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bandits a17

Hexster

Refugee
Do any of the mods have any bandits working in a17? Ive managed to get them all but working the only thing I cant get them to do is wander or move at all they will attack anything that gets close.

 
No.

Apparently there's no animations tied to the controller for UMA Survivors/Bandits.

UMA zombies still work.

 
Yea, im not doing anything this alpha cause they took out the movement code for npcs. Was the only part of modding that interested me. Myself, khaine, beatkidz and others have looked at it and its just not happening unless someone codes it back into the dll.

 
Last edited by a moderator:
This will get them to move around, but I got other errors im working on afterwards though. Play with it maybe we can combine testing

<property name="AvatarController" value="AvatarLocalPlayerController"/>

 
This will get them to move around, but I got other errors im working on afterwards though. Play with it maybe we can combine testing
<property name="AvatarController" value="AvatarLocalPlayerController"/>
I will try using that with my one see if it works as I have no errors in my bandits other then they dont move lol or attack

 
Same problem im trying to get around, in initial Alpha 17 they carried weapons, but B208 made them lose them

 
ya im at the same point I got ranged bandits roaming , shooting and killing zombies with a invisable gun if I can get the gun look to show up

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the gun entity has to be armed to score damage one would think

 
This is the test model that ive got working to a point

<entity_class name="npcBanditMelee">

<property name="Tags" value="zombie"/>

<property name="EntityType" value="Player"/>

<property name="Mesh" value="Player/Male/player_maleRagdoll"/>

<property name="AvatarController" value="AvatarZombie01Controller"/>

<property name="AvatarController" value="AvatarLocalPlayerController"/>

<property name="ModelType" value="NpcUMA"/>

<property name="HasRagdoll" value="true"/>

<property name="Prefab" value="NPC"/>

<property name="Class" value="EntityBandit"/>

<property name="Parent" value="Enemies"/>

<property name="PhysicsBody" value="Player"/>

<property name="Archetype" value="BanditMelee"/>

<property name="Faction" value="bandit2"/>

<property name="Tags" value="zombie"/>

<property name="AIPackages" value="Human Basic ,Human Melee"/>

<property name="Weight" value="70"/>

<property name="IsEnemyEntity" value="true"/>

<property name="SurfaceCategory" value="organic"/>

<property name="WalkType" value="7"/>

<property name="ParticleOnDeath" value="blood_death"/>

<property name="SoundRandomTime" value="200.0"/>

<property name="SoundRandom" value="malehateroam"/>

<property name="SoundAlert" value="malehatealert"/>

<property name="SoundSense" value="malehatesense"/>

<property name="SoundHurt" value="malehatepain"/>

<property name="SoundDeath" value="malehatedeath"/>

<property name="SoundAttack" value="malehateattack"/>

<property name="HasDeathAnim" value="true"/>

<property name="MaxViewAngle" value="180"/>

<property name="ItemsOnEnterGame.GameModeSurvival" value="meleeBanditSledgeHammer"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="meleeBanditSledgeHammer"/>

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="meleeBanditSledgeHammer"/>

<property name="WanderSpeed" value="0.5"/>

<property name="ApproachSpeed" value="1"/>

<property name="NightWanderSpeed" value="0.5"/>

<property name="NightApproachSpeed" value="1"/>

<property name="PanicSpeed" value="1.15"/>

<property name="CanClimbLadders" value="true"/>

<property name="HandItem" value="meleeHandPlayer"/>

<property name="ExperienceGain" value="1039"/>

<property name="LootDropProb" value=".03"/>

<property name="LootDropEntityClass" value="EntityLootContainerBandit"/>

<property name="TimeStayAfterDeath" value="30"/>

<property name="DeadBodyHitPoints" value="251"/>

<effect_group name="Base Effects">

<passive_effect name="HealthMax" operation="base_set" value="150"/>

</effect_group>

</entity_class>

<entity_class name="npcBanditRanged" extends="npcBanditMelee">

<property name="Archetype" value="BanditRanged"/>

<property name="AIPackages" value="Human Basic, Human Ranged"/>

<property name="ItemsOnEnterGame.GameModeSurvival" value="gunSMG5,ammo9mmBullet"/>

<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSMG5,ammo9mmBullet"/>

<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSMG5,ammo9mmBullet"/>

<property name="AttackTimeoutDay" value="0.5"/>

<property name="AttackTimeoutNight" value="0.5"/>

<property name="HandItem" value="gunSMG5"/>

</entity_class>

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utilityai>xml

<ai_package name="Human Ranged"> <!-- Ranged Attack AI -->

<action name="MoveToEnemy" weight="2" distance="6">

<task class="MoveToTarget" run="false"/>

<consideration class="TargetType" type="EntityNPC, EntityZombie, EntityPlayer"/>

<consideration class="TargetFactionStanding" flip_y="true" max="127"/>

<consideration class="TargetDistance" min="10" max="20"/>

</action>

<action name="Flee" weight="3">

<task class="FleeFromTarget" max_distance="10"/>

<consideration class="TargetType" type="EntityNPC, EntityZombie"/>

<consideration class="TargetFactionStanding" flip_y="true" max="127"/>

<consideration class="TargetDistance" flip_y="true" min="1" max="6"/>

</action>

<action name="RangedAttack" weight="3">

<task class="AttackTargetEntity" action_index="0"/>

<consideration class="TargetVisible"/>

<consideration class="TargetType" type="EntityNPC, EntityZombie"/>

<consideration class="TargetFactionStanding" flip_y="true" max="127"/>

<consideration class="TargetDistance" min="1" max="5"/>

</action>

</ai_package>

 
Last edited by a moderator:
Use the range guy for a test the issues are a error from the controllers and invisable weapon which is caused by the player controller but he will roam ,kill , ect alittle to good

note this is a test model

The error from the controller only seems to happen when coming into range but gose away if ur right beside the bandit

The zombie01 controller has way better reaction time then the uma in this setup

If I had to guess the playercontroller is setting a handitem by default and its blocking or not letting the weapon mesh load in cause if u kill him the weapon appears

 
Last edited by a moderator:
Use the range guy for a test the issues are a error from the controllers and invisable weapon which is caused by the player controller but he will roam ,kill , ect alittle to good


note this is a test model

The error from the controller only seems to happen when coming into range but gose away if ur right beside the bandit

The zombie01 controller has way better reaction time then the uma in this setup

If I had to guess the playercontroller is setting a handitem by default and its blocking or not letting the weapon mesh load in cause if u kill him the weapon appears
Great work to get this far, will def look at it.

 
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