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Iceburg71

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Iceburg71 last won the day on February 7 2020

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About Iceburg71

  • Birthday 02/04/1971

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    Kansas City Area 7 Days to Die Fan
  • Location
    Olathe, KS
  • Interests
    Computers, Gaming, Fireworks

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  1. It is on my todo list to upgrade for alpha 21. I think it is stable enough to do now.
  2. Yep. Which is why I haven't posted the update yet. Trying to get something to make them different, but still be serverside
  3. no one can help me ether find or figure out what particle efftects are available? I know there is someone out there that can. I am unsure how to find out what is availbale...
  4. how can I find out what all particleseffects are available. currently using this <property name="ParticleOnSpawn" value="ParticleEffects/RadiatedParticlesOnMesh" param1="SetShapeToMesh0"/> would like to know what else is available under ParticleEffects/ And/Or how to chagne the "size" of the effect. It is a little too intense right now as it is. how can I get\find\view a list of the particel effects?????
  5. Is there a list of particles somewhere?? Or how can I find them?
  6. ok. anything else I can use to differentiate between regular and radiated????
  7. <!-- Adult Radiated Zombie Dog --> <entity_class name="animalIceburgRadiatedZombieDog" extends="animalZombieDog"> <property name="Tags" value="entity,animal,zombie,hostile,dog,radiated"/> <property name="ReplaceMaterial0" value="Entities/Animals/Boar/Materials/GRACE"/> <property name="ReplaceMaterial1" value="Entities/Animals/Boar/Materials/GRACE"/> <property name="ExperienceGain" value="1200"/> <property name="HandItem" value="meleeHandanimalIceburgRadiatedZombieDog"/> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="800"/> <triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="4"/> <triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/> </effect_group> </entity_class> the replacematerial0 and ReplaceMaterial1 have stopped working for me... was making some other changes completely unrealated and when i went to test these by spawning them in manually, the mesh is still the normal zombie dog. What happened???? I wish there was a permanent sticky somewhere that listed all of the mesh and particles that could be used and are current in the game. this wish is a side note.... LOL
  8. ok. added in the tags to those, and fixed the radiated not getting health back on the ones that weren't. Working on the entity groups for the radiated zombie dogs and the radiated boars right now.
  9. OK. Thanks. I will look at all the tags. With what I initially started, I wasn't too worried about them. They were on my "cleanup list" Was working on the mod tonight anyway....
  10. OK. What mod? Is it yours? Is so, can I get it so I can make mine work correctly. I don't have the radiated zombie dogs done yet and they won't spawn naturally. At least they shouldn't yet. Still working on the balancing of HP and damage they cause. Give me as much info as you can about your mid and I will make sure it works. Funny thing is, I was going to add in some quests for animals once I got them balanced out.
  11. Thanks. Stay tuned. More to come!
  12. ALPHA 21 RELEASE! (Finally) New version for alpha 21.... see first post.
  13. with the csv xpath, is there a "modify" command or just add and remove. all I want to do is modify a current value from "animalChicken, 15" to "animalChicken, 6" how can I do that? either with or without using csv commands???
  14. You would first want to remove the zombiespider group since it will no longer exist and there is already a zombie dog group <remove xpath="/entitygroups/entitygroup[@name='ZombieSpiderGroup']" /> and probably (didn't look to see if it exists) <remove xpath="/entitygroups/entitygroup[@name='ZombieSpiderFeralGroup']" /> Second, you will want to add in the zombie dog wherever there is a zombie spider entry, but just zombie spider, not feral ones, or ones with a probability <csv xpath="/entitygroups/entitygroup/text()[contains(., 'zombieSpider') and not(contains(., 'zombieSpider,')) and not(contains(., 'zombieSpiderFeral'))]" delim="\n" op="add" >animalZombieDog</csv>> <csv xpath="/entitygroups/entitygroup/text()[contains(., 'zombieSpiderFeral') and not(contains(., 'zombieSpiderFeral,'))]" delim="\n" op="add" >animalZombieDog</csv>> The first contains evaluates to true if zombieSpider is found. The second contains evaluates to true if zombieSpider, is NOT found. Note the "," at the end. VERY IMPORTANT because with a "," there is a probability The Third contains evaluates to true if zombieSpiderFeral Is NOT found. Note the differnce between the feral and non feral versions of the code. Now for the third step. Adding in the spiders that DO have a probability. <csv xpath="/entitygroups/entitygroup/text()[contains(., 'zombieSpider, 10')]" delim="\n" op="add" >animalZombieDog, 10</csv>> this just looks for an entry of zombieSpider, 10 and changes it to animalZombieDog, 10. doing it this way will maintain your spider probability with the dog replacing it. and I just use "10" as an example, it could be any probabliity. And you will have one entry for each probability that currently exists in the game. Just search the Vanilla entityGroups.xml file for "zombieSpider," and write down all the numbers. then you will have one line for each number you write down with that number probability instead of 10. Again, note the "," after zombieSpider. will narrow your search a little. Change zombieSpider, to ZombieSpiderFeral to to the same to those. Now to delete the zombieSpider and zombieSpiderFeral from everywhere.. <csv xpath="/entitygroups/entitygroup/text()[contains(., 'zombieSpider')]" delim="\n" op="remove" >zombieSpider</csv>> <csv xpath="/entitygroups/entitygroup/text()[contains(., 'zombieSpiderFeral')]" delim="\n" op="remove" >zombieSpiderFeral</csv>> Doing it this way will make sure you don't ever end up with an empty group, which will throw a fatal error and prevent the mod from running correctly. You will also maintain the probabilities of the zombie spiders carried into the dogs. probably a good thing. Also, I am pretty sure that last step will remove all entries for zombieSpider even if it contains a probability. Never tried it, so don't know for sure. Also also, I don't know if ZombieSpiderGroup is used in spawning.xml or not. So you may have to make some adjustments and not remove them. If you don't remove them, then just skip the step where they are removed. The rest of the code will catch them and populate them correctly. You just have to add before you remove.
  15. Ok, had a thought and did some testing. I added this code to the beginning of my entitygroups.xml mod file and by doing this, I got NO errors with anything in the log files... <!-- Correct Bug??? with individual entity group ZombieDogGroup --> <remove xpath="/entitygroups/entitygroup[@name='ZombieDogGroup']" /> <append xpath="/entitygroups"> <entitygroup name="ZombieDogGroup"> animalZombieDog </entitygroup> </append> This is the output i got in the dump file.... <entitygroup name="animalZombieDog">animalZombieDog animalIceburgBabyZombieDog animalIceburgTeenZombieDog<!--Content CSV manipulated by: "IceBurg_Animals_Overhaul"--><!--Content CSV manipulated by: "IceBurg_Animals_Overhaul"--></entitygroup> Going to call this a functional workaround????? LOL
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