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xyth

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Everything posted by xyth

  1. xyth

    A19 NPCs DMT Mod

    Happy to look at what you made. The CPacks and NPC xml is plain as I assumed folks would improve it either by submitting that xml into the base pack or making a 2- xpath modlet. I'm with you on the dialog app being counter intuative. I jumped in an it didnt work as expected but then doing it the way the video explains it worked.
  2. pushed a fix for an NRE when some characters ragdolled.
  3. xyth

    A19 NPCs DMT Mod

    Found some more NRE'ing characters, waiting on author to submit fixes, but if removed those from spawning in latest push
  4. xyth

    A19 NPCs DMT Mod

    Yea, I've been meaning to do a demo quest chain with it for the NPCs but other things got in the way. I started a 2-TestDialogQuest modlet. Id be happy if you took the lead and started a 2-DialogQuest modlet that others could add to as we go. Your call if you want yours to be the start of a communitypack or if you would rather release it solo. On the tool itself, it works but I mentioned a few bugs, but i think those were just me using it "not like intended" I like to break his things during testing. if you stick closely to his video it works fine.
  5. xyth

    A19 NPCs DMT Mod

    I did confirm this. The NPC modlet and CPacks do not modify the player. The Sphereii take and replace modlet and his core does have some unrelated functions that also do effect the player , and better life does mess with water. I'll mention that to Sphereii. Pushed fix for an NRE caused by the WhispererAlpha ragdoll. That should be the last NRE type error, but let me know.
  6. Pushed some small changes today to zombies and humans. Upgraded zombie AITasks so as far as i can tell they target everything alive but zombies now. All classes of humans seem to attack zombies. Let me know if something isnt attacking a class like you would expect. Commented out 2 guppy soldiers that were adversly effecting FPS. Hes working on fixes. Also commented out 1 TSBX cop, as he wants to improve it. Fixed xml issue where a material replacement was causing an NRE.
  7. xyth

    A19 NPCs DMT Mod

    We dont mess with player stamina, player perks, or anything player. Not even a buff. So thats likely another modlet. I will check water-walking. Nothing we are doing that i can guess, but if i can repro it we can fix it. Sphereii pushed a few core patches that might fix most of the NPC Ranged/melee issues. let us know.
  8. xyth

    A19 NPCs DMT Mod

    This is always great to hear. Its easy for a modder to lose interest in a particular mod if folks don't let them know the mod is still useful. Thanks for that. I pushed a fix for the CPzombies today, where they target all classes that extend from EntityAlive, which is about everything except vehicles and other non creatures. At this point animals are not part of factions, but I may test that change. Zombiedog are their own class, not really zombies targeting wise, so perhaps Sphereii needs to include them using code or we try adding them to the undead faction. Worst thing that can happen is random NREs. The falling into water bug sounds interesting. I will have to try that one. How they behave after might be controller related and an easy fix, or it might be code as we found a bug in the A18 water detention code that should be fixed in a19. I think we can just buff NPCs directly. I know we can buff zombies, so it is possible. I think it would take code to make an non-player (NPC) an ally but it can go on this list.
  9. Will add new guppy zeds soon, but first: CreaturePackHuman edits: Commented out the Guppy07soldier with the flame thrower (causes major FPS drop) until the particle can be fixed. Edited sound files to prevent wordsoup on attacking or hit. They will talk trash less often in combat now. Creaturepackzombies: Fix rare NRE error due to new zombieanimaltemplate CreaturePackAnimals: Some minor edits to animal tasks
  10. xyth

    A19 NPCs DMT Mod

    Pushed edits to Humanpack that NPC will inherit, fixed the "wordsoup" on characters when attacking or hurt. They wont talk every hit.
  11. xyth

    A19 NPCs DMT Mod

    Pushed hotfix for an NRE in zombiepack
  12. xyth

    A19 NPCs DMT Mod

    Maybe. maybe setting a buff with the requirement that would check a cvar set when he was hired or the leader faction. Id need to research that, but it seem doable.
  13. xyth

    A19 NPCs DMT Mod

    I randomly assigned each of the soldiers to three team factions for testing. Red blue and green. Those factions hate each other. I will look into once they are hired it overrides thier hostility.
  14. xyth

    A19 NPCs DMT Mod

    Maybe. maybe setting a buff with the requirement that would check a cvar set when he was hired or the leader faction. Id need to research that, but it seem doable.
  15. Major refactoring of all packs to isolate each from vanilla extends. New templates added, so if you donate entities please extend from an existing template then make edits in that character as needed. Should be save safe, but one can never be sure. Added a new Fatman zombie by TSBX
  16. xyth

    A19 NPCs DMT Mod

    Fixes: Hostile Animals dont act like friendly puppys now. NPCs are territorial now Teleport-forget-your-attack-do-not-run-back-you-bastard issue is fixed. (needs testing) Still looking into the melee and stay issues
  17. xyth

    A19 NPCs DMT Mod

    Looks like animals are picking up some code bits from the NPc related modlets. I will do some testing, need to find which one.
  18. xyth

    A19 NPCs DMT Mod

    Great feedback. Your observations mirror mine, that where Sphereii and I let things when we both got super busy relative to pre-pandemic standards. Definitely needs improvement. In room when i have a gun out I usually switch to melee after 1 shot. I think the issue is balancing the melee damage, which is probably way too low. Likely still in the test configuration. I can bump that up so the npcs win most of the time 1 on 1, or 2 on 1, with 3 on 1 meaning the NPC likely will die. The 5 second delay between shots is TFP code. We might be able to speed that up but it uses several ugly formulas to calculate the time of next shot and it hurt my head looking at it last time. Never switch to melee is what we had before trying to add melee. Just backing up as able, and I liked that but folks asked for melee so we tried.
  19. Minor update to fix minor texture bug, NPC limping like zombies, and consolidated some AITasks and templates.
  20. xyth

    A19 NPCs DMT Mod

    If they are getting the zombie crippled animation it is because they were wounded somehow. I thought i prevented that on ranged but left it active on melee. I can allow the limp on ranged as it changes the walktype. Perhaps I should turn it off for melee until I get time to add humanoid limp anims for melee types. The ranged approach/retreat code is something that needs some polishing. Frankly I forgot where Sphereii left off with that. It was based on the weapons max range, but I think that got changed. As far as teleporting in general, I think thats a bad idea as it seems to cause more issues than the one it tries to solve, that of keeping up with player vehicles.
  21. xyth

    A19 NPCs DMT Mod

    The first comment regarding melee is working (almost) as intended. Ranged will try to keep a short distance from their target and continue to use ranged until the target manages to get close then the ranged will swap to a melee weapon. A fast or raging zed will be able to close that distance faster than the NPC can backup though. Right now we are trying to make the melee weapon visible, but we are busy so have not gotten back to sorting that. The characters waiting a few seconds until firing is likely a consequence of where that character is in its AITask loop. If its doing something else then that might need to finish before it does the ranged firing attack. Might be able to tweak that a little, but consider those 5 seconds a blessing when its a bandit starting an attack on you. Do you want no chance to dodge that attack? They are very accurate so you need to start that dodge early. It seems hard enough to me that making them insta-firing would lead to a lot of player rage. The NPCs follow at their max speed, which is also their agro speed. Changing 1 changes the other, so if we make them run as fast as payers then they will be much tougher opponents. I will play with that setting a bit though, thanks.
  22. xyth

    A19 NPCs DMT Mod

    The total spawn chance of a whisperer spawning is 1.5, as compared to any one vanilla zombie being 1.0. so all the whispers total up to if we added 1.5 new zombies. The total spawn chance of the custom zombies is 9, as compared to the total vanilla zombie spawn rate which is 13. So custom zeds and vanilla zeds spawn at near the same rate. So whispers should spawn about 5% of the time when the game wants to roll for a zed. This assumes no other zombie mods.
  23. xyth

    A19 NPCs DMT Mod

    I think it works this way: . The spawner selects zombies from a group, say zombiesall When the spawner wants to spawn a zombie, it roll the dice and picks one out of the group based on probability. So if the final group composition totals 100 possible zeds, and each one has a probablility of 1.0, then any zombies has a 1/100 chance of being selected. So you need to balance the relative numbers of vanilla zeds and creaturepack characters in the total group. I have tried to keep the spawn chance of a vanilla zed and a creaturepack zed about even. I have not done all groups though. And if another zombie modlet is used then you need to add any group changes by them into the equation.
  24. The game cannot find this file: C:/Program Files (x86)/Steam/steamapps/common/7 Days To Die/7DaysToDie_Data/../Mods/0-CreaturePackHumans/Resources/guppyParticlesforGuppy.unity3d Is it there?
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