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xyth

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Everything posted by xyth

  1. xyth

    A21 NPCMod and Addons

    Pushed a small update to rename the ranged and melee UAI tasks to standards, and some xml cleanup.
  2. xyth

    A21 NPCMod and Addons

    Version 20.0.20.01 uploaded. Lots of fixes and new features! Fixes (Yea, its a complicated mod) NPCMOD-SP-0001 Ranged NPCs do not have the normal get up animation like melee ones do NPCMOD-SP-0002 Melee anims not synching with damage / damage being dealt without anims (Note: more apparent when unarmed) NPCMOD-SP-0003 Baker's head goes from left to right with biome spawn NPCMOD-SP-0004 NPCs don't drop down holes right away when following (Boe does) NPCMOD-SP-0006 NPCs do not jump over an empty block when following (Boe does) NPCMOD-SP-0008 Hired NPC damage too low (identified as bandits when they aren't) NPCMOD-SP-0009 NPCs being knocked down too easily NPCMOD-SP-0011 Enhanced healing not working NPCMOD-SP-0012 Ranged and melee weapon damage unbalanced, melee needs a boost. MaxRange should be adjusted per weapon type NPCMOD-SP-0013 NPCs engaged in combat when player enters vehicle will disappear but zeds continue to attack the invisible NPC NPCMOD-SP-0014 Junk Turrets do not target bandits NPCMOD-SP-0015 NPCs of the same faction can unintentionally damage each other when in groups (more obvious with club NPCs) NPCMOD-SP-0016 NPCs of the same faction will target each other as enemies if they accidentally damage each other NPCMOD-SP-0017 NPCs in active sleeper volumes do not activate/move NPCMOD-SP-0019 Hostile NPCs sometimes turn to face the player and "chat" - seems to score higher than the "move to enemy" task? NPCMOD-SP-0020 Ranged NPCs don't "see" through blocks that they can shoot through (bars, etc.) NPCMOD-SP-0022 NPCs get clipped at the hips (half underground) when fighting NPCMOD-SP-0023 NPCs walk backwards fairly far when hit with a melee weapon NPCMOD-SP-0024 NPCs will not heal themselves unless they are hired NPCMOD-SP-0025 Bandits no longer consider the player to be an enemy NPCMOD-SP-0026 Cannot interact with NPCs right after they have been fighting. At least 5 seconds NPCMOD-SP-0027 Ranged NPCs cannot damage a Steve Crawler NPCMOD-SP-0028 Ranged NPCs often crouch when targeting a crawler NPCMOD-SP-0029 Ranged NPCs turn their heads to the left and back when crouched and attacking NPCMOD-SP-0030 NPCs will not stay when you enter a vehicle and immediately exit when in sight (See notes) NPCMOD-SP-0031 There is a significant delay between the time you damage a neutral faction standing melee NPC and the time they start attacking you (at least 3 seconds, sometimes more if action_delay is increased) NPCMOD-SP-0033 NPCs spawned-in with the Quest Action SpawnEnemy, the Quest Action GameEvent and the GameEvent Trigger Action will be seen as a threat to the player by their hired NPC even if the spawned in NPC is of neutral (or non-hostile) faction standing NPCMOD-SP-0035 Ranged NPCs can damage crawlers when they far but as they come closer they can no longer damage them (until they come in melee range) NPCMOD-SP-0036 If you hire an NPC, crouch and then spawn in a crawler, they stay in the crouched position, shooting in the direction they were crouched in, up in the air, never hitting the crawler, no matter how far or close they are NPCMOD-SP-0038 Friendly NPCs spawned in "attack" sleeper volumes, by the SpawnEnemy Quest Action, the Quest GameEvent Quest Action or GameEvent Trigger Action cannot be interacted with until they no longer consider you an enemy NPCMOD-SP-0040 NPCs become very indecisive when there are many targets surrounding them NPCMOD-SP-0041 Hired NPCs take a very long time to detect hostiles NPCMOD-SP-0042 The Bow weapon had accuracy issues, would not damage entities when up close NPCMOD-SP-0043 Bandit melee NPCs push WhiteRiver NPCs rather than attacking them NPCMOD-SP-0045 Ranged NPCs keep firing while applying healing NPCMOD-SP-0046 Hired NPC bodies do not despawn when they die and their map markers remain until you exit the current game session. The bodies only despawn if you die. NPCMOD-SP-0047 After you hire an NPC that follows you and enter a vehicle you get the following warning once or multiple times: Cannot play a disabled audio source NPCMOD-DEDI-0001 NPCs sometime will keep standing up when dead until their body despawns NPCMOD-DEDI-0002 NPCs still have health when they die NPCMOD-DEDI-0003 On rare occasions, dead NPCs regenerate life and their remains cannot be hit NPCMOD-DEDI-0005 NPCs have no hit reaction to ranged damage NPCMOD-DEDI-0007 NPCs hired by different players will shoot or aggro on each other all the time NPCMOD-DEDI-0009 If the leader crouches but another player comes close they stand up as if they need to talk (must be that they are waiting to be hired although they already are - likely related to issue NPCMOD-DEDI-0008) NPCMOD-DEDI-0010 NPCs will sometimes stop fighting each other NPCMOD-DEDI-0011 Synchronizing on NPCs battling each other seems off. They can hit each other from really far and then they come back to each other. Sometimes they will have their backs to a target and somehow are still able to hit them NPCMOD-DEDI-0012 Dead NPCs can still be interacted with (ex: Hiring them) NPCMOD-DEDI-0013 NPCs cannot be despawned after you hire them NPCMOD-DEDI-0014 NPCs are frozen after you spawn them in, disconnect and reconnect. Entities spawned in using the following methods do not despawn when you disconnect: - Dynamic spawner - Quest SpawnEnemy action - Quest GameEvent action - GameEvent Trigger NPCMOD-DEDI-0017 Cannot dismiss an NPC. They still follow you and then appear as hired again NPCMOD-DEDI-0018 Hired NPCs cannot damage Allied Player NPCs but can damage the allied player NPCMOD-DEDI-0019 Hired NPCs will not attack a player if that player hurt their leader NPCMOD-DEDI-0020 Hired NPCs will not friendly fire non-allied players if Kill Strangers is on (possibly Kill All as well) New Features These are the new features in this build: NPCMOD-FT-0004 "Configure damage prevention from other players' hired NPCs as per server's settings" The NPCs now follow the server setting related to killing other, allies, etc. By default, kill strangers only is active, but this can be changed in the game settings. NPCMOD-FT-0006 Have hired NPCs automatically follow me on dedicated servers The NPCs will default to following you once hired NPCMOD-FT-0017 Have my hired NPCs teleport next to me when I die There is a new setting which needs more testing, to control what happens to the hired NPCs when the hiring player dies. <triggered_effect trigger="onSelfFirstSpawn" action="ModifyCVar" cvar="respawn" operation="set" value="1"/> Adding (or uncommenting it in the default NPCMelee template) will enable hired NPCs to respawn with player on the players bedroll , highly experimental NPCMOD-FT-0021 Prevent NPCs from damaging vehicles Yea, that was happening, NPCs were damaging their owners vehicles And the best for last! New command interface that gives you more control over your hired NPCs. This feature is in testing now, so let us know what you think. Here is an older (to be updated) demonstration of the features and how to enable the commands. More in the works, stay tuned!
  3. xyth

    A21 NPCMod and Addons

    There are many fixes in this next build, which should be available later today. No limit on hiring at this point although there probably is an upper limit to the number of NPCs active at once if your rig isn't strong enough. We need more testing at this point to see how this engine runs under load.
  4. xyth

    A21 NPCMod and Addons

    Added a new zombie expansion pack from DarkStarDragon
  5. xyth

    A21 NPCMod and Addons

    Remove her from entitygroups, though that might break some other things, id need to check . She that bad? 😃 Shes the A19 version texture wise, needs a refresh.
  6. xyth

    A21 NPCMod and Addons

    500? no, just 5 should drop in a separate drop bundle. Our testers never saw this issue, and you cant loot npc corpses, so some mod you might have added is bugging it. That info only shows if your in DM, debug mode. Its debugging info We added localization in the next release, so that should sort the name issue. SMX provided the additional UI stuff, so look in the mods UI folder.
  7. xyth

    A21 NPCMod and Addons

    We are close to a new release which will fix that issue finally, as well as falling through the world and many other fixes.
  8. xyth

    A21 NPCMod and Addons

    You can backup your save game and try it. But since this mode, specifically the SCore, has so much code, its almost like adding new a game into 7 Days to Die. That's likely to break any savegame since so much of the game is being changed.
  9. xyth

    A21 NPCMod and Addons

    The falling into the ground is a vanilla issue which was recently acknowledged by TFP, and is being fixed. In the meantime, in the next build we added the player unstuck code to attempt to unstick NPCs as they fall and place them a bit above ground. Seems to be working well. We are almost done with the must fix bugs on dedi servers so a new build should be coming soon.
  10. xyth

    A21 NPCMod and Addons

    Its really NOT SAFE to add to an existing save. We made a lot of progress on dedi, still some spawning bugs to resolve and a friendly fire issue, but we are getting close.
  11. xyth

    A21 NPCMod and Addons

    Thats unexpected. Are you sure you had 1000 coins on you so you actually completed the hiring? That is a setting in xml that can be adjusted but rapid despawning is needed right now as a work around for another issue. 1 damage is the minimum the game code enforces. There is no xml way to reduce that to zero yet.
  12. xyth

    A21 NPCMod and Addons

    yet another expansion added
  13. xyth

    A21 NPCMod and Addons

    added new expansion packs.
  14. xyth

    A21 NPCMod and Addons

    The XNPCCore has a few example characters included, a nurse capable of healing it's leader, a Baker who someday hopes to craft meals, the tutorial zombie, a verbose bandit lady, and a snowfox. These demonstrate the xml templates included in the cores. Glad you enjoy our work!
  15. xyth

    A21 NPCMod and Addons

    In the SCore mod, there is a blocks.xml file used for configuration. Try changing this property: <property name="ShowTargetHealthBar" value="true" /> to false
  16. xyth

    A21 NPCMod and Addons

    Just a reminder to all, there are way too many bugs on dedicated server right now, so avoid loading on dedi until further notice.
  17. xyth

    A21 NPCMod and Addons

    I updated the link to the SCore. You only place the SCore mod, not his entire repository, into the Mods folder. The mod does not add traders, so maybe you are spawning vanilla traders Update your SCore, should be fixed.
  18. xyth

    A21 NPCMod and Addons

    The error says the SCore is not loaded. They spawn with some random perks, but in this first release, beyond those perks, only damage increases as they get kills. We want NPCs to otherwise level up, and be trained up using books placed in their backpacks, but this release is just about validating all the new features and AI we added for A20 You can edit the xml to make the hiring cost very high so it cant be done. That's the easiest solution <property name="HireCurrency" value="casinoCoin" /> <property name="HireCost" value="1000" /> That is found in entitieclasses.xml, under the first NPCMelee template, top of file Currency can be any item.
  19. xyth

    A21 NPCMod and Addons

    This wasn't clear in the install instructions? "Option 1: Download using the links below then just drop the 2 Core modlets into your MODS folder. Then load as many expansion packs as desired. If you are using a dedicated server, you also need to load both Core modlets into your dedi server Mods folder. So copies in both the client side Mods folder and also on the server Mods folder." So you need to load 3 mods, SCore, NPCCore and then the soldiers. Load all 3 on BOTH the server and every client.
  20. xyth

    A21 NPCMod and Addons

    The installation could be simpler. Look on the first post under the install section.
  21. If someone doesn't dig into the new drone, likely I will eventually.
  22. xyth

    A21 NPCMod and Addons

    I cant read your error. Linking a log would help LOG LOCATIONS: Windows: From Steam <gamefolder>\7DaysToDie_Data\output_log__<DATETIME>.txt From Mod Launcher <gamefolder>\7DaysToDie_Data\output.log From .exe %AppData%\..\LocalLow\The Fun Pimps\7 Days To Die\player.log From dedicated through startdedicated.bat <gamefolder>/7DaysToDie_Data/output_log_<DATETIME>.txt Linux From Executable <homefolder>/.config/unity3d/The Fun Pimps/7 Days To Die <- Dedicated>/Player.log From start scripts or Steam <gamefolder>/7DaysToDie_Data/output_log__<DATETIME>.txt From server with management scripts /home/sdtd/instances/<instancename>/logs/output_log_<DATETIME>.txt MacOS <homefolder>/Library/Logs/Unity/Player.log
  23. xyth

    A21 NPCMod and Addons

    So on default balance: Right now all of the expansion packs spawn into the wildgameforest group. In vanilla, there is a 65% chance of spawning a rabbit or chicken, 30% chance of spawning nothing at all in that , and a small 5% chance of a deer or wolf. The expansionpacks all loaded with the core changes this to about 60% chicken or rabbit, 20% nothing, and 3% deer/wolf etc. Then about 10% chance of a human, and 7% a bird So humans will spawn, its just not as common as other things at this point. The NPCCore entities spawn in other biomes generally, like snow or desert.
  24. xyth

    A21 NPCMod and Addons

    They are uncommon spawns, but are around. Nothing is balanced yet, mostly because this isn't primarily intended to be a mod used alone, but for POI builders and mod makers to use in their mods. You can use it alone, but balance is then on you because we don't know how many or which expansion packs you might load.
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