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Ryan

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Posts posted by Ryan

  1. 12 minutes ago, Ryan said:


    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*

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

  2. 5 hours ago, xyth said:

    That line needs to be inside an effect group.  example:

     

                <effect_group name="Base Effects">
                    <passive_effect name="DistractionResistance" operation="base_set" value="0,0"/>
                    <passive_effect name="HealthMax" operation="base_set" value="300"/>
                    <passive_effect name="HealthMax" operation="perc_set" value="1"/>

    </effect_group>    


    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>    

    3 minutes ago, Ryan said:


    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. 2 hours ago, drkstardragon said:

    <passive_effect name="HealthMax" operation="base_set" value="100"/>

    no

     


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

  4. 18 hours ago, xyth said:

    If you spawn in characters using the dynamic spawning tab of F6, they wont stay in game when you log off.  Use the biome spawner tab instead.

    Changing it should work if you edited the correct file and saved it.


    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. 11 hours ago, drkstardragon said:

    1. No, only vanilla weapons can be given to npcs  2. not sure what youre asking here, there are bandit/raider packs and companion packs 3. yes, you can edit their hp in the entity class xml


    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 😕

    4 hours ago, xyth said:

    If you spawn in characters using the dynamic spawning tab of F6, they wont stay in game when you log off.  Use the biome spawner tab instead.

    Changing it should work if you edited the correct file and saved it.


    Ah right, yeah i haven't even bothered checking out F6, i assumed that 'persistent' spawning was good enough.
    Cheers!

    2 minutes ago, Ryan said:


    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.)

  6. On 2/19/2024 at 1:36 AM, Evil_Geoff said:

    Vanilla containers should be LootContainerStrong and LootContainerBoss.

     


    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! 

  7. 13 hours ago, Evil_Geoff said:

    Vanilla containers should be LootContainerStrong and LootContainerBoss.

     

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

  8. 6 hours ago, Ryan said:

    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!


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

    Cheers!

  9. 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!

  10. 12 hours ago, khzmusik said:

     

    There are different templates for NPC Core characters. The ones that are usually used are "basic" and "advanced." "Basic" characters can't be hired, and thus have less complicated AI. "Advanced" characters can be hired.

     

    To switch from one to the other, you can choose what template the NPC extends. This is done in the pack's entityclasses.xml file. For example, if you want to make "npcSoldierGBDAxe" not hirable, change the value of the "extends" attribute from "npcAdvancedAxeTemplate" to "npcAxeTemplate".

     

    There are other ways, but that's probably the easiest.

     

    Also, if you're changing the spawn numbers anyway, you might as well make them a bit more balanced. For example, if you're in the forest biome, you might have a .03 probability of running across a guy with an axe, but a .01 chance of running across one with a tactical rifle; and if you're in the wasteland, it would be the other way around.

     

    EDIT: This double posted for some reason. No idea why. Sorry about that.


    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!

    7 hours ago, Kogg said:

    Looking in that file there is like 5,800 lines there. Do I have to individually change all of them?

    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.

    Example.PNG

  11. 1 hour ago, Ryan said:


    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?)


    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'.

  12. 33 minutes ago, Ryan said:

    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!


    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?)

  13. 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!

  14. 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?

     

  15. 17 hours ago, stone00 said:

    Hi Ryan, regarding your question, this goes for most overhaul mods, try asking the mods creator (in this case Bdubyah) to make a version of their mod for UL or you can look into making the edit yourself..... going this way, either don't publish it, or ask permission to and always credit the owner 😃

    I mean, I am obviously asking to see if there's a way to include the said mod in a way. (I am not a scripting/coding god, so its like asking if there's a simple edit.)

    But i've long gotten rid of it seeing there wasn't a response. 

  16. 11 hours ago, Subquake said:

    You have to place the vehicle down for the color to apply. Also whenever reporting issues with the mod, make sure you are running the latest version. I am not experiencing what you are saying:
    6n5YWNF.jpg r27zXVJ.jpg

     

    It was indeed placed down.

    But it seems like I have a VERY outdated version of this mod from a other website. The website was "https://7daystodiemods.com/subquakes-undead-legacy/" this.

    Updating now, so do excuse me for these 'reports' i made about bugs and issues.

  17. Orange SUV when repaired is not orange, but some odd black texture.

     

    PS: Nevermind. Seems like most SUV's don't have their supposed color texture, only the pink and green SUV works.

    But this might be due to the horde night as i am testing it at one right now.

     

    PS 2: Not because of the horde night, most SUV's colors seem broken.

  18. 13 hours ago, UKStevieB said:

    You can get research data from scrapping schematics.

    Yeah figured that out a few hours later from that message. Still thanks though.

    Also, yeah. All vanilla perks are gone and replaced. Thats kind of wack actually. These are almost quite PVP based.

  19. 4 hours ago, Subquake said:

     

    Will be fixed in next stable version, glad you spotted that!
     

    You should never install mods over the steam copy of the game. Always make a copy of vanilla, then apply the mod to the copy of the game.


    Sounds like you need a PC upgrade, I and majority of UL players don't experience that. To reduce lag, you might want to check out Undead Legacy custom game option: Recipe Filter.

    My PC is quite decent actually. It runs 7 days to die perfectly, it just @%$#s its own pants when using the crafting tab.

    The issue is that the game loads up ALL crafting options in one go. Which causes the lag.

    I am not entirely sure what you mean with the recipe filter though.

     

    And I am just saying regarding the steam issue, that most mods tend to work through out steam. Though I don't understand what you mean with "You should never install mods over the steam copy of the game. Always make a copy of vanilla, then apply the mod to the copy of the game."? Mods are installed always through the usual mod directory steam or not steam?

     

    I get the game to work by just running the .exe within the installation folder. But alas, I'll inform said server that this is not going to change in that case.

    Thank you for clearing that up!

  20. BUG:

    Can't launch the game through steam with the mod loaded in.

    Also. Pressing TAB for the crafting menu causes mass lag due to items being loaded in at the same time on the crafting side.

    Game freezes up when you move items in your inventory. As it loads crafting options on the left.

     

    I prevent this by sticking to the 'favorite' tag. Which doesn't allow items to load in at mass amounts when you open crafting menu.

    It feels very unstable on that end. Due to the endless inventory slots. It would be great to have 'page' like UI for the crafting menu side to prevent lag.

  21. 2 hours ago, Ryan said:

    I've installed the mod but, when i die. The game doesn't allow me to respawn.

    It keeps me dead. No options given to respawn.

     

    You can't start the game via steam either.

    Nevermind, i managed to fix it. Was a another mod.

    Still can't launch it through steam though.

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