AutoSplitter for 7 days to die ?
1 year ago
France

Hello everyone,

I would like to start attempting speedruns for 7 days to die. I have set up another instance of Livesplit but I can't find a way to autosplit in 7 days to die. For Satisfactory, there is a specific mod that you can use (the only mod that is allowed), to add trace lines in the log file for the game. That you, the autosplit can be added to the split layout and auto validate the splits. Is there anything similar for 7 days to die? If not, are the splits validated manually (seems difficult for the 100%zombies%)?

Thanks :)

France

I'm too interested for this. Because, check the menu during rhe run is boring (thanks the "I" button)... If I would know how to create an autosplit, I would have already done it... Afterwards, there is a kill counter mod on 7D which is very good - the "Daily Kill Tracker" - but, logically, you cannot play modded in Speedrun...

England

lucyinblu i have just made a kill counter it's not auto nut it works ok

LucyInBlu gefällt das.
France

Thank you @GibboJr

How do we use this kill counter during a speedrun?

England

i use this to help me

Bearbeitet von der Autor 1 year ago
LucyInBlu gefällt das.
France

OK. This is a manual way of doing it. It thought that there was a way to trap something happening in the game itself. For exemple, I currently start the timer manually. For 100zombies%, it is not a big deal. If I want to try zombie%, the difference between the manual start of the timer and the actual rule (first frame in the game), can be around 0,5s to 1s.

England

i will be still looking into a atuo one

LucyInBlu und ManaCycle gefällt das.
France

The Death counter for OBS is a good alternative, thanks Gibbo ! However, an autosplit is really useful for automating the LiveSplit timer for the start and the end of the run. I admit that I waste time doing it by hand. :) I looked at how to create myself an autosplit and... I didn't understand anything ! XD

Maryland, USA

I've got some experience with autosplitters and some thoughts on how to do this potentially. Some questions on how 100zombie% works:

  • Does the player have to kill them, or can they just die... somehow?
  • Do only zombies count?
  • Do zombie animals count?
  • What about fire deaths?
  • What about traps?

From some initial investigation, it may not be so bad to write something up that detects deaths, can determine what died, and specifically those attributed to a player. However, the big issue I've found is that fire and traps (and presumably falling and stuff) don't attribute those deaths to a player. I don't imagine falling would be an issue, and I would argue perhaps traps shouldn't count (the game doesn't count them for XP for example), but it would be a problem if Molotovs didn't work.

At present I can't think of any way, with the information I'm seeing, to either solve:

  1. Only counting player kills on zombies and also counting Molotov kills
  2. Counting all zombie deaths but not excluding spurious causes

To be clear, I haven't thoroughly investigated or tested any of this yet -- I've just done some initial investigation.

Maryland, USA

Nevermind. I didn't realize the game had a counter that I could find. I wrote up an autosplitter script: https://github.com/dfego/autosplitters/blob/main/7%20Days%20to%20Die.asl It requires installing the https://github.com/ero-qt/asl-help/tree/main/lib asl-help into your livesplit Components/ directory. That manual requirement goes away if/when I submit it to the official list.

All that said, this script is currently based on the current version, for which there isn't a leaderboard yet. It should work I would think at least broadly on 3.0 but YMMV.

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