@skolano-
-Hitting things already makes noise that attracts zombies in the vanilla game
-Opening doors and containers also make noise that attracts zombies in the vanilla game(Tip:quick searching also makes more noise than normal searching)
-Going into your inventory/map also already makes a noise that attracts zombies in the vanilla game(Tip: -Crouching makes all noises your create less)
-Scratches and Broken legs do not attract zombies but if you don't tend to your scratches in a timely manner they can get infected and attract zombies.
-All in all I like the way you think though.
Some of these things do not work in A16 because the smell system has been turned off by TFP. Hopefully it will be back in A17 its a very important game mechanic.
@Ezrah Karotan & naxter60-
I haven't looked at the Mod code in ages and I'm too drunk atm but I think TS brought back the stone arrow/bolt and dropped the carbon arrow. I think.... or maybe you just cant craft the carbon arrow...hmmm.... don't remember........ there's my beer mmmmmm .(thank god for spell check)
Thanks, yeah, I found out about the steel arrows; still having problems with the null reference exception problem near traders though, not entirely certain why, and the output_log is of no help [it's referencing 'file unknown' as the source of the error, so I've no way of tracking it down, makes me feel like it might be a mistake TFP themselves made.]
Specific Error Below
NullReferenceException: Object reference not set to an instance of an object
at EntityNPC.OnUpdateLive () [0x00000] in <filename unknown>:0
at EntityAlive.OnUpdateEntity () [0x00000] in <filename unknown>:0
at World.TickEntities (Single _partialTicks) [0x00000] in <filename unknown>:0
at GameManager.DA () [0x00000] in <filename unknown>:0
at GameManager.Update () [0x00000] in <filename unknown>:0
(Filename: Line: -1)
Made some headway.
I think what it was, was a problem with the approach an attack routine in the traders
<property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityAlive" />
<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityAlive" />
This wasn't used anywhere else within the entityclasses.xml at all, so I looked for an example of how to write a setastargetifhurt property, and pulled this [from a jzmod entity I believe]
<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />
<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityAnimalBear" />
<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit" />
<property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityNPC" />
Which I used to replace the entityAlive one since that seemed invalid.
I tried to replace
The approach an attack one with
<property name="AITask-1" value="ApproachAndAttackTarget" param1="EntityEnemy" />
and the zombies didn't seem to make the trader freak out anymore, however bandits still do... do bandits not show up as 'enemies' I don't know exactly what param1 is, it appears to be the target of the routine/what condition to execute under, but I don't know what the allowable values are, or what a 'bandit' would be considered under that system.
Anyone have any insight, I think I'm pretty close to solving this particular problem.