block id="139" name="speakerCoffin1">
<property name="OpenSound" value="zombiefemalescoutalert"/>
<property name="Class" value="Loot"/>
<property name="Material" value="wood_weak"/>
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Furniture/coffin" param1="main_mesh"/>
<property name="MultiBlockDim" value="1,1,2"/>
<property name="ImposterExchange" value="imposterPlate" param1="1"/>
<property name="LootList" value="1"/>
<drop event="Destroy" name="wood" count="1,3"/>
</block>



<block id="437" name="speakerCoffin2">
<property name="CreativeMode" value="Player"/>
<property name="Class" value="Speaker"/>
<property name="PlaySound" value="zombiefemalescoutalert"/>
<property name="OpenSound" value="zombiefemalescoutalert"/>
<property name="Material" value="wood_weak"/>
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Furniture/coffin" param1="main_mesh"/>
<property name="ImposterDontBlock" value="true"/>
<property name="LootList" value="42"/>
</block>

 

 

 

Then i need help to make a custom "sleeper block". It needs to display a zombie entity. maybe it starts screaming when looted. but the issue here is

- don´t know why i can´t loot them? tested ingame

- they have no collider and i can´t destroy/loot.

- and i can´t figure out how to choose other zombie types for this. It just display´s the sleeper zombie type.

 


<block id="123" name="sleeperBlockFancyArt">
<property name="CreativeMode" value="Dev"/>
<property name="DescriptionKey" value="sleeperGroupDesc"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Zombies/SleeperPoses/idleSit"/>
<property name="Pose" value="0"/>
<property name="Material" value="organic"/>
<property name="LookIdentity" value="0,0,1"/>
<property name="LootList" value="1"/>
<drop event="Destroy" name="wood" count="1,3"/>
<property name="Material" value="wood_weak"/>
</block>

<block id="127" name="sleeperIdleFancyArt">
<property name="Extends" value="sleeperBlockFancyArt"/>
<property name="ExcludeWalkType" value="4"/>
<property name="CreativeMode" value="Dev"/>
<property name="Model" value="Entities/Zombies/SleeperPoses/idleSleep"/>
<property name="Pose" value="5"/>
<property name="LookIdentity" value="0,0,1"/>
</block>

 

 

would be AWESOME if this all could be implemented :)

 

 

 

 

AND...

Can someone make a 2x1 block. Just a Skeleton to go with sdx? someone around who could do that for fun? :D

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To make a block play a sound when looted, I am pretty sure you need to use SDX. See the car alarms in Starvation as an example.

 

As for the sleeper... I'd extend off the goreblock prefab.

 

<block id="701" name="GoreBlock1Prefab">
<property name="Class" value="Gore"/>
<property name="CreativeMode" value="Dev"/>
<property name="Material" value="organic"/>
<property name="MaxDamage" value="350"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Gore/gore_block1_Prefab"/>
<property name="ImposterDontBlock" value="true"/>
<property name="Collide" value="melee,bullet,arrow,rocket"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Tag" value="Gore"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="FallDamage" value="false"/>
   <property name="LootList" value="1"/>  <!-- dummy loot list, will be overridden by the zombie that died -->
<drop event="Harvest" name="rottingFlesh" count="1,3" prob="1" tool_category="Butcher"/>
<drop event="Harvest" name="femur" count="1,2" prob="0.4" tool_category="Butcher"/>
<drop event="Harvest" name="animalFat" count="1,2" prob="0.33" tool_category="Butcher"/>
<drop event="Harvest" name="femur" count="1,2" prob="1" tool_category="Butcher"/>
<drop event="Destroy" count="0"/>
<property name="DroppedEntityClass" value="EvisceratedRemains"/>
</block>

 

So I'd try this...

 

<block id="123" name="sleeperBlockFancyArt">
       <property name="Extends" value="GoreBlock1Prefab"/>
<property name="DescriptionKey" value="sleeperGroupDesc"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Zombies/SleeperPoses/idleSit"/>
<property name="Pose" value="0"/>
<property name="LookIdentity" value="0,0,1"/>
<drop event="Destroy" name="wood" count="1,3"/>
<property name="Material" value="wood_weak"/>
</block>

 

That should, in theory, make them lootable.

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doesn´t work...sadly

 

that´s what i came up with till now. And i found out how to use different meshs of the zombies but they dissepear in the ground or despawn after some time .

 

<block id="661" name="GoreTestBlock">
<property name="Class" value="Gore"/>
<property name="CreativeMode" value="Dev"/>
<property name="Material" value="organic"/>
<property name="MaxDamage" value="350"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Gore/gore_block1_Prefab"/>
<property name="ImposterDontBlock" value="true"/>
<property name="Collide" value="melee,bullet,arrow,rocket"/>
<property name="Place" value="TowardsPlacerInverted"/>
<property name="Tag" value="Gore"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="FallDamage" value="false"/>
   <property name="LootList" value="1"/>  <!-- dummy loot list, will be overridden by the zombie that died -->
<drop event="Harvest" name="rottingFlesh" count="1,3" prob="1" tool_category="Butcher"/>
<drop event="Harvest" name="femur" count="1,2" prob="0.4" tool_category="Butcher"/>
<drop event="Harvest" name="animalFat" count="1,2" prob="0.33" tool_category="Butcher"/>
<drop event="Harvest" name="femur" count="1,2" prob="1" tool_category="Butcher"/>
<drop event="Destroy" count="0"/>
<property name="DroppedEntityClass" value="EvisceratedRemains"/>
</block>

<block id="659" name="GoreTestBlock1">
       <property name="Extends" value="GoreTestBlock"/>
<property name="DescriptionKey" value="sleeperGroupDesc"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Zombies/zombieStandardSuitRagdoll"/>
<property name="Pose" value="0"/>
<property name="LookIdentity" value="0,0,1"/>
<drop event="Destroy" name="wood" count="1,3"/>
<property name="Material" value="wood_weak"/>
</block>


_______________________________________________________________________________



<block id="123" name="sleeperTestBlock">
<property name="Class" value="Loot"/>
<property name="Collide" value="melee,bullet,arrow,rocket,movement"/>
<property name="Mesh" value="models"/>
<property name="CreativeMode" value="Dev"/>
<property name="DescriptionKey" value="sleeperGroupDesc"/>
<property name="Shape" value="ModelEntity"/>
<property name="Model" value="Entities/Zombies/zombieStandardSpiderRagdoll"/>
<property name="Pose" value="0"/>
<property name="Material" value="wood_weak"/>
<property name="LookIdentity" value="0,0,1"/>
<property name="LootList" value="1"/>
<property name="MultiBlockDim" value="1,1,2"/>
<property name="ImposterExchange" value="imposterPlate" param1="1"/>
<drop event="Harvest" name="femur" count="10"/>
<drop event="Destroy" name="wood" count="1,3"/>
</block>


<block id="127" name="sleeperTestBlock1">
<property name="Extends" value="sleeperTestBlock"/>
<property name="CreativeMode" value="Dev"/>
<property name="Model" value="Entities/Zombies/zombieStandardSuitRagdoll"/>
<property name="Pose" value="1"/>
<property name="LookIdentity" value="0,0,1"/>
</block>


<block id="585" name="sleeperTestBlock2">
<property name="Extends" value="sleeperTestBlock"/>
<property name="CreativeMode" value="Dev"/>
<property name="Model" value="Entities/Zombies/zombieStandardWorkerRagdoll"/>
<property name="Pose" value="2"/>
<property name="LookIdentity" value="0,0,1"/>
</block>

 

 

*the coffins can play different sound by using a seperate Loot ID and Open/close sounds. I figured that out.

 


<block id="139" name="speakerCoffin1">
<property name="Class" value="Loot"/>
<property name="Material" value="wood_weak"/>
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Furniture/coffin" param1="main_mesh"/>
<property name="MultiBlockDim" value="1,1,2"/>
<property name="ImposterExchange" value="imposterPlate" param1="1"/>
<property name="LootList" value="101"/>
<drop event="Destroy" name="wood" count="1,3"/>
</block>


<block id="437" name="speakerCoffin2">
<property name="Class" value="Loot"/>
<property name="Material" value="wood_weak"/>
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Furniture/coffin" param1="main_mesh"/>
<property name="MultiBlockDim" value="1,1,2"/>
<property name="ImposterExchange" value="imposterPlate" param1="1"/>
<property name="LootList" value="102"/>
<drop event="Destroy" name="wood" count="1,3"/>
</block>

<block id="462" name="speakerCoffin3">
<property name="Class" value="Loot"/>
<property name="Material" value="wood_weak"/>
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Furniture/coffin" param1="main_mesh"/>
<property name="MultiBlockDim" value="1,1,2"/>
<property name="ImposterExchange" value="imposterPlate" param1="1"/>
<property name="LootList" value="103"/>
<drop event="Destroy" name="wood" count="1,3"/>
</block>

<block id="583" name="speakerCoffin4Texture">
<property name="Class" value="Loot"/>
<property name="Material" value="wood_weak"/>
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="55"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Furniture/coffin" param1="main_mesh"/>
<property name="MultiBlockDim" value="1,1,2"/>
<property name="ImposterExchange" value="imposterPlate" param1="1"/>
<property name="LootList" value="101"/>
<drop event="Destroy" name="wood" count="1,3"/>
</block>

 

Loot xml:

 

<!-- Sound Coffins, Bad loot-->
<lootcontainer id="101" count="0,2" size="5,4" sound_open="UseActions/close_corpse" sound_close="UseActions/zombiefemalescoutalert" loot_quality_template="baseTemplate">
<item group="junk"/>
<item group="books" prob="0.1"/>
<item name="fertilizer" count="1,3" prob="0.05"/>
<item name="paint" count="50,150" prob="0.1"/>
<item name="paintTool" prob="0.05"/>
</lootcontainer>

<!-- Sound Coffins, Bad loot-->
<lootcontainer id="102" count="0,2" size="5,4" sound_open="zombiefemalescoutalert" sound_close="zombiefemalescoutalert" loot_quality_template="baseTemplate">
<item group="junk"/>
<item group="books" prob="0.1"/>
<item name="fertilizer" count="1,3" prob="0.05"/>
<item name="paint" count="50,150" prob="0.1"/>
<item name="paintTool" prob="0.05"/>
</lootcontainer>

<!-- Sound Coffins, Bad loot-->
<lootcontainer id="103" count="0,2" size="5,4" sound_open="Sounds/AudioSource_Pain" sound_close="Sounds/AudioSource_Pain" loot_quality_template="baseTemplate">
<item group="junk"/>
<item group="books" prob="0.1"/>
<item name="fertilizer" count="1,3" prob="0.05"/>
<item name="paint" count="50,150" prob="0.1"/>
<item name="paintTool" prob="0.05"/>
</lootcontainer>

 

 

 

 

 

 

Need help to make the Gore/Sleeper Blocks lootable so i can apply sounds on them aswell.

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***

i made the Gore/Zombie Blocks lootable :) Only thing whats wrong is the 2x1 hitbox. Only in that are i can loot the corpse.

 

How to correct it? the zombie blocks look like this picture and the Gore ones have only a 1x1 box?

 

dvFYQmY.jpg

 

 

and how to change the zombie block from standing to lie on the ground?

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