CrypticGirl
Refugee
Sweet. Though I'm curious, I thought TFP patch notes say that the zombies now fight back against the animals, but they don't seem to do so with this mod? Is that intended?
I'm trying to fix animaltemplatehostile zombies so that they will seek out and attack the player. Right now in 3.0 it's broken. So here's the scoop on that. I'm trying to figure out this code:Sweet. Though I'm curious, I thought TFP patch notes say that the zombies now fight back against the animals, but they don't seem to do so with this mod? Is that intended?
<property name="AITarget-2" value="BlockIf" data="condition=alert e 0"/>
<property name="AITarget-3" value="BlockingTargetTask"/>
<property name="AITarget-2" value="BlockIf" data="condition=alert e 0"/>
<property name="AITask-1" value="BreakBlock"/>
<property name="AITask-2" value="DestroyArea"/>
<property name="AITask-3" value="Territorial"/>
<property name="AITask-4" value="ApproachDistraction"/>
<property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityPlayer,0,EntityNPC,0"/>
<property name="AITask-6" value="ApproachSpot"/>
<property name="AITask-7" value="Look"/>
<property name="AITask-8" value="Wander"/>
<property name="AITarget-1" value="SetAsTargetIfHurt" data="class=EntityPlayer,EntityNPC,EntityAnimalStag"/>
<property name="AITarget-2" value="BlockingTargetTask"/>
<property name="AITarget-3" value="SetNearestEntityAsTarget" data="class=EntityPlayer,18,13,EntityAnimalStag,0,0"/>
Nope, still won't attack back even in b152. Oh well!I think the EXP 152 that was release a couple days ago fixed the issue of zombies not attacking back, at least that's what their patch note says.
It looks like they have a new code type since a17. Attackifhurt-animals,30,30 or something like that in the entityclasses.xmlNope, still won't attack back even in b152. Oh well!
There is no "attackif" in the latest entityclasses.xml, and instead this exists:It looks like they have a new code type since a17. Attackifhurt-animals,30,30 or something like that in the entityclasses.xml
<property name="AITarget-1" value="SetAsTargetIfHurt"/>
<property name="AITarget-1" value="SetAsTargetIfHurt" data="class=EntityNPC,EntityPlayer"/>
<property name="AITask-1" value="BreakBlock" />
<property name="AITask-2" value="DestroyArea" />
<property name="AITask-3" value="Territorial" />
<property name="AITask-4" value="ApproachDistraction" />
<property name="AITask-5" value="ApproachAndAttackTarget" data="class=[b][color="#FF0000"]EntityPlayer,0,EntityNPC,0[/color][/b]"><!--Attribute "data" replaced by: "Friendly Animals"--></property> <!-- class,maxChaseTime (return home) -->
<property name="AITask-6" value="ApproachSpot" />
<property name="AITask-7" value="Look" />
<property name="AITask-8" value="Wander" />
<property name="AITarget-1" value="SetAsTargetIfHurt" data="class=[b][color="#FF0000"]EntityPlayer,EntityNPC,EntityAnimalStag[/color][/b]"><!--Attribute "data" replaced by: "Friendly Animals"--></property>
<property name="AITarget-2" value="BlockingTargetTask" />
<property name="AITarget-3" value="SetNearestCorpseAsTarget" data="class=EntityPlayer" />
<property name="AITarget-4" value="SetNearestEntityAsTarget" data="class=[b][color="#FF0000"]EntityPlayer,0,0,EntityNPC,0,0,EntityAnimalStag,0,0[/color][/b]"><!--Attribute "data" replaced by: "Friendly Animals"--></property> <!-- class, hear distance, see dist (checked left to right, 0 dist uses entity default) -->
<property name="AITask-1" value="BreakBlock"/>
<property name="AITask-2" value="DestroyArea"/>
<property name="AITask-3" value="Territorial"/>
<property name="AITask-4" value="ApproachDistraction"/>
<property name="AITask-5" value="ApproachAndAttackTarget" data="class=[b][color="#FF0000"]EntityNPC,0,EntityEnemyAnimal,0,EntityPlayer,0[/color][/b]"/> <!-- class,maxChaseTime (return home) -->
<property name="AITask-6" value="ApproachSpot"/>
<property name="AITask-7" value="Look"/>
<property name="AITask-8" value="Wander"/>
<property name="AITarget-1" value="SetAsTargetIfHurt" data="class=[b][color="#FF0000"]EntityNPC,EntityEnemyAnimal,EntityPlayer[/color][/b]"/>
<property name="AITarget-2" value="BlockingTargetTask"/>
<property name="AITarget-3" value="SetNearestCorpseAsTarget" data="class=EntityPlayer"/>
<property name="AITarget-4" value="SetNearestEntityAsTarget" data="class=[b][color="#FF0000"]EntityPlayer,0,0,EntityNPC,0,0[/color][/b]"/> <!-- class, hear distance, see dist (checked left to right, 0 dist uses entity default) -->
<property name="AITask-5" value="ApproachAndAttackTarget" data="class=EntityNPC,0,EntityEnemyAnimal,0,EntityPlayer,0"/> <!-- class,maxChaseTime (return home) -->
I've been curious since I saw a mod to summon a husky. Is it possible to have pets now?I could easily add more species to the game such as huskies if there is a mod out there which contains a husky entity. If that mod also had them spawning under special situations I could add that feature too if it fit properly with FA, but making them spawn randomly just like all other friendlies should be easy enough.
The follow code was removed a16 unfortunately. Dmt it would be possible but vanilla not so until tfp add npcs and bandits etc.Not sure if this has been asked already, but do you have the knowledge of making a separate modlet that allows animals such as coyotes, wolves, and possibly dire wolves to be tamed, and then be able have them follow you and not despawn? Not sure how difficult this would be, but I'm sure there are multiple people who'd love to see this.
Well I'm not sure if SDX adds code to the game, so maybe that's an option. But there was code that allowed for tamable animals in A16? For what and why, if you know?The follow code was removed a16 unfortunately. Dmt it would be possible but vanilla not so until tfp add npcs and bandits etc.
Making friendly animals is the best that vanilla can do atm. Where they won't attack you but attack other enemies of yours.