Baesics Posted December 1, 2018 Share Posted December 1, 2018 Hi Guys! I have been messing around with the game for the last 2 days, researching mods and stuff and from it, i got an idea, didnt think it would work since i have 0 coding skills but i managed to make it work So what i did is i took the Zombie FatCop and basically made it a boss with super health and if killed, drops good loot... the reason i say if is because he explodes after a while and all the loot is gone... but there is a way to take that option off if you just want to kite and kill this boss Features of Zombie Boss Leaps at you, about 30 feet Vomits (hits a little harder if it hits you) Stun/Bleed/Disease chance increased so you tanks out there, this wont be a tank and spank health increased (regens about 1% health overtime) Immune to knockdown now for this obviously you would have to take that Zombie cop out of other parts of the game, the only place i still left it was on the blood moon but everything else i took him out of the way i have it set up right now is that the only way it will spawn is if an admin spawns it but i am sure one of you can think of a way of putting a timer on this bad boy, maybe spawning it few days after bloodmoon or something i have coded 2 bosses one is the fat cop which is above and the other is the football player which i made easier to kill for the beginning levels i will try to explain the code as much as i can,and CODERS, please correct me if i am wrong lol you can also check out: for the youtube video for this now for the code: <entity_class name="zombieFatCop" extends="zombieTemplateMale"> ** <property name="Tags" value="zombie,walker"/> <property name="Mesh" value="Zombies/zombieStandardCopRagdoll"/> <property name="Class" value="EntityZombieCop"/> <property name="WalkType" value="1"/> <property name="RightHandJointName" value="Jaw"/> <property name="AvatarController" value="AvatarZombie01Controller"/> <property name="ModelType" value="Standard"/> <property name="Mass" value="320"/> <property name="Weight" value="70"/> <property name="PhysicsBody" value="zombieFat"/> <property name="RootMotion" value="true"/> <property name="HasDeathAnim" value="true"/> <property name="PushFactor" value="20"/> <property name="AITask-1" value="Leap"/> ***1*** <property name="AITask-2" value="BreakBlock"/> <property name="AITask-3" value="RangedAttackTarget" param1="1,2,5"/><!-- type,cooldown,duration --> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityPlayer"/> <property name="AITask-5" value="ApproachSpot"/> <property name="AITask-6" value="Look"/> <property name="AITask-7" value="Wander"/> <property name="AITask-8" value=""/><!-- Marks end, so we don't inheirit --> <property name="SoundRandom" value="Enemies/Acid_Puking_Hulk/hulkroam"/> <property name="SoundAlert" value="Enemies/Acid_Puking_Hulk/hulkalert"/> <property name="SoundAttack" value="Enemies/Acid_Puking_Hulk/hulkattack"/> <property name="SoundHurt" value="Enemies/Acid_Puking_Hulk/hulkpain"/> <property name="SoundDeath" value="Enemies/Acid_Puking_Hulk/hulkdeath"/> <property name="SoundSense" value="Enemies/Acid_Puking_Hulk/hulksense"/> <property name="SoundFootstepModifier" value="Animals/Bear/bear_footstep"/> <property name="LegCrawlerThreshold" value="0"/> <property name="LegCrippleThreshold" value="0"/> <property name="KnockdownProneDamageThreshold" value="0"/> <property name="KnockdownKneelDamageThreshold" value="0"/> <property name="LegsExplosionDamageMultiplier" value="0"/> <!-- volatile so vulnerable to land mines/explosives --> <property name="ArmsExplosionDamageMultiplier" value="0"/> <property name="HeadExplosionDamageMultiplier" value="0"/> <property name="ChestExplosionDamageMultiplier" value="0"/> <property name="DismemberMultiplierHead" value="0"/> <property name="DismemberMultiplierArms" value="0"/> <property name="DismemberMultiplierLegs" value="0"/> <property name="LegCrawlerThreshold" value="0"/> <property name="LegCrippleThreshold" value="0"/> <property name="KnockdownProneDamageThreshold" value="0"/> <property name="KnockdownKneelDamageThreshold" value="0"/> <property name="ReplaceMaterial1" value="entities/zombies/materials/Z_eye1"/> <!-- Gameplay --> <property name="ApproachSpeed" value="2.5"/> ******2***** <property name="NightApproachSpeed" value="3.9"/> *****3****** <property name="HandItem" value="meleeHandZombieCop"/> <property name="JumpMaxDistance" value="30"/> *****4******** <property name="Immunity" value="sickness;disease;wellness"/> <property name="ExperienceGain" value="5000"/> <!-- XP strong --> ****5****** <property name="LootDropProb" value="9"/> *****6***** <property name="LootDropEntityClass" value="EntityLootContainerStrong"/> ****7***** <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="5000"/> ****8**** <passive_effect name="HealthMax" operation="perc_set" value="1"/> <!-- Zombie HP scale --> <passive_effect name="HealthChangeOT" operation="base_set" value="1.9"/> <!-- Boss regen, 1% --> ***9** <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" target="self" cvar="EntityBoss" operation="set" value="1"/> </effect_group> </entity_class> Link to comment Share on other sites More sharing options...
Baesics Posted December 1, 2018 Author Share Posted December 1, 2018 ok So everything with a **** and a number i will explain, the left just leave as is (it didnt touch values of those) ------------------------------------------------------- <property name="AITask-1" value="Leap"/> ***1*** This is the code that allows zombie to Leap (this links to ***4***) ----------------------------------------------------------------- <property name="ApproachSpeed" value="2.5"/> ******2***** This is the speed it runs towards you.. ------------------------------------------------------------------------- <property name="NightApproachSpeed" value="3.9"/> *****3****** this is the speed it runs at you at night ----------------------------------------------------------- <property name="JumpMaxDistance" value="30"/> *****4******** This how far it can jump, this needs a value or else leap wont work ----------------------------------------------------- <property name="ExperienceGain" value="5000"/> <!-- XP strong --> ****5****** this is the experience that would be gained if you kill this boss, if you do it in a group and are teamed the XP is split up ---------------------------------------------------------- <property name="LootDropProb" value="9"/> *****6***** this is the loot drop chance, i just put 9 to make sure it drops lol ... so far it has dropped every single time --------------------------------------------------------- <property name="LootDropEntityClass" value="EntityLootContainerStrong"/> ****7***** this one might be a bit complicated but if i can do it, anyone can, this basically goes to your loot.xml, actually ill post what i made my code look like <!-- EntityLootContainerStrong, rare random drop off strong zombies --> <lootcontainer id="71" count="5,9" size="5,10" destroy_on_close="false" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="baseTemplate"> <item name="gunAK47" quality="4,6" prob=".3"/> <item name="ammo762mmBulletFMJ" count="800" prob=".20"/> <item name="casinoCoin" count="1000,5000"/> <item name="meleeToolChainsaw" quality="4,6" prob=".3"/> <item name="gunToolNailgun" quality="4,6" prob=".3"/> <item name="gun44Magnum" quality="4,6" prob=".10"/> <item name="ammo44MagnumBullet" count="200" prob=".20"/> <item name="drugPainkillers" count="1,2" prob=".5"/> <item group="rareMedicine" prob="0.3"/> <item group="modAllT1" prob=".1"/> <item group="modAllT2" prob=".6"/> <item group="modAllT3" prob=".33"/> <item name="gunCompoundBow" prob="0.3"/> <item name="gunCrossbow" prob="0.3"/> <item group="ironArmor" count="1,2" prob="0.5"/> <item group="steelArmor" count="1,2" prob="0.5"/> <item group="militaryArmor" count="1,2" prob="0.5"/> <item group="medicine" count="1,2" prob="0.50"/> <item name="resourceWood" count="500,2500" prob="0.60"/> <item name="resourceRepairKit" count="4,8" prob="0.50"/> </lootcontainer> So what this is saying is <lootcontainer id="71" count="5,9" size="5,10" destroy_on_close="false" sound_open="UseActions/open_backpack" loot container id is 71 count is how many items drop in the loot bag size is the size of the backpack itself destroy on close = false means it wont destroy when you close the loot bag now for the loot <item name="gunAK47" quality="4,6" prob=".3"/> this is saying that it has a chance to drop a AK47 quality=4,6 (this scales with your current level but once you are high level this is saying the quality will be between 4,6) prob='.3" this is the probability chance it will drop some other codes might look like this <item name="resourceWood" count="500,2500" prob="0.60"/> all this is saying is that it has a chance to drop anywhere from 500 to 2500 wood --------------------------------------------------------- Link to comment Share on other sites More sharing options...
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