AlphaLegionare
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Hey dwallorde, did you manage to test my code. The above is Bandit Sasha and Bandit Leader? I know it is close to A16 but if you have any questions let me know.Fixed the bandits now they are challenging, the key is the bullets are not projectiles, a few other attributes could be fine tuned:
Items.xml
<item id="1906" name="gunAK47Bandit">
<property name="IsDeveloper" value="true" />
<property name="Candrop" value="false" />
<property name="Meshfile" value="Items/Weapons/Ranged/ak47/ak47Prefab" />
<property name="Material" value="metal" />
<property name="HoldType" value="48" />
<property name="Stacknumber" value="1"/>
<property name="DegradationBreaksAfter" value="true"/>
<property name="Degradation" value="99999" param1="true"/>
<property name="SoundJammed" value="Weapons/weapon_jam" />
<property class="Action0">
<property name="Class" value="Launcher" />
<property name="Instantiate_on_load" value="false"/>
<property name="Delay" value="0.150" />
<property name="Auto_fire" value="true" />
<property name="Magazine_size" value="30" />
<property name="Magazine_items" value="steelCrossbowBolt" />
<property name="Magazine_item_ray_counts" value="1" />
<property name="Magazine_item_ray_spreads" value="0" />
<property name="Reload_time" value="3.9" />
<property name="Bullet_icon" value="uzi" />
<property name="Sound_start" value="Weapons/Ranged/AK47/ak47_fire_start" />
<property name="Sound_repeat" value="Weapons/Ranged/AK47/ak47_fire_lp" />
<property name="Sound_end" value="Weapons/Ranged/AK47/ak47_fire_end" />
<property name="Sound_empty" value="Weapons/weapon_empty" />
<property name="Sound_reload" value="Weapons/Ranged/AK47/ak47_reload" />
<property name="Particles_muzzle_fire" value="nozzleflash_ak" />
<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
<property name="DamageBonus.head" value="3" />
<property name="DamageBonus.wood" value="5" />
<property name="DamageBonus.earth" value=".2" />
<property name="DamageBonus.glass" value="25" />
<property name="Buff" value="critGunAK47" />
<property name="Buff_chance" value=".1" />
</property>
<property class="Attributes">
<property name="FalloffRange" value="50,100"/>
<property name="Accuracy" value="0.7"/>
<property name="EntityDamage" value="15,50"/>
<property name="BlockDamage" value="5,5"/>
</property>
</item>
<item id="1907" name="gunSawedOffPumpShotgunBandit">
<property name="IsDeveloper" value="true" />
<property name="Candrop" value="false" />
<property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/SawedOffPumpShotgunPrefab" />
<property name="Material" value="metal" />
<property name="HoldType" value="5" />
<property name="Stacknumber" value="1"/>
<property name="DegradationBreaksAfter" value="true"/>
<property name="Degradation" value="99999" param1="true"/>
<property name="SoundJammed" value="Weapons/weapon_jam" />
<property class="Action0">
<property name="Class" value="Launcher" />
<property name="Instantiate_on_load" value="false"/>
<property name="Delay" value="0.8" />
<property name="Magazine_size" value="8" />
<property name="Magazine_items" value="steelCrossbowBolt" />
<property name="Magazine_item_ray_counts" value="9" />
<property name="Magazine_item_ray_spreads" value="0.9" />
<property name="Reload_time" value="2.6" />
<property name="Bullet_icon" value="uzi" />
<property name="Sound_start" value="Weapons/Ranged/SawedOffPumpShotgun/sawed_off_shotgun_fire" />
<property name="Sound_repeat" value="" />
<property name="Sound_end" value="" />
<property name="Sound_empty" value="Weapons/weapon_empty" />
<property name="Sound_reload" value="Weapons/Ranged/SawedOffPumpShotgun/shotgun_reload" />
<property name="Particles_muzzle_fire" value="nozzleflash_shotgun" />
<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" />
<property name="DamageBonus.head" value="6" />
<property name="DamageBonus.glass" value="25" />
<property name="DamageBonus.wood" value="2" />
<property name="DamageBonus.earth" value=".2" />
<property name="Buff" value="shotgunWound" />
<property name="Buff_chance" value=".8" />
</property>
<property class="Attributes">
<property name="FalloffRange" value="50,100"/>
<property name="Accuracy" value="0.7"/>
<property name="EntityDamage" value="15,50"/>
<property name="BlockDamage" value="5,5"/>
</property>
</item>
entityclasses.xml
<entity_class name="banditLeader" extends="banditMelee">
<property name="Archetype" value="BanditLeader"/>
<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunAK47Bandit,steelCrossbowBolt" />
<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunAK47Bandit,steelCrossbowBolt" />
<!-- in s -->
<property name="AttackTimeoutDay" value="0.5" />
<property name="AttackTimeoutNight" value="0.5" />
<!-- AI properties -->
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>
<property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" />
<property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />
<property name="AITask-4" value="ApproachSpot" />
<property name="AITask-5" value="Wander" />
<property name="AITask-6" value="Territorial" param1="50" />
<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" />
<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" />
<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" />
<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
<property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
<property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />
<property name="CorpseBlock" value="RangedBanditCorpse"/>
</entity_class>
<entity_class name="BanditSasha" extends="banditMelee">
<property name="Archetype" value="BanditSasha"/>
<property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" />
<property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" />
<!-- in s -->
<property name="AttackTimeoutDay" value="0.5" />
<property name="AttackTimeoutNight" value="0.5" />
<!-- AI properties -->
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>
<property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" />
<property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />
<property name="AITask-4" value="ApproachSpot" />
<property name="AITask-5" value="Wander" />
<property name="AITask-6" value="Territorial" param1="50" />
<property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
<property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" />
<property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" />
<property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
<property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" />
<property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
<property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
<property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />
<property name="SoundRandom" value="" />
<property name="SoundAlert" value="" />
<property name="SoundSense" value="" />
<property name="SoundAttack" value="" />
<property name="SoundHurt" value="Player_Female/player2painlg" />
<property name="SoundHurtSmall" value="Player_Female/player2painsm" />
<property name="SoundDeath" value="Player_Female/player2death" />
<property name="SoundStamina" value="Player_Female/player2stamina" />
<property name="SoundDrownPain" value="Player_Female/player2drownpain" />
<property name="SoundWaterSurface" value="Player_Female/player2drownsurface" />
<property name="SoundDrownDeath" value="Player_Female/player2drowndeath" />
<property name="SoundJump" value="Player_Male/player2Jump" />
<property name="SoundLandSoft" value="Player_Male/player2LandSoft" />
<property name="SoundLandHard" value="Player_Male/player2LandHard" />
<property name="SoundPlayerLandThump" value="PlayerLandThump" />
</entity_class>
No I haven't yet. I will for V5.xHey dwallorde, did you manage to test my code. The above is Bandit Sasha and Bandit Leader? I know it is close to A16 but if you have any questions let me know.
Good to hear. I like the look of SMX, especially the way Valmod has it in his mods. I can't wait to get a look at War of the Walkers V5.0. Every version so far has been great and I am sure that 5.0 will be no different.So I got permission to use Valmods UI design as well as SMX for my mod! Will have it included in V5.0! Which is in progress.
Excellent @dwallorde, love your work, can't wait to see your next offering. Adding Valmod ui and smx is a good move.So I got permission to use Valmods UI design as well as SMX for my mod! Will have it included in V5.0! Which is in progress.
Working on it now. But it probably won't be ready for release for another 2 weeks. I got a lot to do plus I'm working at my job this week. Next week I'm on holiday and probably going to be away for 5 days. But ya it is being worked on. Just don't have the time to put the hours needed for it ATMSo ready for the update.. Cant wait will it gets updated for 16..... Lets us know when your gonna roll it out.. I know its alot of changes to do and implement in..
hmmm, gonna check out this boar thingProgress Update(7/16/2017):
-XML Files have been Merged (All but 2)
-Added in SMX UI Mod
-Some Tweaking and Balancing with the changes that came with A16
Still To Do:
-Custom Icons Still to merge in
-Some Custom Icons (UI ones) Need to be redone
-Prefabs (BIGGY) Need to be updated with new block changes. Which will start soon as the prefab editor tool has been updated.
-Localization Merged (Relatively Simple with some changes that will needed to be made)
-Major Testing....
At the end of the day the main Goal for release will be for sure having the Biomes.xml and Prefabs perfected First as any changes to these post launch would require restart of your save game. The rest of the files should be save game safe with any changes. But hopefully the testing will catch most bugs and imbalance of the game.
Over all this alpha has been the biggest challenge to tackle getting my mod merged in, A lot of new things to watch out for, especially in blocks.xml which new and removed options. Oh and the Boar looks like to have the right code needed to get the Survivor NPC's to act as I intended for them too.
and on a side note I am at the moment going to be using UMA Zombies, they should be alright to work with. We will see