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Author Topic: [FIX] SWAT zombie fix for Breakdown  (Read 3345 times)

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Offline BIZ

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[FIX] SWAT zombie fix for Breakdown
« on: December 27, 2013, 05:34:33 AM »
Re-Add SWAT zombies to Breakdown
By: BIZ


So you may have noticed that there are not many SWAT zombies in State of Decay Breakdown. Here is a fix on how to add them back in. If you do not want to do the editing yourself, I have included a downloadable attachment which has the SWAT Zombie added in to all Levels of Breakdown. They scale properly with the default values for Army Zombies.

MEDIAFIRE MIRROR
NEXUS MIRROR

If you would like to do the editing yourself, this tutorial requires that you have a grasp of basic .xml editing. If you are unfamiliar with how to extract, edit, and compile .xml files please check out this beginners tutorial here.

-----

All settings related to Breakdown are stored in sandbox.xml located in this directory:
.../State of Decay/Game/libs/class3.1/rts

which can be found in the .pak file:
BreakdownC.pak

Here is a sample from the default sandbox.xml file:
Code: [Select]
<SandboxGroup Scenario="0">
    <RTSValue OutputAmount="70" OutputId="Sandbox.MaxCars" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.ScoreMultiplier" />
    <RTSValue OutputAmount="80" OutputId="Sandbox.Survivors.Cap" />
    <RTSValue OutputAmount="40" OutputId="Sandbox.Survivors.Rare" />
    <RTSValue OutputAmount="16" OutputId="Sandbox.Zombie.PercentFast" />
    <RTSValue OutputAmount="77" OutputId="Sandbox.Zombie.PercentSlow" />
    <RTSValue OutputAmount="7" OutputId="Sandbox.Zombie.PercentDormant" />
    <RTSValue OutputAmount="5" OutputId="Sandbox.Zombie.PercentArmyZombie" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentScreamer" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentBloater" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentJuggernaut" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentFeral" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.DensityMultiplier" />
    <RTSValue OutputAmount="8" OutputId="Sandbox.Zombie.MaxHordes" />
    <RTSValue OutputAmount="6" OutputId="Sandbox.Zombie.MaxInfestations" />
  </SandboxGroup>

Now each SandboxGroup block represents a Level in Breakdown (example: SandboxGroup Scenario="0" is Breakdown Level 1) and within every SandboxGroup are RTSValues which affect the games settings for that Level.

RTSValues are stored in the rtsdata.xml file located here:
.../State of Decay/Game/libs/class3.1/rts

RTSValues are broken down into Groups, Subgroups, and Values like so:
Group.Subgroup.Value

For instance the RTSValue Sandbox.Zombie.MaxHordes can be found in rtsdata.xml under these tags:
<Group Name="Sandbox">
<Subgroup Name="Zombie">
<Value Default="0" Name="MaxHordes">

Hopefully that makes sense. Now open up file rtsdata.xml and search for:
Code: [Select]
PercentSwatZombie
You should find this value:
Code: [Select]
<Value Default="0" Name="PercentSwatZombie">
Now this value represents the number of SWAT zombies randomly generated within the zombie population of the game as a percent. By default this is set to 0. That means that 0% of the zombie population will be SWAT zombies! In fact all of the Values in the Zombie SubGroup are set to 0 by default. This is because they are modified by the file sandbox.xml to change on each Level.

Right so now search for the following in sandbox.xml:
Code: [Select]
PercentSwatZombie
You should find that there is no value for that anywhere in the file. What this means is that the game will use the default value from rtsdata.xml, meaning we will have zero SWAT zombies. To fix this we simply need to add in the value to sandbox.xml like so:
Code: [Select]
<RTSValue OutputAmount="5" OutputId="Sandbox.Zombie.PercentSwatZombie" />
For OutputAmount (percent) I took the value from PercentArmyZombie. So our new block should look like this:
Code: [Select]
<SandboxGroup Scenario="0">
    <RTSValue OutputAmount="70" OutputId="Sandbox.MaxCars" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.ScoreMultiplier" />
    <RTSValue OutputAmount="80" OutputId="Sandbox.Survivors.Cap" />
    <RTSValue OutputAmount="40" OutputId="Sandbox.Survivors.Rare" />
    <RTSValue OutputAmount="16" OutputId="Sandbox.Zombie.PercentFast" />
    <RTSValue OutputAmount="77" OutputId="Sandbox.Zombie.PercentSlow" />
    <RTSValue OutputAmount="7" OutputId="Sandbox.Zombie.PercentDormant" />
    <RTSValue OutputAmount="5" OutputId="Sandbox.Zombie.PercentArmyZombie" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentScreamer" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentBloater" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentJuggernaut" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.PercentFeral" />
    <RTSValue OutputAmount="1" OutputId="Sandbox.Zombie.DensityMultiplier" />
    <RTSValue OutputAmount="8" OutputId="Sandbox.Zombie.MaxHordes" />
    <RTSValue OutputAmount="6" OutputId="Sandbox.Zombie.MaxInfestations" />
<RTSValue OutputAmount="5" OutputId="Sandbox.Zombie.PercentSwatZombie" />
  </SandboxGroup>

All that's left is to add the SWAT zombie setting to each Breakdown Level, save, and compile. You may have to start a new game to see the effects. If you really want to test and see it working, try using this value to spawn lots and lots of SWAT Zombies:
Code: [Select]
<RTSValue OutputAmount="75" OutputId="Sandbox.Zombie.PercentSwatZombie" />
« Last Edit: December 27, 2013, 02:57:17 PM by BIZ »