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bandits a17

So, i havent been able to spawn them in yet, getting nres. Yes, i uncommented the xmls in archetype and in entityclass lol. I did change the bandit sledge to the meleetoolsledge because there is no bandit sledge item. Still nres when trying to spawn em in.

 
you may need to set there factions in the npc.xml

<factions>

<faction name="none">

<relationship name="*" value="neutral"/>

</faction>

<faction name="animals">

<relationship name="*" value="neutral"/>

</faction>

<faction name="undead">

<relationship name="bandit2" value="hate"/>

<relationship name="trader" value="neutral"/>

<relationship name="*" value="hate"/>

</faction>

<faction name="bandit2">

<relationship name="*" value="hate"/>

</faction>

<faction name="whiteriver">

<relationship name="*" value="neutral"/>

<relationship name="undead" value="hate"/>

<relationship name="bandit2" value="hate"/>

</faction>

<faction name="duke">

<relationship name="*" value="neutral"/>

<relationship name="whiteriver" value="dislike"/>

<relationship name="undead" value="hate"/>

<relationship name="bandit2" value="hate"/>

</faction>

<faction name="trader">

<relationship name="*" value="neutral"/>

<relationship name="bandit2" value="hate"/>

<relationship name="undead" value="hate"/>

</faction>

</factions>

I did put the range bandit in to the groups all zombies to spawn them in , if I can get these to work the rest of the way they ll have to be nerfed way to deadly

If I could get this 1 error to go away id put them in my game right now I don't really care about the invisible gun its there u just cant see it anyways ull be runnin or dead probally never even notice it

on a side note if u don't set a archtype they ll randomize there looks

 
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k, that did it, nice work hex. The melee guy works great other than the weapon not showing up and the brief nre. The ranged guy isnt shooting, at zombies or me. How come you have 2 avatar controllers in there? Are they both working together, and if so then why not put in the uma or npc controller too. Gonna try it.

 
Ive only been able to get it to work the way its setup atm it seem that its inheriting the movement from the playercontroller and the actions from the other controller I used the zombiecontroller cause it has better reations the others.Did u put the code in for the range ai?

utilityai.xml file

<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>

 
So I see yall are gettin NPCs going again, I been trying too. I want to make a friendly survivor, but I couldnt get them to do anything. I got their weapon to appear but gave up when they wouldnt fight or move.

I know this is a lot to ask, but can I get the entityclass xml? I got an archetype I want to use, but what about NPCID? I dont need a whole new xml just for the survivor, I can change the bandit to my liking. I just want the one thats working, please

EDIT: I am making a melee survivor

 
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Onced this bandit templet works then making a survivors easy has seting up a faction and ai to be friendly to players

- - - Updated - - -

The bandit range guy just walks through zombies laying them down.... nasty

 
This is what I'm working on, so far it's trial and error.

<entity_class name="DarkAngel">

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

<!-- This one decides for scoring -->

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

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

<!-- Mesh and class properties -->

<property name="Mesh" value="Player/Female/player_femaleRagdoll"/>

<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="EntityNPC" />

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

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

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemyAnimal,EntityZombie,EntityZombieCrawl"/>

<property name="AITarget-2" value="SetNearestEntityAsTarget" param1="EntityZombie,10,EntityEnemyAnimal,7,EntityZombieCrawl,10"/>

<property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityEnemyAnimal,0,EntityZombie,0,EntityZombieCrawl,0"/> <!-- class,maxChaseTime (return home) -->

<property name="AITask-2" value="ApproachSpot"/>

<property name="AITask-3" value="Wander"/>

<property name="AITask-4" value="Look"/>

<!--property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityAnimalStag" /-->

<!-- General entity properties -->

<property name="MaxHealth" value="500" />

<property name="MaxViewAngle" value="190" />

<property name="NPCID" value="survivor"/>

<property name="Weight" value="90" />

<property name="PushFactor" value="5"/>

<property name="Immunity" value="sickness;disease;wellness" />

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

<property name="MaxTurnSpeed" value="250"/>

<property name="WanderSpeed" value="0.15" />

<property name="ApproachSpeed" value="0.85" />

<property name="NightWanderSpeed" value="0.15" />

<property name="NightApproachSpeed" value="0.85" />

<property name="PanicSpeed" value="1.40" />

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

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

<!-- This decides on the particle effect played on hit -->

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

<property name="DismemberMultiplierHead" value="0"/>

<property name="DismemberMultiplierArms" value="0"/>

<property name="DismemberMultiplierLegs" value="0"/>

<property name="LegCrawlerThreshold" value="0"/>

<property name="LegCrippleThreshold" value="0.05"/>

<property name="KnockdownProneDamageThreshold" value="0.75"/>

<property name="KnockdownProneStunDuration" value="0.45,0.55"/>

<property name="KnockdownProneRefillRate" value="0.045,0.045"/>

<property name="KnockdownKneelDamageThreshold" value="0.55"/>

<property name="KnockdownKneelStunDuration" value="0.5,0.8"/>

<property name="KnockdownKneelRefillRate" value="0.045,0.045"/>

<property name="LegsExplosionDamageMultiplier" value="0"/>

<property name="ArmsExplosionDamageMultiplier" value="0"/>

<property name="HeadExplosionDamageMultiplier" value="0"/>

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

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

<property name="PainResistPerHit" value=".45"/>

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

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

<property name="Archetype" value="BaseFemale3"/>

<!-- It will play the roam every 60/30 seconds -->

<property name="SoundRandom" value="Player_Female/player2stamina" />

<property name="SoundHurt" value="Player_Female/player2painlg" />

<property name="SoundHurtSmall" value="Player_Female/player2painsm" />

<property name="SoundDeath" value="Player_Female/player2death" />

<property name="SoundJump" value="Player_Female/player2Jump" />

<property name="SoundLandSoft" value="Player_Female/player2LandSoft" />

<property name="SoundLandHard" value="Player_Female/player2LandHard" />

<property name="SoundPlayerLandThump" value="PlayerLandThump" />

<property name="TimeStayAfterDeath" value="10" />

<property name="DeadBodyHitPoints" value="1000"/>

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

<property name="HandItemCrawler" value="meleeHandZombieBehemoth"/>

<property name="AttackTimeoutDay" value="0.75"/> <!-- in s -->

<property name="AttackTimeoutNight" value="0.75"/>

<!-- in s -->

<property name="ExperienceGain" value="900"/> <!-- XP grunt -->

<property name="LootDropProb" value="1"/> <!-- Whether it drops a loot bag on death or not. -->

<!-- <property name="LootListOnDeath" value="45"/> -->

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

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

<effect_group name="Base Effects">

<passive_effect name="DistractionResistance" operation="base_set" value="1,1"/>

<passive_effect name="HealthMax" operation="base_set" value="500"/>

<passive_effect name="PhysicalDamageResist" operation="base_add" value="70"/>

<triggered_effect trigger="onOtherDamagedSelf" action="ModifyCVar" target="self" cvar="RadiatedRegenAmount" operation="set" value="15"/>

<triggered_effect trigger="onOtherDamagedSelf" action="AddBuff" target="self" buff="buffRadiatedRegen"/>

<passive_effect name="EntityDamage" operation="perc_add" value="1"/>

<passive_effect name="StaminaMax" operation="base_set" value="200"/>

</effect_group>

</entity_class>

mishmash of stuff, maybe thats why I keep gettin errors...

 
It could be that I didn't set the ai up on the classes right but ive found it wants the ai to be setup in the utilityai.xml file in order to work but I dono yet

 
Im finding the same thing with the utilityai. I wonder if the nres are benign and if someone updates the nre spam fix if that will be all thats required for that nre, considering it goes away.

 
Ill be asking tormented emu about her noexceptionhijack mod, if its going to be updated for a17. Should take care of the nre showing on the screen. As for the weapons not showing up, will be looking at that today.

Update, yes v will be updating the noexceptionhijack but not everyone will want to use sdx for that. The avatar controllers override each other with the last one in the xml being the one used. If you look closely when using

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

then you will see there is a weapon there but it is floating and offset from the bandit a little ways away. Unfortunately that is the only controller ive tested so far that actually lets the umas move. If you take weapons away they will attack with fists which looks much better than an invisible weapon lol. I want them to have weapons as im sure you do to though. Extent of my testing today, will keep plugging away.

 
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The animal controller will make it move to but not better then whats there already.

Ive never seen the weapon but if its just offset I think you could make a weapon with a different offset or handitem with another offset

 
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