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issa

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Posts posted by issa

  1. 1 hour ago, BFT2020 said:

     

    That's my thought process.  Try adding the force probability attribute to your groups and see if that straightens it out.

     

    Interesting result. Forcing probability on items causes no items to drop at all. So I applied the force probability attribute to the containers while keeping guaranteed containers at count=1 with no probability. The result is working as intended. However, the probability percentage is still a little unbalanced so I'll work on customized probability templates. For anyone stumbling across this post looking to achieve that, I attached my code example below.

     

    <append xpath="/lootcontainers/lootprobtemplates">
      	<lootprobtemplate name="YourTemplateName">
    		<loot level="1,999999" prob="Your Probability Here. Example: .02 (2%)"/>
    	</lootprobtemplate>
    </append>

     

  2. 11 minutes ago, BFT2020 said:

    Look at the crates as reference:

     

    Working stiffs crate

    <lootgroup name="groupWorkingStiffsCrate" count="all">
        <item group="groupWorkingStiffs01" count="1"/>
        <item group="groupWorkingStiffs02" loot_prob_template="medHigh" force_prob="true"/>
        <item group="groupWorkingStiffs03" loot_prob_template="low" force_prob="true"/>
        <item group="groupWorkingStiffs04" loot_prob_template="low" force_prob="true"/>
    </lootgroup>

     

    So when you loot the crate, the following is going to happen:

     

    the lootgrooup is set to count="all".  This means each group has a chance to spawn something in.

    • groupWorkingStiffs01 is guaranteed to spawn in (no probability set, count="1")
    • groupWorkingStiffs02 is medHigh (63%)
    • groupWorkingStiffs03 and 04 are low (20%)

     

    The weird part in my following is, if I set the count="all" in my loot group, it always drops something from each container. Is it likely because I do not have force_prob?

  3. Update: According to the code, we have two scenarios. If we add the count="all" to the loot group, it will drop a bit of each container regardless of probability. If we remove it, it will randomly drop one of the containers regardless of the guaranteed probability. This is weird and also interesting.

     

    	<lootgroup name="ZEDNursePackUtility">
    		<item group="ZEDNursePackContainer" count="1" loot_prob_template="guaranteed"/>
    		<item group="ZEDRegularPackContainer" count="1" loot_prob_template="high"/>
    		<item group="ZEDConstructorPackContainer" count="1" loot_prob_template="veryLow"/>
    		<item group="ZEDPolicePackContainer" count="1" loot_prob_template="veryLow"/>
    		<item group="ZEDSoldierPackContainer" count="1" loot_prob_template="veryLow"/>
    		<item group="ZEDBurntPackContainer" count="1" loot_prob_template="med"/>
    	</lootgroup>

     

    image.thumb.png.85108362be6103e74edae37840b64dc1.png

  4. 8 hours ago, Skullfracture said:

    So it would have a chance to drop both, rather than either or?

    So yes, I think for immersion reasons, there is a chance you might encounter a zombie who is carrying medical supplies. I want the ZEDRegularPack to always drop on zombies that are not nurses/doctors while still pertaining a small chance to drop it anyway. To clarify, I have loot groups for nurses, burnt, cop, soldiers, utility workers, and hazmat zombies. So basically, soldiers always drop the ZEDSoldierPack while also having better chances of dropping the ZEDNursePack and ZEDRegularPack.

     

    	<lootgroup name="ZEDRegularPackUtility" count="all">
    		<item group="ZEDRegularPackContainer" count="1" loot_prob_template="guaranteed"/>
    		<item group="ZEDNursePackContainer" count="1" loot_prob_template="low"/>
    		<item group="ZEDConstructorPackContainer" count="1" loot_prob_template="veryLow"/>
    		<item group="ZEDPolicePackContainer" count="1" loot_prob_template="veryLow"/>
    		<item group="ZEDSoldierPackContainer" count="1" loot_prob_template="veryLow"/>
    		<item group="ZEDBurntPackContainer" count="1" loot_prob_template="med"/>
    	</lootgroup>

     

  5. Hello, I appreciate the responses and clarification. Is it possible to include my own probabilities for loot_prob_template?

     

    My original way of using them for probabilities wasn't working out well

     

    <config>
      
      <append xpath="lootcontainers/lootprobtemplate">
        	<lootprobtemplate name="CustomNameHere">
    		<loot level="1,999999" prob=".02"/>
    	</lootprobtemplate>
        
        	<lootprobtemplate name="CustomNameHere02">
    		<loot level="1,999999" prob=".05"/>
    	</lootprobtemplate>
        
        	<lootprobtemplate name="CustomNameHere03">
    		<loot level="1,999999" prob="1"/>
    	</lootprobtemplate>
      </append>
      
      	<lootgroup name="ZEDRegularPackUtility"  count="all">
    		<item group="ZEDRegularPackContainer" count="1" loot_prob_template="CustomNameHere"/>
    		<item group="ZEDNursePackContainer" count="1" loot_prob_template="CustomNameHere03"/>
    	</lootgroup>
      
    </config>

     

  6. Hello everyone, I'm currently working on a mod that enables a player to loot zombies. To add for immersion, I added the ability to define loot by a specific zombie such as a nurse, cop, soldier, utlility worker, etc...

     

    Now I have the following loot group:

     
      <lootgroup name="ZEDRegularPackContainer" count="1,6">
            <item name="oldCash"  count="1,10" prob="1"/>
            <item name="casinoCoin"  count="1,10" prob="0.85"/>
            <item name="resourceLockPick"  count="1,3" prob="0.63"/>
        </lootgroup>
    Basically, a few items a zombie can drop with a specified probability.
     
    	<lootgroup name="ZEDNursePackContainer" count="1,3">
    		<item name="drugAntibiotics"  count="1" prob="0.50"/>
    		<item name="drugPainkillers"  count="1" prob="0.40"/>
    		<item name="drugRockBusters"  count="1" prob="0.40"/>
    		<item name="drugSteroids"  count="1" prob="0.45"/>
    		<item name="drugVitamins"  count="1" prob="0.55"/>
    		<item name="medicalBandage"  count="1" prob="0.85"/>
    		<item name="medicalBloodBag"  count="1" prob="0.45"/>
    		<item name="medicalFirstAidBandage"  count="1" prob="0.65"/>
    		<item name="medicalFirstAidKit"  count="1" prob="0.45"/>
    		<item name="medicalPlasterCast"  count="1" prob="0.50"/>
    		<item name="medicalSplint"  count="1" prob="0.35"/>
    	</lootgroup>

     

    Here is a loot group specifically for nurse zombies. I have added both containers into one also with a specified probability. To explain, regular zombies should have a very minimal chance to also drop medical supplies but it's a small percentage.

     

    For some reason, that's ignored entirely since I tested killing a nurse and it didn't drop medical supplies even though the probability was set to "1".

    	<lootgroup name="ZEDRegularPackUtility">
    		<item group="ZEDRegularPackContainer" count="1" prob="1"/>
    		<item group="ZEDNursePackContainer" count="1" prob="0.15"/>
    	</lootgroup>

     

    Any help would be appreciated!

  7. Apologies, I'm still in the learning phase of modding 7 Days to Die. I looked at the thread you sent and according to what I'm reading, this should be the correct way I hope?

     

    <configs>
    	<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='SightRange']/@value">5</set>
    	<set xpath="/entity_classes/entity_class[@name='zombieTemplateMale']/property[@name='SightLightThreshold']/@value">-500</set>
    </configs>

     

  8. 52 minutes ago, BFT2020 said:

     

    Yes, you can create a modlet that once installed in the mod folder, would modify these values in game.

     

    To affect others, this needs to be loaded on the computer acting as the server.  Since these are only xml edits, modifying the server file will change the values for all players - no need for them to download the file also.

     

    Does the modlet need specific syntax? I remember changing the value of the trap HP required me to do a different syntax than the one in the xml file. Would it technically work if I created a modlet named after the xml like entityclasses.xml and then did something like this in it:

     

        <property name="MaxViewAngle" value="180"/>
        <property name="SightRange" value="5"/> <!-- distance in m -->

     

    Thank you!

  9. 19 hours ago, meganoth said:

     

    Just a few questions: Do you have feral sense turned on? Do you use heavy armor? Do you often forget to turn off helmet light at daybreak? Do you maybe forget to put points in the shadow perk according to your level and game progression? Do you have a drone companion, I hear it makes stealth fail, might be a bug(??)

     

    Just asking to make sure it isn't something else that is killing stealth for you. Because I can sneak quite well in daylight when the zombies are far enough away, but granted, less well than it was in previous alphas and stealth is more random.

     

    But to get back to your question: I would suggest looking at the Hide in Shadows perk in progression.xml and maybe just boosting its effect.

     

     

    I have Feral Sense turned off and I do not wear any armor since the game is pretty early (Day 1-3). I also don't have a helmet light on. As for points into Hide in the Shadows, I do put one point in as soon as possible but it's still very bad. I can consider boosting the perk in the xml.

     

     

    17 hours ago, BFT2020 said:

     

    Or look in the entityclasses file

        <!-- Stealth -->
        <property name="MaxViewAngle" value="180"/>
        <property name="SightRange" value="30"/> <!-- distance in m -->
        <property name="SightLightThreshold" value="-2,150"/> <!-- how well lit you have to be for the zombie to see you at min,max range -->
    
        <property name="SleeperWakeupSightDetectionMin" value="-40,5"/> <!-- Indiv.Random. sight capability - "I see you" light value at point blank -->
        <property name="SleeperWakeupSightDetectionMax" value="340,480"/> <!-- Indiv.Random. "I see you" light value at "SightRange" -->
        <property name="SleeperSenseSightDetectionMin" value="-10,0"/> <!-- same for groaning, not waking -->
        <property name="SleeperSenseSightDetectionMax" value="200,300"/>
    
        <property name="SleeperNoiseSenseThreshold" value="3,8"/> <!-- Indiv.Random. hearing capability - "I hear something" noise value -->
        <property name="SleeperNoiseWakeThreshold" value="9,12"/>
    
        <property name="SleeperSmellSenseThreshold" value="20,50"/> <!-- Indiv.Random. smell capability - "I smell something" player smell value -->
        <property name="SoundSleeperSenseChance" value=".5"/> <!-- the chance to play "SoundSleeperSense" when "SleeperSmellSenseThreshold" is triggered -->
        <property name="SleeperSmellWakeThreshold" value="40,100"/>
    
        <property name="NoiseAlertThreshold" value="30"/> <!-- DEPRECATED; an awake zombie triggers instantly if touched by the sound range/volume -->
        <property name="SmellAlertThreshold" value="40"/> <!-- for awake zombies -->

     

    This is from zombieTemplateMale

     

    For this, is it possible to modify these values as a mod so they would affect other players? I know that copy pasting them in this format wouldn't work?

     

     

    Thanks in advance guys!

  10. Hello everyone,

     

    I'm writing this post in hope someone is able to assist me with my current problem regarding Stealth System. As of right now, Zombies are able to hear every single movement as well as seeing you crystal clear during the day past 30 blocks which is quite annoying. I love RP when it comes to open world zombie games like this. I do hide in houses and pretend it's a real time situation and hide from a horde until they move past. However, they hear every. single. thing! It's not fun. Sneaking around for a second triggers the entire horde.

     

    Is it possible to modify the Stealth system through XML so the Zombies only hear me when I do very loud noises or they see me as close as a few meters / blocks away?

     

     

    Thank you! :D

  11. Dear community,

    I am currently having a frustrating issue in which I'm unable to modify the Game Preference for my save. I have a somewhat big base and zombies tend to come by and smash my walls in which can get annoying. I've tried so far:

     

    • Use the in-game command sg BedrollDeadZoneSize XX
    • Create another serverconfig.XML, modify the value inside, and then launch the game with the parameter targeted to my xml file.
    • Go inside the Computer\HKEY_CURRENT_USER\SOFTWARE\The Fun Pimps\7 Days To Die and modify the value inside as well.

     

    Every single attempt fails and whenever I launch a game (not a server, simply a NEW GAME) the value changes back to 15. I have no idea on how to fully change the value so zombies won't spawn near my base at all.

     

    Regards,

    issa

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