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Target range of bandit

Petite

New member
So I'm using bad company and I don't like how far bandit can see you the target range is insane, how do we change it? I looked everything and the only thing I can see is in the banditTemplate; <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>

OR <property name="SightRange" value="50"/>

<property name="SightScale" value="-2,50"/>

But it doesnt seem to change anything if I give another value.

Someone can help.

Thanks

 
So I'm using bad company and I don't like how far bandit can see you the target range is insane, how do we change it? I looked everything and the only thing I can see is in the banditTemplate; <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>OR <property name="SightRange" value="50"/>

<property name="SightScale" value="-2,50"/>

But it doesnt seem to change anything if I give another value.

Someone can help.

Thanks
Depends on the controller the entities are using. Changing the controllers to the entities means losing things other aspects.. like weapon usage for survivors/bandits in order to use "SightRange" "SightScale".

Only other way to, not really adjust their view range but most adjusting how far they will react when targeting another entity, is making an AI package in the utilAI.xml and that has few pluses but mostly minuses. Not really worth the effort to make a robust AIPackage. very very clunky.

edit: or go through SDX..

 
@DUST2DEATH

Its set to insane.

@Tin

The thing is they can see me at atleast 100 meters, thats ridiculous. They see me way before I can even know where he is.

 
@DUST2DEATH
Its set to insane.

@Tin

The thing is they can see me at atleast 100 meters, thats ridiculous. They see me way before I can even know where he is.
Try adjusting their AI task/target priorities some, make them focus on zeds or animals first instead of the player. That way it'll give you a better chance to notice them if they are busy fighting something else in the area first.

 
Try adjusting their AI task/target priorities some, make them focus on zeds or animals first instead of the player. That way it'll give you a better chance to notice them if they are busy fighting something else in the area first.
Here is the bandit template, I'm pretty sure there is some stuff that can be removed but since its the first time I use them I'm pretty careful. I mess a lot with zombies.... but bandit its new for me.

<entity_class name="BanditTemplate">

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

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

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

<!--<property name="AIPackages" value="Bandit Basic, Bandit Melee"/>-->

<!-- ITEMS -->

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

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

<!-- Avatar -->

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

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

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

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

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

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

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

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

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

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

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

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

<!-- AI -->

<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>

<property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityPlayer"/>

<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombie"/>

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieCop"/>

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieDog"/>

<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/>

<property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityHornet"/>

<property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/>

<property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/>

<property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/>

<property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/>

<property name="AITask-12" value="BreakDoor" />

<property name="AITask-13" value="BreakBlock" />

<property name="AITask-14" value="Swim"/>

<property name="AITask-15" value="ApproachSpot"/>

<property name="AITask-16" value="Wander"/>

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/>

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/>

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/>

<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/>

<property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/>

<property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/>

<property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/>

<property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/>

<property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/>

<property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/>

<property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityPlayer"/>

<property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombie"/>

<property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/>

<property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/>

<property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/>

<property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet"/>

<property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/>

<property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/>

<property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/>

<property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/>

<!-- Movement -->

<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="SwimOffset" value="1.0"/>

<!-- Sounds -->

<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"/>

<!-- Stats -->

<property name="MaxHealth" value="150"/>

<property name="ExperienceGain" value="1275"/>

<property name="CorpseBlock" value="GoreBlock1Prefab"/>

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

<property name="MaxViewAngle" value="270"/>

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

<property name="DeadBodyHitPoints" value="20"/>

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

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

<property name="SightRange" value="50"/>

<property name="SightScale" value="-2,50"/>

</entity_class>

 
Here is the bandit template, I'm pretty sure there is some stuff that can be removed but since its the first time I use them I'm pretty careful. I mess a lot with zombies.... but bandit its new for me.
<entity_class name="BanditTemplate">

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

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

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

<!--<property name="AIPackages" value="Bandit Basic, Bandit Melee"/>-->

<!-- ITEMS -->

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

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

<!-- Avatar -->

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

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

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

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

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

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

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

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

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

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

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

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

<!-- AI -->

<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>

<property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityPlayer"/>

<property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombie"/>

<property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieCop"/>

<property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieDog"/>

<property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/>

<property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityHornet"/>

<property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/>

<property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/>

<property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/>

<property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/>

<property name="AITask-12" value="BreakDoor" />

<property name="AITask-13" value="BreakBlock" />

<property name="AITask-14" value="Swim"/>

<property name="AITask-15" value="ApproachSpot"/>

<property name="AITask-16" value="Wander"/>

<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/>

<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/>

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/>

<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/>

<property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/>

<property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/>

<property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/>

<property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/>

<property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/>

<property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/>

<property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityPlayer"/>

<property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombie"/>

<property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/>

<property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/>

<property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/>

<property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet"/>

<property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/>

<property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/>

<property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/>

<property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/>

<!-- Movement -->

<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="SwimOffset" value="1.0"/>

<!-- Sounds -->

<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"/>

<!-- Stats -->

<property name="MaxHealth" value="150"/>

<property name="ExperienceGain" value="1275"/>

<property name="CorpseBlock" value="GoreBlock1Prefab"/>

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

<property name="MaxViewAngle" value="270"/>

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

<property name="DeadBodyHitPoints" value="20"/>

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

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

<property name="SightRange" value="50"/>

<property name="SightScale" value="-2,50"/>

</entity_class>
In your Task/Target AI:

Code:
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>
   <property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityZombie"/>
   <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombieCop"/>
   <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieDog"/>
   <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/>
   <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityHornet"/>
   <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/>
   <property name="AITask-8" value="ApproachAndAttackTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/>
   <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/>
   <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/>
   <property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/>
   <property name="AITask-12" value="BreakDoor" />
   <property name="AITask-13" value="BreakBlock" />
   <property name="AITask-14" value="Swim"/>
   <property name="AITask-15" value="ApproachSpot"/>
   <property name="AITask-16" value="Wander"/>
   <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/>
   <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/>
   <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/>
   <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/>
   <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/>
   <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/>
   <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/>
   <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/>
   <property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/>
   <property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/>
   <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityZombie"/>
   <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/>
   <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/>
   <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/>
   <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityHornet"/>
   <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/>
   <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/>
   <property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/>
   <property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/>
   <property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/>
That should switch it up so the bandits focus on other things first before the player.

 
In your Task/Target AI:
Code:
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>
   <property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityZombie"/>
   <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombieCop"/>
   <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieDog"/>
   <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/>
   <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityHornet"/>
   <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/>
   <property name="AITask-8" value="ApproachAndAttackTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/>
   <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/>
   <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/>
   <property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/>
   <property name="AITask-12" value="BreakDoor" />
   <property name="AITask-13" value="BreakBlock" />
   <property name="AITask-14" value="Swim"/>
   <property name="AITask-15" value="ApproachSpot"/>
   <property name="AITask-16" value="Wander"/>
   <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/>
   <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/>
   <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/>
   <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/>
   <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/>
   <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/>
   <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/>
   <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/>
   <property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/>
   <property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/>
   <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityZombie"/>
   <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/>
   <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/>
   <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/>
   <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityHornet"/>
   <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/>
   <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/>
   <property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/>
   <property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/>
   <property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/>
That should switch it up so the bandits focus on other things first before the player.
Ok its much better, now instead coming at me soon as they noticed my presence they keep killing the zed then come attack me.

What do you think about this one from WOtW? It seem less complicated.

<entity_class name="npcMaleMeleeBanditTemplate">

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

<property name="MaxHealth" value="150"/>

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

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

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

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

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

<property name="AttackTimeoutDay" value="0.2"/>

<property name="AttackTimeoutNight" value="0.3"/>

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

<!-- property name="LootListOnDeath" value="71"/ -->

<property name="CorpseBlock" value="banditBackpack01"/>

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

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

<property name="DeadBodyHitPoints" value="350"/>

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

<drop event="Harvest" name="rawRedMeat" tool_category="Butcher" count="4"/>

<drop event="Harvest" name="animalHide" tool_category="Butcher" count="4"/>

<drop event="Harvest" name="animalFat" tool_category="Butcher" count="10"/>

<drop event="Harvest" name="femur" tool_category="Butcher" count="5"/>

</entity_class>

 
They are using the utilAI.xml to control their Bandits AI, you'll need their utilAI.xml as well. It's really up to you and how you want them to react and what is closest to your desires. :)

 
They are using the utilAI.xml to control their Bandits AI, you'll need their utilAI.xml as well. It's really up to you and how you want them to react and what is closest to your desires. :)
Ok I will take a look which one I will like more.

thanks for your help.

 
@Tin OR anyone else.

Do you know why when I'm in a trader and the bandit come close I got an error spamming, object... not found not too sure what it is and what need to be fix.

 
you need to change the trader prefabs.xmls

Code:
<prefab>
   <property name="CopyAirBlocks" value="True" />
   <property name="AllowTopSoilDecorations" value="False" />
   <property name="Zoning" value="ResidentialOld,ResidentialNew,Commercial,downtown,industrial" />
   <property name="RotationToFaceNorth" value="2" />
   <property name="YOffset" value="-1" />
   <property name="AllowedTownships" value="city,town,rural,wilderness" />
   <property name="TraderArea" value="False" />
   [color="#FFFF00"]<!--<property name="TraderAreaProtect" value="20,0,20" />
   <property name="TraderAreaTeleportSize" value="36, 20, 36" />
   <property name="TraderAreaTeleportCenter" value="1, 1, 1" />-->[/color]
   <property name="ExcludeDistantPOIMesh" value="False" />
   <property name="DistantPOIYOffset" value="0" />
</prefab>
*Note the commented out portion*

You'll need to do this to each trader prefab. "settlement_trader_01" _02, _03, _04 etc,.

Side effects: Trader prefabs will no longer be invulnerable and sometimes they won't spawn traders.

Edit: don't just copy/paste this. you'll need to manual edit it for your stuff. this is just an example.

 
Last edited by a moderator:
you need to change the trader prefabs.xmls
Code:
<prefab>
   <property name="CopyAirBlocks" value="True" />
   <property name="AllowTopSoilDecorations" value="False" />
   <property name="Zoning" value="ResidentialOld,ResidentialNew,Commercial,downtown,industrial" />
   <property name="RotationToFaceNorth" value="2" />
   <property name="YOffset" value="-1" />
   <property name="AllowedTownships" value="city,town,rural,wilderness" />
   <property name="TraderArea" value="False" />
   [color="#FFFF00"]<!--<property name="TraderAreaProtect" value="20,0,20" />
   <property name="TraderAreaTeleportSize" value="36, 20, 36" />
   <property name="TraderAreaTeleportCenter" value="1, 1, 1" />-->[/color]
   <property name="ExcludeDistantPOIMesh" value="False" />
   <property name="DistantPOIYOffset" value="0" />
</prefab>
*Note the commented out portion*

You'll need to do this to each trader prefab. "settlement_trader_01" _02, _03, _04 etc,.

Side effects: Trader prefabs will no longer be invulnerable and sometimes they won't spawn traders.

Edit: don't just copy/paste this. you'll need to manual edit it for your stuff. this is just an example.


Yeah I just tried that when i Saw some post about that, its working fine but lol zombies got some fun there. There is plenty servers using bandit and when I was playing there I never had any problem being inside the trader area and getting attacked by bandit (it was protected). I wonder what they did.

 
Yeah I just tried that when i Saw some post about that, its working fine but lol zombies got some fun there. There is plenty servers using bandit and when I was playing there I never had any problem being inside the trader area and getting attacked by bandit (it was protected). I wonder what they did.
depends on how they set up their bandits. If they use the zombiemaletemplate or controller for the zeds they don't tend to have the issue. could also be a number of things, like they made a patch and hooked it in and so on. I just gave you and easy xml work around.

 
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