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War of the Walkers mod

Version 4.3.8 Released
-Changed Bandit AI Code

-Changed Survivor AI Code
Thank you!!!!

I tested them all, and they all seem to work except BanditKane. For some reason, he just won't shoot his sniper. So I gave him a bandit sawed off shotgun. He shoots that.

 
Thanks Rogue Tomato. I found one and a buddy jumped in with me. Just wanted to try the mod out.
Surjin
It's my favorite mod, but there are just some things in Valmod I can't live without. So I took a little from Valmod and added it to my War of the Walkers. I added a weed cleaver, working oven, working sink, garbage disposal (with trash bags), and adhesive trap. None of these use custom icons, so no downloads are needed. I use existing icons with a tint to show that they're different.

I also added my own touches, like modding the gore blocks so that you have to harvest rotting flesh and bones. Destroying the block with something like a hammer doesn't put anything in your inventory. I also added the catapult trap (which I no longer use, because it kills wandering survivors) and zombie lures. Again, no custom icons.

Drop 5-10 zombie lures and you'll be covered in zombies in no time.

(Side note: I could simply have used WoW's slow trap instead of adding adhesive trap, but I had already modified the adhesive trap to do what I want, so I just added it.)

 
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It's my favorite mod, but there are just some things in Valmod I can't live without. So I took a little from Valmod and added it to my War of the Walkers. I added a weed cleaver, working oven, working sink, garbage disposal (with trash bags), and adhesive trap. None of these use custom icons, so no downloads are needed. I use existing icons with a tint to show that they're different.
I also added my own touches, like modding the gore blocks so that you have to harvest rotting flesh and bones. Destroying the block with something like a hammer doesn't put anything in your inventory. I also added the catapult trap (which I no longer use, because it kills wandering survivors) and zombie lures. Again, no custom icons.

Drop 5-10 zombie lures and you'll be covered in zombies in no time.

(Side note: I could simply have used WoW's slow trap instead of adding adhesive trap, but I had already modified the adhesive trap to do what I want, so I just added it.)
Same here.

I've added some ideas from valmod, project z, true survival, gnamod, comsenmod, etc. To name a few.

I also added in some of my own tweaks and ideas.

This is a great community with awesome ideas and I love being able to combine the ideas together and have the best of all worlds.

 
On 4.3.8 :

- Melee Survivors still don't respond to being attacked,they continue being passive,no matter what the player does.

- Bandits now attack properly,both melee and ranged.

- Ranged survivors react to being attacked by the player but they don't turn towards you to shoot you. If you attack them from behind,they'll start shooting in front of them and never turn towards you to shoot you.

 
On 4.3.8 :
- Melee Survivors still don't respond to being attacked,they continue being passive,no matter what the player does.

- Bandits now attack properly,both melee and ranged.

- Ranged survivors react to being attacked by the player but they don't turn towards you to shoot you. If you attack them from behind,they'll start shooting in front of them and never turn towards you to shoot you.
I don't know what the full capabilities of the bandits and survivors are, but it's important to remember that they are not yet complete.

Also, your chosen difficulty level has an impact on it as well. I remember reading another discussion that stated they act better at difficulty 4 or 5.

Maybe I read it in this thread:

Bandits

Either way, might still be useful to read through that, because there's a lot of helpful info in it.

 
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I don't know what the full capabilities of the bandits and survivors are, but it's important to remember that they are not yet complete.Also, your chosen difficulty level has an impact on it as well. I remember reading another discussion that stated they act better at difficulty 4 or 5.
I know they're not finished yet but I've tried them out in vanilla 7DTD before and they worked just fine. I used the mod launcher to install this mod so I don't think they're any compatibility problems or old mods interfering with War of the Walkers.

 
On 4.3.8 :
- Melee Survivors still don't respond to being attacked,they continue being passive,no matter what the player does.

- Bandits now attack properly,both melee and ranged.

- Ranged survivors react to being attacked by the player but they don't turn towards you to shoot you. If you attack them from behind,they'll start shooting in front of them and never turn towards you to shoot you.
Remember, NPC AI isn't finished yet, so your results aren't going to be reliable.

I noticed that both survivors and bandits act weird like not always turning to shoot you, but if you move around, they seem to eventually turn. And they're terrible shots - they keep shooting forward even after a zombie drops to the ground. But that's not something that can be fixed in the XML, as far as I can tell.

Are you sure all your bandits work properly? Like I said, I can't get BanditKane to shoot his sniper rifle, so I just gave him a sawed off shotgun instead.

 
Remember, NPC AI isn't finished yet, so your results aren't going to be reliable.
I noticed that both survivors and bandits act weird like not always turning to shoot you, but if you move around, they seem to eventually turn. And they're terrible shots - they keep shooting forward even after a zombie drops to the ground. But that's not something that can be fixed in the XML, as far as I can tell.

Are you sure all your bandits work properly? Like I said, I can't get BanditKane to shoot his sniper rifle, so I just gave him a sawed off shotgun instead.
Now when I test it again,BanditKane is also not working properly. Gets nose-to-nose with me but besides that - nothing else.

Isn't the code from Stallion's Bandits better for this mod than what is currently implemented? I hear his AI code is pretty dang good. Worth a shot to ask him for it,I think!

 
On 4.3.8 :
- Melee Survivors still don't respond to being attacked,they continue being passive,no matter what the player does.

- Bandits now attack properly,both melee and ranged.

- Ranged survivors react to being attacked by the player but they don't turn towards you to shoot you. If you attack them from behind,they'll start shooting in front of them and never turn towards you to shoot you.
You cannot get the survivors to attack players correctly unless you have them attack you all the time, this is a limitation on their ability to attackifhurt. It appears to lack the ability to approach or turn toward its target.

This line doesn't add anything due to that limitation, you will still get shot by a survivor if you attack them and stand in front of their gun without it.

<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" />
I'd recommend removing it just for simplicity sake.

 
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Rabbit traps appear to be disappearing about 30 seconds after being placed? Have others experienced this as well?

Also, spelling bug report:

Bated should be Baited

IE: Rabbittrap(bated) should be Rabbittrap(Baited)

 
Rabbit traps appear to be disappearing about 30 seconds after being placed? Have others experienced this as well?
Also, spelling bug report:

Bated should be Baited

IE: Rabbittrap(bated) should be Rabbittrap(Baited)
Not sure why that's happening for you. Can any1 confirm this happening? And noted about the spelling...my bad

 
Ok so this is my first time setting up a dedicated server as well as using a MOD. I am having problems with missing icons. All the icons for weapons, ammos and schematics that are not vanilla are missing as well as vanilla icon for menus like crafting catagories, skills, etc...... Even the icons in the HUD are missing so i dont know what the each bars represent. As i said this is my first time even setting up a server let alone trying to run a MOD. I am using server provided thru PingPerfect that has instant set up option where i go into mod configurations and select a Mod from a list and press install. All this was done before starting the server so that i would minimize possible errors. I understand not all Server providers have the capability to support all the different MODs out there so could that be the problem or am i missing something that maybe a simply fix. Also not able to using any commands in console menu, not sure if that is a conflict with the MOD or something i need to adjust throuh the server provider

 
Ok so this is my first time setting up a dedicated server as well as using a MOD. I am having problems with missing icons. All the icons for weapons, ammos and schematics that are not vanilla are missing as well as vanilla icon for menus like crafting catagories, skills, etc...... Even the icons in the HUD are missing so i dont know what the each bars represent. As i said this is my first time even setting up a server let alone trying to run a MOD. I am using server provided thru PingPerfect that has instant set up option where i go into mod configurations and select a Mod from a list and press install. All this was done before starting the server so that i would minimize possible errors. I understand not all Server providers have the capability to support all the different MODs out there so could that be the problem or am i missing something that maybe a simply fix. Also not able to using any commands in console menu, not sure if that is a conflict with the MOD or something i need to adjust throuh the server provider
Custom icons folder needs to be installed client side as well. Same with the localization file.

 
Now when I test it again,BanditKane is also not working properly. Gets nose-to-nose with me but besides that - nothing else.
Isn't the code from Stallion's Bandits better for this mod than what is currently implemented? I hear his AI code is pretty dang good. Worth a shot to ask him for it,I think!
I was using that as a reference before but don't have the latest version. He has removed all downloads for it because he left for awhile, or something.

 
Now when I test it again,BanditKane is also not working properly. Gets nose-to-nose with me but besides that - nothing else.
Isn't the code from Stallion's Bandits better for this mod than what is currently implemented? I hear his AI code is pretty dang good. Worth a shot to ask him for it,I think!
Just copy the sawed off shotgun another Bandit uses and paste it over the sniper rifle for BanditKane. He shoots the shotgun just fine.

 
I was using that as a reference before but don't have the latest version. He has removed all downloads for it because he left for awhile, or something.
Okay so I found BadCo bandits and seen how hes doing it, I have made some adjustments based on that and I will see how they pan out.

-Note that I am planning on not releasing any more updates to the V4.3 Branch, if this works out with the Bandit Code then it will go into the V4.4 Release....Which may or may not be close :p

 
I haven't used the rabbit trap yet, I'll try it out and give feedback later.
Yeah, the baited rabbit trap disappears for me too. Shortly after placed.

The unbaited trap sticks around.

 
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