StompyNZ Posted September 25, 2016 Share Posted September 25, 2016 Code repo can be found at: https://github.com/7days2mod/BadCompany Update: Master repo updated to 1.3.2 with changes for A15.1 B16 changes merged Gallery of UMA's - http://7days2mod.com/ZombieUMA/gallery.html All release versions can be found on the Bad Company Releases page. System Settings Notes: Recomended to have 16GB+ RAM. UMA's take a serious amount of RAM to run without issues. If you encounter prolonged FPS issues or shimmering entities it is likely due to running out of RAM. Reduce UMA textures to Medium unless you have over 16GB, and turn off SSAO. ************************************************************************************************* Version 1.3.1 with a major RWG overhaul - Direct Download Link You will need to start a new save for the full experience, and Clients will need to install the mod for MP server play. The latest version is always available in SphereII's Mod Launcher under the 7days2mod tab. Changelog: * Complete rebalancing of Bandit weapons, they are far more deadly now (greater range and accuracy, reduced headshot damage, changes ak47 and SMG crits to use bleeds) * Bandit Leaders have been given a lot more health * Bandit Faction archetypes have been added for Thugs. * Bandit Sledge Added, he can smash those walls too, watch out! * Bandit Ronin added as uncommon spawn in some biomes, and replace the red shirts at Medium Spawn PoI's * Bandit Leaders roam the cities looking for recruits from the ronin (temporary fix until leaders are added to strongholds) * All biome spawning now uses a single spawner with all regular and UMA zombies and ronin bandits all in the one group. Option to change back to regular + UMA zombies only for those that don't want Biome bandits with the commented code * Unload option added to guns (alt ammo type, hold R and select). * All PoI's evaluated and XML's normalized, many added to spawns in non-vanilla locations (city,town,wilderness) * 4 New Bandit Strongholds added. (_Compo_Chernobyl(Maz_Burt) and _BadCompany_StrongholdDragon [aka, GuppyCurs Oil Rig], +2 works in progress). Leaders and additional faction specific Thugs still to be added. Look towards to outer regions of the map (4 hubs n,s,e,w). * 39 Selected Compo Pack prefabs added to cities, towns, rural and wilderness spawns, a few more will be added once issues have been resolved with them. * Wartorn Diersville added, look to the south of the hub * Layout_Feirston and Layout_Mortensen added, still need some work to correct some issues. Look to the north east and north west of the hub * Admin Nailgun now has an option for the grassbomb, an admin version of the grassitron for prefab builders. For those of you that find the Bandit spawns kills your fps for longer than you want at PoI's adjust the DelayBetweenSpawns in the MediumSpawn (spawning.xml) from 0 to 1: <entityspawner name="SpawnMedium"><!-- BANDITS --> <day value="*"> <property name="ResetToday" value="false"/> <property name="EntityGroupName" value="BanditsThugsRonin"/> <property name="Time" value="Any"/> <property name="DelayBetweenSpawns" value="[color="#FF0000"]1[/color]"/> <property name="TotalAlive" value="8"/> <property name="TotalPerWave" value="8"/> <property name="DaysToRespawnIfPlayerLeft" value="4"/> <property name="AttackPlayerAtOnce" value="false"/> </day> </entityspawner> If you just want the UMA zombies and my rwg changes without the bandits, you can change the above spawner back to the vanilla one (commented out in code just before it) and change the biome spawners to use the non mixed group e.g. FROM: <!-- <spawn maxcount="1" respawndelay="3" time="Any" entitygroup="ZombiesBurntForest"/> <spawn maxcount="2" respawndelay="3" time="Any" entitygroup="ZombiesBurntForestUMA"/> --> <spawn maxcount="3" respawndelay="3" time="Any" entitygroup="ZombiesBurntForestMixed"/> TO: <spawn maxcount="1" respawndelay="3" time="Any" entitygroup="ZombiesBurntForest"/> <spawn maxcount="2" respawndelay="3" time="Any" entitygroup="ZombiesBurntForestUMA"/> <!-- <spawn maxcount="3" respawndelay="3" time="Any" entitygroup="ZombiesBurntForestMixed"/> --> You will also need to adjust the _BadCompany_Stronghold### and _Compo_Chernobyl(Maz_Burt) prefabs xml to use a zombie spawner group. ************************************************************************************************* Big Thanks GuppyCur and the other play testers, Valmar for his Archetypes, Magoli for his work on the Compo Pack, and all the Prefabbers who contribute their work Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 This one is called Bolivar (if you have watched The Strain you will know who this is) Link to comment Share on other sites More sharing options...
KorruptkSwades Posted September 25, 2016 Share Posted September 25, 2016 so you're telling me i don't need SDX to create some cool looking zombies ? this guys all look very epic! Link to comment Share on other sites More sharing options...
Tin Posted September 25, 2016 Share Posted September 25, 2016 Awesome! love the face paint creepy ones Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 so you're telling me i don't need SDX to create some cool looking zombies ? this guys all look very epic! Yep Here's MadZombieMole: archetypes.xml <archetype name="ZombieUMA_MM" male="true" hair_color="85,70,60" eye_color="100,110,115" skin_color="64,64,64" type="Zombie"> <!-- MadMole --> <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"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </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"/> </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_shirt"> <texture name="unisex_shirt" color="40,40,40"/> <texture name="unisex_face_dirt_overlay" color="78,15,15,255"/> </part> <part slot="chest" layer="outer" mesh="male_clothes_leather_duster"> <texture name="unisex_clothes_leather_duster" color="60,60,60"/> </part> <part slot="legs" layer="base" mesh="male_clothes_denim_pants"> <texture name="male_pants_01" color="40,40,40"/> <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"/> <gene name="rightMouthSmile_Frown" value="0"/> <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="0.995"/> <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> entitygroups.xml <entity_class name="ZombieUMA_MM" extends="zombieUMA" > <property name="Archetype" value="ZombieUMA_MM"/> <property name="WalkType" value="1" /> </entity_class> Link to comment Share on other sites More sharing options...
JaxTeller718 Posted September 25, 2016 Share Posted September 25, 2016 omg want want want. i have no scruples, i will beg, i will plead. i will do rude and embarrassing things sir. want. so awesome. Link to comment Share on other sites More sharing options...
stallionsden Posted September 25, 2016 Share Posted September 25, 2016 omg want want want. i have no scruples, i will beg, i will plead. i will do rude and embarrassing things sir. want. so awesome. Get in line lolz :-P. Which btw is bout 2 k long haha :-P Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 omg want want want. i have no scruples, i will beg, i will plead. i will do rude and embarrassing things sir. want. so awesome. Just working on some different options for hair and cloths. Once I have about 50 I will make up some varied entities and add them to spawning, tho I'm not sure if I will have it done before a15 goes to stable as I'll still be play testing vanilla as well. Also trying to figure out how to have them hold a weapon. Not sure if its possible atm tho Link to comment Share on other sites More sharing options...
KorruptkSwades Posted September 25, 2016 Share Posted September 25, 2016 does not work with my v14.7 :`( i wanted to freak out my roomate xD Link to comment Share on other sites More sharing options...
Guppycur Posted September 25, 2016 Share Posted September 25, 2016 Pretty cool stuff homie. (for a kiwi) Link to comment Share on other sites More sharing options...
stallionsden Posted September 25, 2016 Share Posted September 25, 2016 Just working on some different options for hair and cloths. Once I have about 50 I will make up some varied entities and add them to spawning, tho I'm not sure if I will have it done before a15 goes to stable as I'll still be play testing vanilla as well. Also trying to figure out how to have them hold a weapon. Not sure if its possible atm tho Somewhere it was answered they can not carry weapons. I believe from MM but with what modders are coming out with who knows. Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 Somewhere it was answered they can not carry weapons. I believe from MM but with what modders are coming out with who knows. I know the bandits will be using weapons so it might be possible, but I dont know yet if they have done the code for it Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 A runner that got mauled by a bear. Recently deceased so her skin is still quite pale. I like the chest wound better with no top but the jacket suits her. Goth Girl. The hoody plus hair makes for some interesting clipping but you probably wont notice as she tries to chew your face off. Link to comment Share on other sites More sharing options...
Pacco Posted September 25, 2016 Share Posted September 25, 2016 Amazing stuff!!! Link to comment Share on other sites More sharing options...
Gorys211034 Posted September 25, 2016 Share Posted September 25, 2016 Nice ! This mod will add only new zombies? Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 Nice ! This mod will add only new zombies? I'll probably do a version that is only new zombie models, but I have a lot planned for a total conversion mod which includes a much more complex science based crafting system and in depth quests and significant rwg and biome changes. Link to comment Share on other sites More sharing options...
jamokoo Posted September 25, 2016 Share Posted September 25, 2016 yes change only appearance would be great mod Link to comment Share on other sites More sharing options...
lug Posted September 25, 2016 Share Posted September 25, 2016 StompyNZ, i always find and read your posts, as you always contribute so much gaming goodness. This may be your best contribution to date! amazing work!! thank you for all you do Link to comment Share on other sites More sharing options...
Kubikus Posted September 25, 2016 Share Posted September 25, 2016 Also trying to figure out how to have them hold a weapon. Not sure if its possible atm tho My testing so far only lead to this example: <entity_class name="test" extends="banditMelee"> <property name="Class" value="EntityNPC" /> <property name="Archetype" value="Male Blood Mutant Alpha" /> <property name="EntityType" value="Zombie" /> <property name="Mesh" value="Zombies/zombie01Ragdoll" /> <property name="Parent" value="Enemies" /> <property name="WalkType" value="1" /> <property name="SoundRandom" value="Enemies/Base_Zombie_Male/zombiemalesense" /> <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="ItemsOnEnterGame.GameModeSurvivalSP" value="clubSpiked" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="clubSpiked" /> <property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityAnimalStag" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityAnimalStag" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /> </entity_class> The entity holds and attacks with a club, does not attack other zombies, but besides that it looks actually stupid, it will also get attacked by other zombies. It's the Class-property. However, if you change it to "EntityZombie", it won't hold the club anymore. But: You can remove the EntityNPC-AI-stuff from zombies: <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" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityAnimalStag" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" /> <property name="AITarget-3" value="BlockingTargetTask" /> <property name="AITarget-4" value="SetNearestCorpseAsTarget" param1="EntityPlayer" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /> <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityPlayer" /> Now custom weapon using zombies will not be attacked by other zombies and attack the player with the weapon. But that will only make sense as long as no actual NPCs are in the game. And the animation looks pretty dumb. Link to comment Share on other sites More sharing options...
Farlo Posted September 25, 2016 Share Posted September 25, 2016 this is great work so far. I definitely would add these new Zeds in, I get bored of seeing the same over and over. Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 The entity holds and attacks with a club, does not attack other zombies, but besides that it looks actually stupid, it will also get attacked by other zombies. It's the Class-property. However, if you change it to "EntityZombie", it won't hold the club anymore. I thought that might be the case but hadnt got as far as testing it. Cheers for the info - - - Updated - - - StompyNZ, i always find and read your posts, as you always contribute so much gaming goodness. This may be your best contribution to date! amazing work!! thank you for all you do Heh thanks, I've been waiting for UMA zombies to be implemented for about a year now. So glad its finally possible Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 Hulk Smash! Somebody got too close to the gamma generator Link to comment Share on other sites More sharing options...
Tin Posted September 25, 2016 Share Posted September 25, 2016 Hulk Smash! Somebody got too close to the gamma generator Sweet! Q: Did you find a work around for the view issue with uma zeds? or is it still present for now? Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 Sweet! Q: Did you find a work around for the view issue with uma zeds? or is it still present for now? you mean how they dissapear sometimes? It seems to do it when viewing from certain angles, like crouching in front of them and looking up a little. Haven't seen a way to fix it but I assume TFP will have something sorted some time after stable releases. Link to comment Share on other sites More sharing options...
StompyNZ Posted September 25, 2016 Author Share Posted September 25, 2016 Inspired by an entity Valmar had in his mod at one stage. Was thinking of making him like the feral, always run but low health. Link to comment Share on other sites More sharing options...
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