xyth
Community Moderator
Bandits DMT Mod

Demo YouTube Video: Coming Soon....Maybe...
Description
A mod that introduces Bandits into the game. Some known issues exist. See known issues for details.
This mod adds 4 new bandits to the game.
AshBandit: A dual wielding older, fatter version of your favorite EvilDead character.
BanditEve: 4 foot tall, MP7 wielding gal, hard to hit but cute if you live long enough to get close.
BanditArcher: Babe with a bow. You can see her and what she can do in a picture below.
BanditBoss: A Starvation favorite. Heavy armor and a plasma rifle. Avoid unless your ready to dance.
They spawn wherever enemy animals spawn, and wander the game world. They will attack all enemies (Zombies, NPCs and dangerous animals), and will attack the player. They can be killed and may drop a loot container.
Each has a ranged weapon with xml configurable properties. These may need adjusting, but are set at various ranges and are pretty accurate. Change the ammo speed and/or the SpreadDegrees settings in xml to adjust. Some randomly shoot more than 1 projectile per shot, which is also adjustable. They are not over powered and are not tough kills except for the boss.
The archer will put arrows into the player. Those arrows can be removed by the player but you may need to change view sometimes especially if its stick into your butt. On dedi or MP, other players can remove them for you, but I have not tested that yet. It looks badass to leave them in though, especially if you get one to the knee. ba dum tss :drum:
View attachment 27478
Spawning is handled by adding all 4 as a rare spawn to any "enemyanimal" spawn groups. Depending on your preferences, make them more or less rare, change where they spawn, and let me know what works well. You might want groups of bandits as wandering hordes as well.
The bandit class is vanilla code with a slight code fix for movement speed.
Installing
This mod is replaced by CreaturePack bandits.
Change Log
Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding
Version 1.7 : Converted to faction based attacking, improved ranged targeting
Version 1.6 : Added ModInfo.xml to work around DMT bug and temp. removed BanditBoss from spawn due to NRE on his death
Version 1.55 : Dedi animation fix
Version 1.52 : Bleeding fix
Version 1.5 : A18 DMT version with refactored code
Version 1.11 : Removed zombie buffs from weapons
Version 1.10 : Converted Bandits to SDX class that improves movement, required Patch_Entity to fix death by bleeding bug
Version 1.00 : Initial release
Known Issues
Bandits are accurate aiming at players but less so on other entities. Need to look at TFP ranged collision code to see what changed since A17.
Some minor sliding in and out of firing animations might still remain. Not sure why A18 introduced this yet
Loot might sux on these as the vanilla loot containers keep changing so reusing vanilla containers for now.
Credits
A shout out to Mumpfy who edited the base mesh and retextured the Ash Bandit. SphereII for the bandit class edit.


Demo YouTube Video: Coming Soon....Maybe...
Description
A mod that introduces Bandits into the game. Some known issues exist. See known issues for details.
This mod adds 4 new bandits to the game.
AshBandit: A dual wielding older, fatter version of your favorite EvilDead character.
BanditEve: 4 foot tall, MP7 wielding gal, hard to hit but cute if you live long enough to get close.
BanditArcher: Babe with a bow. You can see her and what she can do in a picture below.
BanditBoss: A Starvation favorite. Heavy armor and a plasma rifle. Avoid unless your ready to dance.
They spawn wherever enemy animals spawn, and wander the game world. They will attack all enemies (Zombies, NPCs and dangerous animals), and will attack the player. They can be killed and may drop a loot container.
Each has a ranged weapon with xml configurable properties. These may need adjusting, but are set at various ranges and are pretty accurate. Change the ammo speed and/or the SpreadDegrees settings in xml to adjust. Some randomly shoot more than 1 projectile per shot, which is also adjustable. They are not over powered and are not tough kills except for the boss.
The archer will put arrows into the player. Those arrows can be removed by the player but you may need to change view sometimes especially if its stick into your butt. On dedi or MP, other players can remove them for you, but I have not tested that yet. It looks badass to leave them in though, especially if you get one to the knee. ba dum tss :drum:
View attachment 27478
Spawning is handled by adding all 4 as a rare spawn to any "enemyanimal" spawn groups. Depending on your preferences, make them more or less rare, change where they spawn, and let me know what works well. You might want groups of bandits as wandering hordes as well.
The bandit class is vanilla code with a slight code fix for movement speed.
Installing
This mod is replaced by CreaturePack bandits.
Change Log
Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding
Version 1.7 : Converted to faction based attacking, improved ranged targeting
Version 1.6 : Added ModInfo.xml to work around DMT bug and temp. removed BanditBoss from spawn due to NRE on his death
Version 1.55 : Dedi animation fix
Version 1.52 : Bleeding fix
Version 1.5 : A18 DMT version with refactored code
Version 1.11 : Removed zombie buffs from weapons
Version 1.10 : Converted Bandits to SDX class that improves movement, required Patch_Entity to fix death by bleeding bug
Version 1.00 : Initial release
Known Issues
Bandits are accurate aiming at players but less so on other entities. Need to look at TFP ranged collision code to see what changed since A17.
Some minor sliding in and out of firing animations might still remain. Not sure why A18 introduced this yet
Loot might sux on these as the vanilla loot containers keep changing so reusing vanilla containers for now.
Credits
A shout out to Mumpfy who edited the base mesh and retextured the Ash Bandit. SphereII for the bandit class edit.

Last edited by a moderator: