Guppycur Posted January 29, 2019 Author Share Posted January 29, 2019 Stealing some idea's from a conversation with Tin; working on a mod for a new zombie type, one that rages. Basically, once it receives 50% of it's hp in damage, it'll Rage and start to sprint after you instead. Test works great, and the git is even updated, I just need to add it to spawners and make a few more zed models. Link to comment Share on other sites More sharing options...
PoppaTot Posted January 29, 2019 Share Posted January 29, 2019 Stealing some idea's from a conversation with Tin; working on a mod for a new zombie type, one that rages. Basically, once it receives 50% of it's hp in damage, it'll Rage and start to sprint after you instead. Test works great, and the git is even updated, I just need to add it to spawners and make a few more zed models. I'm excited to see this. Link to comment Share on other sites More sharing options...
Guppycur Posted January 29, 2019 Author Share Posted January 29, 2019 Guppy's Rage Zombies This modlet adds a buff to zombies, all 23 regular ones, that makes them angry. You won't like them when they're angry. =) Once the zombie gets below 50% damaged, a small particle effect will let you know it's "enRaged", and it will run rather than walk after you. [video=youtube_share;zos10ldqUVA] Link to comment Share on other sites More sharing options...
Tin Posted January 29, 2019 Share Posted January 29, 2019 Guppy's Rage Boss Zombie Type This modlet adds a new Zombie Type, a Rage Boss (haven't gotten a cool name for it yet, don't want to use "Rager" since BadCo used those). Once the zombie type gets below 50% damaged, a small particle effect will let you know it's "enRaged", and it will run rather than walk after you. [video=youtube_share;zos10ldqUVA] Nice! I like it a lot. Yeah, probably needs something more in the particle department, so it's more noticeable. Thinking in dark areas, the ash won't be visible enough. But sweet! PoC. Link to comment Share on other sites More sharing options...
Guppycur Posted January 29, 2019 Author Share Posted January 29, 2019 Yeh I really wanna use a custom particle. =) But, this works, and is one of the FEW vanilla particles that conform (more or less) to the body. I thought I could use the mesh0 attribute, but nope! Besides, them running at you might be good enough information. =) Heck, I might make a modlet variant that adds this buff to ALL "regular" zombies. Link to comment Share on other sites More sharing options...
Guppycur Posted January 29, 2019 Author Share Posted January 29, 2019 Fuggit. Edited the mod to update ALL of the "regular" zombies with this code, so now 23 zombies will get a little pissed off at you after 50% damaged and start running. =) Git updated. Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted January 29, 2019 Share Posted January 29, 2019 Do you ever sleep Guppy ?? So when can we expect to have a pet dog to go attacking these Zombies and distracting them .... Fallout style lol Link to comment Share on other sites More sharing options...
Guppycur Posted January 29, 2019 Author Share Posted January 29, 2019 Stallionsden already has that mod. =) Link to comment Share on other sites More sharing options...
rucky Posted January 30, 2019 Share Posted January 30, 2019 NICE! Propably another Idea would be to 1) remove all radiated Zeds from the (normal) Spawners/Spawning 2) turn (standard) Zeds into Radiated when they get angry (your 50% damage threshold before getting angry) Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 I thought about making them green glowies when mad, but wanted to try this one out first. Coupled with the Random Getter Upper, it should make games interesting. =) Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 Getting them spawning in the world... ...out of these five, 2 are "driveable" and 3 are "broken". Will continue to balance, but I'm getting closer. =) Link to comment Share on other sites More sharing options...
Telric Posted January 30, 2019 Share Posted January 30, 2019 I'd like to drive that tree in the background. Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 You can! =) (I could do that, you know...) Link to comment Share on other sites More sharing options...
JaxTeller718 Posted January 30, 2019 Share Posted January 30, 2019 Hot damn Gup you are on a massive roll! This would be amazing as a final sleeper in a dungeon, like an ACTUAL boss at the end. Great work! Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 Work in Progress on the vehicle mod. Found a few bugs, one of which will be nasty if I can't fix it. Right now I have it so that driveable/useable vehicles are spawning on the roads, but the xml I'm using is for traders, and I think TFP made it so that if they disappear, they will spawn again. So basically, as of now, if you drive away in a vehicle, you can come back a little later and another vehicle will appear. That is HUGELY disappointing. Bad pimps, bad. Terrible. ...it'll mean I have to go with "Plan B", which is to add driveable vehicles as a rare loot drop in the "block" loot. I absolutely /hate/ that idea! But, it'll be better than nothing. We will see if I can get if fixed. In the meantime: [video=youtube_share;BW1Ky6OqV4g] Link to comment Share on other sites More sharing options...
chikorina Posted January 30, 2019 Share Posted January 30, 2019 Looks amazing Guppy! Makes perfect sense that you can find driveable vehicles in the world. No bicycles? tricycles? Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 Looks amazing Guppy! Makes perfect sense that you can find driveable vehicles in the world. No bicycles? tricycles? Not yet; now I'm sidetracked on this stupid re-spawning issue... vanilla 7days does not support single spawns of entities from blocks, it seems. Very sad. But, once/if that gets solved, I'll continue adding more vehicles, and yes, bicycle will be one of them. Link to comment Share on other sites More sharing options...
chikorina Posted January 30, 2019 Share Posted January 30, 2019 Ahh, that's why you had those horse blocks that you loot in the Medieval mod, and not just a stationary horse. Looting and finding driveable vehicles just isn't the same... I hope there's a way around it. Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 Yeh, V did a lot of custom code, and I'm trying NOT to use code, but I think I'm going to have to. Link to comment Share on other sites More sharing options...
Gareee Posted January 30, 2019 Share Posted January 30, 2019 Getting them spawning in the world... ...out of these five, 2 are "driveable" and 3 are "broken". Will continue to balance, but I'm getting closer. =) I'd be happy with them just replacing some of the vanilla cars. They add SO much more realism, like he new detailed pois... Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted January 30, 2019 Share Posted January 30, 2019 Are you spawning vehicles on world start ? Finding vehicles in a loot box could be an option if the loot box looks like a normal lockup garage and part of poi Link to comment Share on other sites More sharing options...
LucasX Posted January 30, 2019 Share Posted January 30, 2019 I've just done a test for your reappearance problem .... use the xml of entity groups and spawning, create a group for your vehicles and then add it to a spawning biome ....test my example, put an unbalanced value to see the result ex entitygroups.xml <entitygroup name="cars"> <!-- test --> <entity name="vehicle4x4Truck"/> </entitygroup> spawning.xml <biome name="desert"> <spawn maxcount="2" respawndelay="4" time="Any" entitygroup="cars" /> <!-- teste --> </biome> Link to comment Share on other sites More sharing options...
Guppycur Posted January 30, 2019 Author Share Posted January 30, 2019 Then it would be a huge ass "box", I'm not a fan of that, good thought though. Link to comment Share on other sites More sharing options...
Guppycur Posted February 1, 2019 Author Share Posted February 1, 2019 Pushed a fix to the Police Car for the front right tire. Link to comment Share on other sites More sharing options...
noname835 Posted February 1, 2019 Share Posted February 1, 2019 Hello, big bug ( Green Eyed Radiated's ) when I play I have error messages in my console, unplayable, sad .... Link to comment Share on other sites More sharing options...
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