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The Rogue Tomato

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Posts posted by The Rogue Tomato

  1. As far as I know fuel is fuel, I cannot have it specify which Fuel is accepted or not. So if Tallow has a fuel rating then yes it can work as well but I cannot make it the only accepted fuel type. (without making Tallow the only fuel source in the game)

     

    Ah, I didn't realize that. Thanks.

  2. 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.

  3. 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.

  4. 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.)

  5. 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.

  6. Both the bandits and the survivors included in the mod don't attack. Bandits get nose-to-nose with you but they just don't shoot or attack you,for some reason. Is there any chance that you can fix the rest of the survivors and bandits?

     

    I'm pretty sure the rest of the bandits and survivors attack for me, but I'll check it out later after work. I'll post my fixes if there are any.

  7. Is anyone running a mp server using this mod?

     

    I am (although I tweaked the mod, but you don't have to download anything). The server is called "War of the Walkers" and the random gen key is WoWShowers. I think I'm on day 8, but if you want to join, I can always reset it to day 1.

  8. Hi dwallorde,

     

    BanditDwarfSherry still doesn't shoot at me. Here's what I did to make her work. I'm pretty sure the only change necessary is to extend her from banditMelee (I know that doesn't make sense, but it seems to work). The rest of my changes are just leftovers from back when I was experimenting. I just copied and pasted what I had before. I figured if it ain't broke, i won't fix it.

     

     

    <entity_class name="BanditDwarfSherry" extends="banditMelee">
    <property name="Archetype" value="BanditDwarfSherry"/>
    
    <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,shotgunShellBandit" />
    <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,shotgunShellBandit" />
    
    <!-- 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="20"/>
    <property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />
    <property name="AITask-3" value="ApproachSpot" />
    <property name="AITask-4" value="Wander" />
    
    <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
    <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />
    <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
    <property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
    <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
    <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />
    <property name="CorpseBlock" value="RangedBanditCorpse"/>
    
    <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>
    

  9. Hey guys, i found a bug with the casino coins.

    The max stack is 50.000 but the real max ammount is 32767, so if you stack 50.000, logoff and logon, your coins will disappear.

     

    To "fix" this, a change must be done in the items.xml:

     

    <item id="1435" name="casinoCoin">

    <property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

    <property name="HoldType" value="21" />

    <property name="Stacknumber" value="50000" /> <!-- STK resource -->

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

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

    <property name="SellableToTrader" value="false" />

    </item>

     

    to

     

    <item id="1435" name="casinoCoin">

    <property name="Meshfile" value="Items/Misc/casino_coinPrefab" />

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

    <property name="HoldType" value="21" />

    <property name="Stacknumber" value="32767" /> <!-- STK resource -->

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

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

    <property name="SellableToTrader" value="false" />

    </item>

     

    It's a game limitation, not just casinoCoins. Lots of things go wrong when you go above 32767. For example, change the hit points of a block to 50000 and try to destroy it. Unless they changed something since the last time I tried, it's impossible to destroy. It gets below a certain number and then jumps back up again.

  10. Okay, I think I have them all working now.

     

    * I swapped the shotgun for the sawed off shotgun. The sawed off shotgun causes weird particle errors.

    * I swapped the shotgun for the sniper rifle. He wouldn't shoot the rifle. I don't know why not. He shoots the shotgun.

    * I made it so they all extend banditMelee.

  11. Okay, I got it working. I added this:

     

    <!-- AI properties -->
    <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="30"/>
    <property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityAlive" />
    <property name="AITask-3" value="ApproachSpot" />
    <property name="AITask-4" value="Wander" />
    
    <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" />
    <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityPlayer" />
    <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntitySurvivor" />
    <property name="AITarget-4" value="SetNearestEntityAsTarget" param1="EntityEnemy" />
    <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityPlayer" />
    <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntitySurvivor" />
    <property name="CorpseBlock" value="RangedBanditCorpse"/>
    

     

    I would have assumed it would inherit these things from BanditRanged, but I guess not, since it works now and didn't work before.

  12. Sorry if someone brought this up already.

     

    Bandit Dwarf Sherry doesn't shoot her gun. She just follows me or zombies around. This may be true of other bandits, too, but I only just noticed this about Sherry.

     

    I checked the XML, but I don't understand the AI mechanics well enough to spot the error.

  13. Negative traits seem like a good balance for some stronger ones, as long as you can catch them up later. Not sure food and drink should be meesed with as its pretty hard already to stay fed etc. One thing i do on my server is increase most stack sizes as the logic of the mod is as you say to go out and get stuff so its good to be able to carry that stuff when u do find it.

     

    I always increase stack sizes, no matter what mods I'm using. I don't want to use some DLL everyone else has to install in order to increase the backpack. And I don't see the difference between carrying 5000 small rocks in one slot vs carrying 500 in 10 slots. Neither is realistic in terms of weight, or amount of space it takes up.

  14. I really enjoy this mod. I'm back to it now, although I added working oven (my own version from Valmod -- mine uses a beaker, not a bowl), working sink, and catapults. I also boosted some stack sizes because small rocks were filling my inventory too fast. Other than that, it's straight War of the Walkers.

     

    Thanks for your great work.

  15. This looks like an awesome mod. I've played 213 hours now, mostly in vanilla SP and it's getting a bit boring now, although co-op will always be amazing.

     

    I've tried Valmod but this looks even better! Going to download it and start a new random gen world. Keep up the fantastic work!

     

    It really IS an awesome mod. The only reason I'm using my own version of Valmod is because War of the Walkers lag was killing me. They're both fantastic mods, but I actually prefer War of the Walkers. I ended up stealing a bunch of stuff from War of the Walkers and added it to my Valmod server.

  16. @The Rogue Tomato-

    Sure no problem. I coded them ages ago haven't messed with them much since. Ill add your sounds but I'm keeping the attack sound. Just makes for good "crap your self" game play. :)

     

    Well, I have to admit, that really does work. :D

  17. I don't know if you've changed this since I tried the mod, but may I humbly make a recommendation for zombie chickens and zombie rabbits?

     

    <property name="SoundRandom" value="Animals/Chicken/chickenpain" />
    <property name="SoundAttack" value="Animals/Chicken/chickenpain" />
    <property name="SoundAlert" value="Animals/Chicken/chickenpain" />
    <property name="SoundSense" value="Animals/Chicken/chickenpain" />
    <property name="SoundHurt" value="Animals/Chicken/chickenpain" />
    <property name="SoundDeath" value="Animals/Chicken/chickendeath" />
    

     

    <property name="SoundRandom" value="Animals/rabbitpain" />
    <property name="SoundAttack" value="Animals/rabbitpain" />
    <property name="SoundAlert" value="Animals/rabbitpain" />
    <property name="SoundSense" value="Animals/rabbitpain" />
    <property name="SoundHurt" value="Animals/rabbitpain" />
    <property name="SoundDeath" value="Animals/rabbitdeath" />
    

     

    I just find it unnerving to have chickens and rabbits make bear sounds when attacking. :D

     

    I added zombie chickens and zombie rabbits to my game, and used the above.

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