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Ryan

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  • Birthday 01/19/1996

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  1. Ryan

    A21 NPCMod and Addons

    Another quote, got the health, it is, matter a fact. That way. Thanks for giving me the full code!
  2. Ryan

    A21 NPCMod and Addons

    So i just dump that code in-between the entityclasses.xml? Because, i admittingly have no clue where i am supposed to put that code, all i want is just to increase specific NPC's health. Aka: <entity_class name="npcSoldierGBDAxe" extends="npcAxeTemplate"> <property name="UserSpawnType" value="Menu"/><property name="Tags" value="entity,male,npc,walker,melee,UMA2,DRMid,Axe,Knife,Pistol,TRifle,M60,RocketL"/> <property name="Faction" value="military"/> <property name="LookAtAngle" value="0"/> <property name="Names" value="Lt Dan,Cpt Price,Lt Green,Cpt Easy,Lt Brooks,Cpt Hernandez,Lt Rollins,Cpt Clarke" /> <property name="Mesh" value="#@modfolder:Resources/DarksSoldierz.unity3d?SoldierGasBeretDark"/> <property name="LootDropProb" value="0.2"/> <property name="LootDropEntityClass" value="EntityLootContainerStrong"/> <property name="AIPackages" value="NPCModCoreNoChat, NPCModHostileMeleeBasic, NPCModHostileRangedBasic"/> <passive_effect name="HealthMax" operation="base_set" value="385"/> <effect_group name="Base Effects"> <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/> <passive_effect name="HealthMax" operation="base_set" value="385"/> <passive_effect name="HealthMax" operation="perc_set" value="1"/> </effect_group> </entity_class> Also, i don't know where i am supposed to see this biome spawner tab*
  3. Ryan

    A21 NPCMod and Addons

    Aww, unfortunately that line of code does not work within the file entityclasses.xml.
  4. Ryan

    A21 NPCMod and Addons

    Sadly flicking on the 'From Biome Spawner' option in F6 doesn't keep the character existent. I can't seem to find any other information of a 'biome spawner tab' anywhere.
  5. Ryan

    A21 NPCMod and Addons

    Thanks dude! apricate it a lot.
  6. Ryan

    A21 NPCMod and Addons

    Second question has a lot more context when read back just a little more upwards on this page. I'll quote it. "My second question is about the persistency for AI, i know that friendly NPC's, hirable will remain on server when everyone is offline. But i've noticed that when i spawn in soldiers/or bandits (Made them hostile, naturally.) Won't stick around on server when i leave. (Yes i did spawn them in with the persistency option.) Is there a way to make them persistent in the code?" Unfortunately i do not see anything in relation of health points within any of the XML files contained within the NPC addon packs 😕 Ah right, yeah i haven't even bothered checking out F6, i assumed that 'persistent' spawning was good enough. Cheers! Hate it that you can't edit posts, eitherway. Would health be related to the "<property name="Mass" value="130" />" value? (Managed to try and find this in the civilians addon, assuming thats whats referencing health.)
  7. Ryan

    A21 NPCMod and Addons

    Wanted to confirm that this works, sadly. I am still not aware what the other features are existent or not. Aka, the questions in regards of making modded guns compatible, Or the persistency of hostile AI instead of just friendly. Or customization of specific AI health. Fingers crossed they'll answer eventually. Thanks for the help!
  8. Ryan

    A21 NPCMod and Addons

    I'll go ahead and test/try that! Thanks for answering the loot question 😄
  9. Ryan

    A21 NPCMod and Addons

    I've also got to ask, how its possible to make the NPC's compatible with other weapon mods, if thats possible? Cheers!
  10. Ryan

    A21 NPCMod and Addons

    Hello again! Back with some questions, hopefully i do not overwhelm ya'll. I am trying to do multiple things, and i'll start off with loot. I know there's "Lootcontainerregular' i'd assume that'd be the yellow loot bags, what are the exact names for blue, and red loot bags for NPC's? My second question is about the persistency for AI, i know that friendly NPC's, hirable will remain on server when everyone is offline. But i've noticed that when i spawn in soldiers/or bandits (Made them hostile, naturally.) Won't stick around on server when i leave. (Yes i did spawn them in with the persistency option.) Is there a way to make them persistent in the code? Thanks in advance!
  11. Ryan

    A21 NPCMod and Addons

    Once again, sorry for writing so much! I kind of had the right idea in that case by moving the code from the bandit over to the soldiers like: <property name="AIPackages" value="NPCModCoreNoChat, NPCModHostileMeleeBasic, NPCModHostileRangedBasic"/> In the command line. Sadly that doesn't do much. Although. the loot code line does work! so thats nice. Although, this explaination actually helps a sh*t ton! Thanks, i haven't really checked the template tutorials, and hoped it was easy. Now the National Guardsmen are entirely 'non-interactable' and the bandits are! Cheers! Ps: Yeah i was thinking on balancing the spawns because its crazy how often i keep running into rocket dudes and/or m60's. Since i'm going to use this for a server. I might as well pull through all of the code to balance the spawns. (This was a quite nice confidence boost to know that i can somewhat read code after all!) Thanks! Check the image, the last number aka ".03" (These are my own values i made.) Are the spawn chances. If you change them to .03 like i did, they'll spawn less. Increase the number such as .05 or .09 will increase it. .1 they're pretty common. But hell. I'm changing them to .02 and .01 to make them awfully rare.
  12. Ryan

    A21 NPCMod and Addons

    Sorry for the incredible amounts of questions! one of the final few! I've changed it so that raiders are friendly and soldiers are hostile yet... I can't remove the pront to 'talk' from the soldiers. And i can't add the prompt to add 'talking' to bandits. I've figured out how to lower the amount of spawns via the groups file. Changing .1 to .03 making them per town pretty much 'less'.
  13. Ryan

    A21 NPCMod and Addons

    Yeah i just tested it, it still seems to be the case that survivors tend to get spawned a lot more then they should. I'm talking about bandits, cleaners, and soldiers addon packs. (And hell, would there even be a way to adjust IF they spawn or not?)
  14. Ryan

    A21 NPCMod and Addons

    This might've already been answered in the past, but. Is there a way to adjust the amount/ and or chance of spawning NPC's? I want them in my case to be quite rare. I remember back in alpha 20 that NPC's were all over the place, awfully common. More common them zombies. Hence i'm asking in here out of concern. Besides, It'd be neat to know how the files work. I know how to read code just barely. But i don't see any other lines of code indication rarity of spawning. Cheers!
  15. The update is great except the destruction of work tables. I broke my best table thinking I could bring it with me, now I lost it and have to grind AGAIN for a new table(s). It was pleasant to have these things to bring along as it were a massive grind to make these. Now it makes the mod a bit more repetitive. Personally, 'I' and some people on my server would like to suggest to have it reversed if possible?
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