7 Days to Die

7 Days to Die

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Sarcoth 12 Jun, 2017 @ 6:14pm
Behemoth in Alpha 16?
Behemoth spawned on me last night. Scared me a bit. I tried to cut out the profanity and the boring parts. :)

I hope you enjoy!

https://youtu.be/L4yx4X0p4Uw
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Showing 1-15 of 38 comments
Meatwing 12 Jun, 2017 @ 6:19pm 
Strange but AWESOME!
Blacksheep 12 Jun, 2017 @ 6:40pm 
That thing is HUGE!!!!
Old Man Gibb 12 Jun, 2017 @ 6:40pm 
Welcome to evil incorprated, That monster sucked.
Surmene 12 Jun, 2017 @ 8:05pm 
Is the spawning intended? I thought it wasn't ready for A16. The voice for the creature doesn't fit. Maybe use the wight for it.
Tux 12 Jun, 2017 @ 8:18pm 
spawn that guy in and some NPC shooters...lol.

good times.

I like to watch bears beat up on zombies.....
YoloMacSwagga 12 Jun, 2017 @ 8:31pm 
Alpha 16 now has Behemoth?! ALREADY?! SO SOON?!
Sword 12 Jun, 2017 @ 8:41pm 
Originally posted by YoloMacSwagga:
Alpha 16 now has Behemoth?! ALREADY?! SO SOON?!

Yes and no. Behemoths will only spawn in if an admin spawns one in. They are not finished and you won't see them otherwise. They don't even have hitboxes.
Last edited by Sword; 12 Jun, 2017 @ 8:48pm
Patouski 12 Jun, 2017 @ 8:41pm 
Originally posted by YoloMacSwagga:
Alpha 16 now has Behemoth?! ALREADY?! SO SOON?!

Nope. He is not a part of any of the entitygroups.xml, and therefore does not spawn naturally. HE can be added to any group quite easily, since all the basic info about him is in the entityclasses.xml already.

Originally posted by Sword:

Yes and no. Behemoths will only spawn in if an admin spawns one in.

Yeah, an admin can spawn him in - but he can also be added via the .xml files mentioned above. Although, he seems to lack a LOT of the limb info for dismemberment, unless they plan on him being impossible to dismember and his animations and hitboxes are somewhat off, as you can see in the video. So still not "ready". ;)
Last edited by Patouski; 12 Jun, 2017 @ 8:44pm
Venrez 12 Jun, 2017 @ 8:59pm 
I dont really care for the limb dismemberment for a 'boss' type zed like the Behemoth and I've plenty of experience adding in new UMA zeds / spawning groups and fiddling with the XMLs in general, but...

Given people seem to say he lacks a hitbox. Is there any way to simply tell the game code to use an existing hitbox, even if it doesnt match?

I'd be fine currently using the Behemoth with a regular zed hitbox, even if that means shooting an imaginary nothingness between his feet / lower legs.

Maybe a Bear hitbox would work better. For now anyway.

But can that be done?
Surmene 12 Jun, 2017 @ 9:11pm 
Originally posted by Patouski:
Originally posted by YoloMacSwagga:
Alpha 16 now has Behemoth?! ALREADY?! SO SOON?!

Nope. He is not a part of any of the entitygroups.xml, and therefore does not spawn naturally. HE can be added to any group quite easily, since all the basic info about him is in the entityclasses.xml already.

Originally posted by Sword:

Yes and no. Behemoths will only spawn in if an admin spawns one in.

Yeah, an admin can spawn him in - but he can also be added via the .xml files mentioned above. Although, he seems to lack a LOT of the limb info for dismemberment, unless they plan on him being impossible to dismember and his animations and hitboxes are somewhat off, as you can see in the video. So still not "ready". ;)
I didn't notice any showing of a modded game in the video nor anyone spawning it in, or did I miss something?
Patouski 12 Jun, 2017 @ 9:12pm 
Originally posted by Venrez:
I dont really care for the limb dismemberment for a 'boss' type zed like the Behemoth and I've plenty of experience adding in new UMA zeds / spawning groups and fiddling with the XMLs in general, but...

Given people seem to say he lacks a hitbox. Is there any way to simply tell the game code to use an existing hitbox, even if it doesnt match?

I'd be fine currently using the Behemoth with a regular zed hitbox, even if that means shooting an imaginary nothingness between his feet / lower legs.

Maybe a Bear hitbox would work better. For now anyway.

But can that be done?

Possibly. You'd need to change the template he uses - I think it's the "PhysicsBody" section of the entity class that governs this. You could use ZombieFat as a template, since it's already a little bigger than most zombies. It's worth testing, as the Behemoth is now defaulted to the zombieStandardFemale for physics.

Always make backups if you do mess with this - but you probably know that. :P
Patouski 12 Jun, 2017 @ 9:14pm 
Originally posted by Surmene:
I didn't notice any showing of a modded game in the video nor anyone spawning it in, or did I miss something?

The modded file won't mod anything "visible", it's simply adding an extra - non-naturally spawning zombie, to the actual spawn list.

Also, an admin - in ghost mode underneath the ground, can spawn entities (zombies) right at the their location, without you noticing.

(I'm guilty of trolling Chineses and non-Chinese "script-kiddies" on my previous server with such parlour tricks. Even trolled a few unwelcomed guests who thought raiding bases was an all clear, despite being against the server rules I had at the time)

XD
Old Man Gibb 13 Jun, 2017 @ 3:12am 
I was at the location no admin spawned it in, What killed it was the gas barrels. Give Sarcoth a PM for the details. but this was a random spawn of this monster.
Brian9824 13 Jun, 2017 @ 4:13am 
Originally posted by Gibb:
I was at the location no admin spawned it in, What killed it was the gas barrels. Give Sarcoth a PM for the details. but this was a random spawn of this monster.

That's false. Its clear to see from a look at the files that there are only 2 ways to have a behemoth spawn.

1. Mod the game so he's added to spawn lists
2. Manually spawn one in

He is physically not present in the spawning file so cannot spawn without one of those two steps.
Noßody 13 Jun, 2017 @ 5:09am 
Originally posted by brian9824:
Originally posted by Gibb:
I was at the location no admin spawned it in, What killed it was the gas barrels. Give Sarcoth a PM for the details. but this was a random spawn of this monster.

That's false. Its clear to see from a look at the files that there are only 2 ways to have a behemoth spawn.

1. Mod the game so he's added to spawn lists
2. Manually spawn one in

He is physically not present in the spawning file so cannot spawn without one of those two steps.

I was there and am witness to that thing just spawning in on us randomly! It was awsome!!!
Remember this brian9824, "16 is Unstable" so that could be a reason for it to spawn also, not just those two ways you mentioned.
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Date Posted: 12 Jun, 2017 @ 6:14pm
Posts: 38