PC Something Interesting I Found Looking Through The EXP Files

JaxTeller718

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Being a modder I of course ALWAYS check the files for changes. I havent seen anyone mention this yet so I thought I would post it here for your discussion. In the zombie male template a new section has been added and commented out meaning the code is there it is just not ready to go in game yet. Make of this what you will but I think its rather cool:

Code:
<!--Classes for AITarget:
	<property name="Class" value="EntityDriveableCar"/>
	<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="EntityZombieCrawl"/>
	<property name="Class" value="EntityZombieDog"/>
-->
That means not only will zombies one day attack other animals, loot containers, the supply PLANE, our backpacks and supply crates but check out that FIRST line. Driveable car. And it is separate from the minibike. :)

Also of note they added Bandits and Survivors to it, meaning A17 is looking REAL nice and like a game changer.

 
At least there's no herobrine in there ;)

But yeah getting the buggy for A17 would be great, while I know people still want fixes to minibikes (losing ones in particular), it's an area which I think would be good to expand sooner rather than later. Exploration is a lot more fun and interesting, and being able to do that as a group/co-op rather than dinky minibikes would be really nice. Oh, and somewhere to stay all that loot!!

/V - Tutorial - Advanced Electricity

 
I am quite new to the game and really new to the PC version so i didnt understand the config comments at first.

<!-- param1: 0 == attack action, 1 == use action, param2: attack length in s -->

But following the hand item things became clearer

entity_class name="zombieFatCop" extends="zombieTemplateMale">

<property name="AITask-3" value="RangedAttackTarget" param1="1" param2="5"

So if its not zero or one then targets the entity class that is defined, i know its stupid but for example you can make zombie dogs attack zombie cops or bears target the chickens.

Looking at the animalTemplateHostile the <property name="IsEnemyEntity" value is to do with spawning not faction who attacks who

<property name="IsEnemyEntity" value="true"/> <!-- Set this if you want this entity to be spawned when user chooses 'enemy entities off' -->

Can we make rabbits hostile to enemies (fireball projectiles) and also follow the minibike, riding down the road with a pack of attack rabbits sounds cool.

 
Dang, can't park a bike, loot and come out with it not touched soon? Backpack, nice .... so the 20m timer and now the zombie(s) that kill you will also destroy your backpack while you run the km's back to pick it up?

 
Dang, can't park a bike, loot and come out with it not touched soon? Backpack, nice .... so the 20m timer and now the zombie(s) that kill you will also destroy your backpack while you run the km's back to pick it up?
I would not read into it too much at the momment as the list is in alphabetical order apart from "EntityDriveableCar" which has been placed first line.

It could be just to aid modding by listing the entity classes.

Interestingly "EntityAnimalBear" isnt in the list.

 
Dang, can't park a bike, loot and come out with it not touched soon? Backpack, nice .... so the 20m timer and now the zombie(s) that kill you will also destroy your backpack while you run the km's back to pick it up?
I would think a backpack would be low on their attack order. Besides when you die zombies despawn until you get back to your bag so most likely you will have a chance to get it, but if they add it to zombies I assume that means that when they do spawn in they would target the backpack and then target you when you reach the area as you will probably be higher on the task order over your bag.

If this is just a list of all entities it makes me wonder if we could add these params NOW like say have zombies targets supply crates first then you then animals then your minibike.

 
If this is just a list of all entities it makes me wonder if we could add these params NOW like say have zombies targets supply crates first then you then animals then your minibike.
For example set targets

ApproachAndAttackTarget" param1="EntitySupplyCrate"

Would you need ApproachSpot and Wander tasks also

I just guessing from what i have read but wouldnt ai package Decision Makers be the way forward can anything be done with faction and weight?

 
hmmm

i know i will cause some bad feelings (not trying to), but i do believe that is the start list of things that make noise and the ai instructs them to target it (not attack) so basically they will go to that target if they see it or hear it. the attack list will be another section, notice how that list doesnt have blocks in it? blocks dont make noise (loot containers and bags are something totally different then regular blocks, thats why i think its just a go to type of list and not the attack list). :)

then again i could just be talking jibberish as i am not a developer :(

 
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Guys, there are no roads in game suitable to driveable car, everywhere garbage bags, car remains, terrain generation bugs and other stuff. Only usable car is something like buggy, with high passability and armor, and of course not full-sized sedans.

 
hmmm
i know i will cause some bad feelings (not trying to), but i do believe that is the start list of things that make noise and the ai instructs them to target it (not attack) so basically they will go to that target if they see it or hear it. the attack list will be another section, notice how that list doesnt have blocks in it? blocks dont make noise (loot containers and bags are something totally different then regular blocks, thats why i think its just a go to type of list and not the attack list). :)

then again i could just be talking jibberish as i am not a developer :(
You may very well be right, BUT it is important to note that these things were never defined in that file before this experimental, and the additions of these things (especially a driveablecar being separate from the minibike) perhaps shows the promise that there is new code being written into the file to allow us to have the zombies target them.

Correct me if i am wrong but previously the noise that something makes was controlled in the audio xml where we could adjust the range of sound something makes. This seems to be a new piece of code designed specifically to assign zombies tasks to focus on those objects, even if it is just to alert them.

Or maybe its just my wishful thinking. I just know when examining the files I had never seen that section in before.

 
Definitely makes sense about being a list for noise being targeted.

Zombies being alerted by the sound of backpack opening and closing does seem more likely than targeting it to destroy it.

Making AI seek and act differently depending on the noise sounds interesting rather than just totaling the combined volume.

I didnt think about blocks and creating noise , so i am guessing workbench class is an hybrid entity/block like containers and they have heat so sound targeting is not required.

You do have the upgrade and downgrade sounds for blocks though but thinking about they dont really count.

Even if they dont set the minibike for a target you can trigger the SoundStamina SFX and jump on your bike quick so it loops endlessly until you get off.

 
Guys, there are no roads in game suitable to driveable car, everywhere garbage bags, car remains, terrain generation bugs and other stuff. Only usable car is something like buggy, with high passability and armor, and of course not full-sized sedans.
A buggy could manouver on these roads.

Plus, who's to say they won't modify the terrain generation to allow more spacious roads. :)

 
This seems to be a new piece of code designed specifically to assign zombies tasks to focus on those objects, even if it is just to alert them.
that was what i was trying to convey (i guess i missed). :)

i wont say much into it because people will try to read everything i say to see if i reveal something. :) sorry peeps

as for the drive-ability of cars on roads... that was discussed elsewhere and my suggestion is, we need to get rid of the millions of cinder blocks everywhere and have more pot holes to create road hazards. we as of yet do not know how far into the future this apocalypse happened but i am sure we do not still have road crews patching the roads up. (hell crews now-a-days cant fix the roads) :)

 
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A buggy could manouver on these roads.Plus, who's to say they won't modify the terrain generation to allow more spacious roads. :)
I would love to see an interstate highway system get added. It would probably be jam packed full of broken down cars though. :D

 
Having a zombie attack your bag or

Loot chests make no sense to me. Why would they do that?

Save that for the bandits.

 
Having a zombie attack your bag or Loot chests make no sense to me. Why would they do that?

Save that for the bandits.
Smells human. Got to have some common thread other than "Just because" they attack everything that is alive. You touch your loot chest everyday and wear your backpack everyday with your blood, sweat, stank all over it. Will it be good game play? IDK but it does make sense they would attack everything that has "You" on it.

 
There's no cause for alarm here. I'm sure a programmer just added functionality to make it possible to work with all different types of entities, for the sake of completeness. There are things the game could do, but is set not to.

 
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