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Thread: SDX Zombies run in shadows

  1. #1
    Colony Founder HAL9000's Avatar
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    SDX Zombies run in shadows

    Hey guys,

    UPDATE: SphereII has done a great job extending this mod to include a bunch of changes like walktypes and approach speed so I'd recommend checking that out instead. You can find it over on Github.

    Quick mod to re-enable zombies running in dark areas. It's not exactly as it used to be in vanilla. Torches won't slow them down and shade from buildings or the environment don't effect them but it adds another level of danger to going into those deep, dark places.

    SP only tested. Not sure how MP will handle it but should be fine as long as the clients have the mod.

    For A15+ you'll need the HalHelper mod installed too.

    A16 Download Link + HalHelper

    A15 Download Here + HalHelper Mod
    A14 Download Here

    Video

    I've done some basic tests but let me know if there's any edge cases or weird behaviour and I'll have a look.

    Cheers,

    Hal
    Last edited by HAL9000; 10-01-2017 at 09:16 AM.

  2. #2
    Colony Founder Mortelentus's Avatar
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    Nice one

  3. #3
    Colony Founder n2n1's Avatar
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    ........ in any case, it's more interesting than without it !
    Last edited by n2n1; 07-16-2016 at 06:35 PM.

  4. #4
    Colony Founder Spider's Avatar
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    Hay Hal could I use this same code to swap out other attributes of zombies when they enter the dark? Like Walk Type or Climbing/No Climbing or Entity Hand item?

  5. #5
    Colony Founder HAL9000's Avatar
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    Quote Originally Posted by Spider View Post
    Hay Hal could I use this same code to swap out other attributes of zombies when they enter the dark? Like Walk Type or Climbing/No Climbing or Entity Hand item?
    Yep, the code is instantiated per entity

  6. #6
    Colony Founder Spider's Avatar
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    One last thing. Does this over write the zombies changing at night time? So if a if a Zombie is changed to run in the shadows will they still run out doors in the open at night?

  7. #7
    Colony Founder HAL9000's Avatar
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    Yes they will still abide by whatever rule is set by the game

  8. #8
    Colony Founder Spider's Avatar
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    Hay Hal is this still ok to use in A15 after SDX is updated?

  9. #9
    Colony Founder HAL9000's Avatar
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    Hey Spider,

    Yeah this is a pretty simple mod so I doubt it'll need changing when SDX gets updated but I'll be checking all my mods when it's out. I think I read that MM said running in the dark is coming back to vanilla so hopefully in A16 it won't need this mod.

  10. #10
    Colony Founder LuckyStar's Avatar
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    Oh this is fantastic.

    Just a bit more to worry about while looting.

    Perfect!

  11. #11
    Colony Founder Spider's Avatar
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    Hay Hal I tried loading this up on the new SDX7 and I can get it to load but I get an error whenever the game trys to spawn a Zombie with the modded Light Class. Heres the error
    Code:
    2016-12-25T20:45:03 235.159 ERR Exception in task
    2016-12-25T20:45:03 235.172 EXC The given key was not present in the dictionary.
    KeyNotFoundException: The given key was not present in the dictionary.
      at System.Collections.Generic.Dictionary`2[Vector2i,RWG2.HubCell].get_Item (Vector2i key) [0x00000] in <filename unknown>:0 
      at RWG2.BaseRWGDataLoader.ZR (Vector2i ) [0x00000] in <filename unknown>:0 
      at RWG2.BaseRWGDataLoader.LoadHubCell (Vector2i gridPosition) [0x00000] in <filename unknown>:0 
      at RWG2.RWGCore.GetBiomeCellByGridPos (Vector2i gridPos) [0x00000] in <filename unknown>:0 
      at RWG2.RWGCore.GetBiomeCellByWorldPos (Single x, Single y) [0x00000] in <filename unknown>:0 
      at RWG2.RWGTerrainGenerator.GetDistTerrainHeight (Int32 worldX, Int32 worldZ, RWG2.HubCell _hubCell) [0x00000] in <filename unknown>:0 
      at RWG2.RWGBiomeGenerator.GetPostTrimHeightAt (Single x, Single z, RWG2.HubCell _hubCell) [0x00000] in <filename unknown>:0 
      at RWG2.RWGBiomeGenerator.GetFinalWorldHeightAt (Single x, Single z) [0x00000] in <filename unknown>:0 
      at WorldEnvironment.JR (Single , Single , Single ) [0x00000] in <filename unknown>:0 
      at DistantChunk.CD (Single , Single , Single , Int32 , Single , Single , Single , Single , Single , Single , System.Single[] ) [0x00000] in <filename unknown>:0 
      at DistantChunk.ActivateObject (Boolean _bHeightAndNormalOnly) [0x00000] in <filename unknown>:0 
      at DistantTerrain.ThreadExtraWork (.DistantChunk DChunk, .DistantChunkBasicMesh BMesh, Boolean WasReset) [0x00000] in <filename unknown>:0 
      at ThreadContainer.ThreadExtraWork () [0x00000] in <filename unknown>:0 
      at ThreadProcessing.AR (.TaskInfo ) [0x00000] in <filename unknown>:0 
      at ThreadManager.WR (System.Object ) [0x00000] in <filename unknown>:0 
    UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    UnityEngine.DebugLogHandler:LogException(Exception, Object)
    UnityEngine.Logger:LogException(Exception, Object)
    UnityEngine.Debug:LogException(Exception)
    Logger:masterLogException(Exception)
    Logger:Exception(Exception)
    Log:Exception(Exception)
    ThreadManager:WR(Object)
     
    (Filename:  Line: -1)
    
    2016-12-25T20:45:20 251.993 INF Time: 1.63m FPS: 59.22 Heap: 558.1MB Max: 946.9MB Chunks: 530 CGO: 332 Ply: 1 Zom: 0 Ent: 5 (5) Items: 0 CO: 1 RSS: 4649.8MB
    NullReferenceException: Object reference not set to an instance of an object
      at SpawnManagerBiomes.IR (System.String , Boolean , .ChunkAreaBiomeSpawnData ) [0x00000] in <filename unknown>:0 
      at SpawnManagerBiomes.Update (System.String _spawnerName, Boolean _bSpawnEnemyEntities, System.Object _userData) [0x00000] in <filename unknown>:0 
      at World.OnUpdateTick (Single _partialTicks, ArraySegment`1 _activeChunks) [0x00000] in <filename unknown>:0 
      at GameManager.Update () [0x00000] in <filename unknown>:0 
     
    (Filename:  Line: -1)

  12. #12
    Colony Founder HAL9000's Avatar
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    Update Time!

    A15 compatible version (SDX 0.7) in the OP

    Spider, try this version. If it still doesn't work there'll be another mod you'll need to download. I'll upload it later

  13. #13
    Colony Founder Spider's Avatar
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    Thanks Hal.I'm actually tryin to learn some of this stuff this go and maybe not just use others bits and pieces. What did you change in the files for A15? I looked through each file in the download and to me it looks exactly like the A14 one?

  14. #14
    Colony Founder HAL9000's Avatar
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    Quote Originally Posted by Spider View Post
    Thanks Hal.I'm actually tryin to learn some of this stuff this go and maybe not just use others bits and pieces. What did you change in the files for A15? I looked through each file in the download and to me it looks exactly like the A14 one?
    Not sure, the updates were done a couple of weeks ago while testing the RC versions of SDX. I thought I'd tweaked some settings but maybe not. I've updated the OP with the second mod you'll need to load custom entity classes.

  15. #15
    Colony Founder Spider's Avatar
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    I think both the links go to the same file. Is that right?

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