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>