So after a couple of days of trying to hunt down the wonky AI issue with the guards I ended up removing them completely and turning the Trader Protection back on. That AI tweak that TFP did must be buried somewhere deep in the code that I can't get to. I would have left the guards in but when I turned on the Trader Protection I got the same NRE over and over. I couldn't track that one down either and I didn't want to play with the NoExceptionHijack option turned on as it seems to cause performance issues and I like to play with everything maxed out. It's not an ideal fix but at least I don't have to constantly repair sh*t which gets old REAL fast.KhaineGB said:F6, spawn one at ground level.
Then spawn a ton of zombies facing them so they'll attack.
They stop ranged attacking somewhere around 3 blocks, which they didnt used to.
That's what I mean when I say the ranged attack AI got changed.Cos the guards would shoot out the catwalks from under them (so zombies were in the next block)
I turned it off because survivors/bandits cause NRE's.So after a couple of days of trying to hunt down the wonky AI issue with the guards I ended up removing them completely and turning the Trader Protection back on. That AI tweak that TFP did must be buried somewhere deep in the code that I can't get to. I would have left the guards in but when I turned on the Trader Protection I got the same NRE over and over. I couldn't track that one down either and I didn't want to play with the NoExceptionHijack option turned on as it seems to cause performance issues and I like to play with everything maxed out. It's not an ideal fix but at least I don't have to constantly repair sh*t which gets old REAL fast.
Ссылка для скачивания находится на первой странице.А как мне скачать этот мод?
Hello how i can find titanium? i can go to radiated zones, but dont see it
Option 2, and you need to close all ends with caps, at least that was needed in A18.4.Hello this set up is good?
and wich one is the correct 1 (has the "T" conected to the plot) or option 2?
View attachment 14188
Works now, thanksOption 2, and you need to close all ends with caps, at least that was needed in A18.4.
Well, that means there's something common between those code templates that's causing the issue. So that's a clue at least. I'll run them through vimdiff when I get some more time and see if I can spot it. I've got everything working fine now without the guards. Even when I'm in the protected trader area those zombie @%$*#!s can still get in by climbing on top of each other and then toppling over the fence or wall or whatever World War Z style. Gotta stay vigilant at all times. At least I don't have to fix all the destruction they cause now.I turned it off because survivors/bandits cause NRE's.![]()
Even when I'm in the protected trader area those zombie @%$*#!s can still get in by climbing on top of each other and then toppling over the fence or wall or whatever World War Z style. Gotta stay vigilant at all times. At least I don't have to fix all the destruction they cause now.
Bug that i'm looking into. Just stick some water down in a hole.Hi KhaineGB
Last horde I set myself on fire with a molotov and when I tried to drink water to extinguish it didn't work.
Is a bug or there is a new way to do it?
Yes.Does this mod work with RWG?
Already looking into it. As stated, put down some water and just stand in it for now.The fire by Dominic Enemy that throws it cant be put down with any kind of water the only way is diving in a pool and get 100% wet there is something wrong drinking water or juice isnt working .. am i the only one having this problem cuz this is a GG problem for the mod ... also i was at a trader and a random horde spawn right next to me in the building and they got stuck between ceilings with 10k HP the ones with bombs stuck to there chests huge size i needed to admin myself to clear them out iam playing on the lowest difficulty current game stage 101 on a lvl of 61 ....v 3.01 mod package the latest.. please check whats up with the fire thing thank you.
Oh I know exactly what it is.Well, that means there's something common between those code templates that's causing the issue. So that's a clue at least. I'll run them through vimdiff when I get some more time and see if I can spot it. I've got everything working fine now without the guards. Even when I'm in the protected trader area those zombie @%$*#!s can still get in by climbing on top of each other and then toppling over the fence or wall or whatever World War Z style. Gotta stay vigilant at all times. At least I don't have to fix all the destruction they cause now.
Hmm. That's odd. I have a working Trader AND a working Guard Captain in all my Traitor Joel's with Trader Protection turned on. No NRE's at all. I specifically wanted to keep the Guard Captains for quests. I only deleted the armed guards. I'll try the drone and see what happens just for the h*ll of it.EntitySurvivor and EntityBandit extend from EntityNPC (which is what the trader is). Trader protection only allows 1 entity with the EntityNPC class within it's bounds.
So turning the protection back on will cause an NRE due to the Guard captain, plus also survivors and bandits.
Also, this is why the drone doesn't work... because EntityDrone extends from EntityNPC...![]()