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Bad Company


StompyNZ

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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.

 

*************************************************************************************************

StrongholdWar.jpg

 

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 :)

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so you're telling me i don't need SDX to create some cool looking zombies ? :o 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>

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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

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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.

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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.

 

umazombie09.jpg

umazombie10.jpg

umazombie11.jpg

 

Goth Girl. The hoody plus hair makes for some interesting clipping but you probably wont notice as she tries to chew your face off.

 

umazombie12.jpg

umazombie13.jpg

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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.

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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.

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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 :)

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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.

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