saltychipmunk said:
Honestly So many issues with hoard night would be solved if they just make it so the zombies are after our crafting stations / storage and not just us.
That would fix hoard base cheese , that would fix buff cheese , that could fix pathing exploit cheeses.
I just don't get it. it seems clear that the desired gameplay TFP want is for players to fortify their base and survive waves of zombies. You get exactly that if you make it so zombies go after your valuables.
In entityclasses.xml you can specify targets for the AI. Here is the list given in the xml notes:
<!--Classes for AITarget:
<property name="Class" value="EntityAnimalRabbit"/> and chicken
<property name="Class" value="EntityAnimalStag"/>
<property name="Class" value="EntityBackpack"/>
<property name="Class" value="EntityBandit"/>
<property name="Class" value="EntityEnemyAnimal"/>
<property name="Class" value="EntityLootContainer"/>
<property name="Class" value="EntityMinibike"/>
<property name="Class" value="EntityNPC"/>
<property name="Class" value="EntityPlayer"/>
<property name="Class" value="EntitySupplyCrate"/>
<property name="Class" value="EntitySupplyPlane"/>
<property name="Class" value="EntitySurvivor"/>
<property name="Class" value="EntityVulture"/>
<property name="Class" value="EntityZombie"/>
<property name="Class" value="EntityZombieCop"/>
<property name="Class" value="EntityZombieDog"/>
-->
So you could try changing the AITask of Approachandattacktarget from EntityPlayer to say EntityNPC and then spawn a trader in the middle of your base to test it out and see if your ideas about the zombies attacking something in your base instead of you is actually an exciting and fun change. Not sure if horde night AI is separate from the everyday AI but it might be an interesting project to look through and find out.