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John8ball

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  1. Yes this mod works a treat, no more null reference errors.
  2. I was using some of the methodology Dwallorde used with A15 by adding specific bandit weapons and assigning them as projectiles as it seems to work better and finally change the AI with tasks and entity targets with some variable tweaks to make them aggressive and accurate. But even the stock AI bandits give me a null reference. Makes me think the actual NPC that is embedded is broken.
  3. I tried myself to get the bandits and survivors working. Everything works except i as soon as i target them to shoot back i get a null reference error. They shoot me and zombies fine. When they take damage from a zombie i get null reference again. Not sure what is wrong with their damage received module. From my perspective the bandits and survivors is what i find most impressive about your mod would love to see it work.
  4. Hey dwallorde, did you manage to test my code. The above is Bandit Sasha and Bandit Leader? I know it is close to A16 but if you have any questions let me know.
  5. Fixed the bandits now they are challenging, the key is the bullets are not projectiles, a few other attributes could be fine tuned: Items.xml <item id="1906" name="gunAK47Bandit"> <property name="IsDeveloper" value="true" /> <property name="Candrop" value="false" /> <property name="Meshfile" value="Items/Weapons/Ranged/ak47/ak47Prefab" /> <property name="Material" value="metal" /> <property name="HoldType" value="48" /> <property name="Stacknumber" value="1"/> <property name="DegradationBreaksAfter" value="true"/> <property name="Degradation" value="99999" param1="true"/> <property name="SoundJammed" value="Weapons/weapon_jam" /> <property class="Action0"> <property name="Class" value="Launcher" /> <property name="Instantiate_on_load" value="false"/> <property name="Delay" value="0.150" /> <property name="Auto_fire" value="true" /> <property name="Magazine_size" value="30" /> <property name="Magazine_items" value="steelCrossbowBolt" /> <property name="Magazine_item_ray_counts" value="1" /> <property name="Magazine_item_ray_spreads" value="0" /> <property name="Reload_time" value="3.9" /> <property name="Bullet_icon" value="uzi" /> <property name="Sound_start" value="Weapons/Ranged/AK47/ak47_fire_start" /> <property name="Sound_repeat" value="Weapons/Ranged/AK47/ak47_fire_lp" /> <property name="Sound_end" value="Weapons/Ranged/AK47/ak47_fire_end" /> <property name="Sound_empty" value="Weapons/weapon_empty" /> <property name="Sound_reload" value="Weapons/Ranged/AK47/ak47_reload" /> <property name="Particles_muzzle_fire" value="nozzleflash_ak" /> <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" /> <property name="DamageBonus.head" value="3" /> <property name="DamageBonus.wood" value="5" /> <property name="DamageBonus.earth" value=".2" /> <property name="DamageBonus.glass" value="25" /> <property name="Buff" value="critGunAK47" /> <property name="Buff_chance" value=".1" /> </property> <property class="Attributes"> <property name="FalloffRange" value="50,100"/> <property name="Accuracy" value="0.7"/> <property name="EntityDamage" value="15,50"/> <property name="BlockDamage" value="5,5"/> </property> </item> <item id="1907" name="gunSawedOffPumpShotgunBandit"> <property name="IsDeveloper" value="true" /> <property name="Candrop" value="false" /> <property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/SawedOffPumpShotgunPrefab" /> <property name="Material" value="metal" /> <property name="HoldType" value="5" /> <property name="Stacknumber" value="1"/> <property name="DegradationBreaksAfter" value="true"/> <property name="Degradation" value="99999" param1="true"/> <property name="SoundJammed" value="Weapons/weapon_jam" /> <property class="Action0"> <property name="Class" value="Launcher" /> <property name="Instantiate_on_load" value="false"/> <property name="Delay" value="0.8" /> <property name="Magazine_size" value="8" /> <property name="Magazine_items" value="steelCrossbowBolt" /> <property name="Magazine_item_ray_counts" value="9" /> <property name="Magazine_item_ray_spreads" value="0.9" /> <property name="Reload_time" value="2.6" /> <property name="Bullet_icon" value="uzi" /> <property name="Sound_start" value="Weapons/Ranged/SawedOffPumpShotgun/sawed_off_shotgun_fire" /> <property name="Sound_repeat" value="" /> <property name="Sound_end" value="" /> <property name="Sound_empty" value="Weapons/weapon_empty" /> <property name="Sound_reload" value="Weapons/Ranged/SawedOffPumpShotgun/shotgun_reload" /> <property name="Particles_muzzle_fire" value="nozzleflash_shotgun" /> <property name="Particles_muzzle_smoke" value="nozzlesmokeuzi" /> <property name="DamageBonus.head" value="6" /> <property name="DamageBonus.glass" value="25" /> <property name="DamageBonus.wood" value="2" /> <property name="DamageBonus.earth" value=".2" /> <property name="Buff" value="shotgunWound" /> <property name="Buff_chance" value=".8" /> </property> <property class="Attributes"> <property name="FalloffRange" value="50,100"/> <property name="Accuracy" value="0.7"/> <property name="EntityDamage" value="15,50"/> <property name="BlockDamage" value="5,5"/> </property> </item> entityclasses.xml <entity_class name="banditLeader" extends="banditMelee"> <property name="Archetype" value="BanditLeader"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunAK47Bandit,steelCrossbowBolt" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunAK47Bandit,steelCrossbowBolt" /> <!-- in s --> <property name="AttackTimeoutDay" value="0.5" /> <property name="AttackTimeoutNight" value="0.5" /> <!-- AI properties --> <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" /> <property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" /> <property name="AITask-4" value="ApproachSpot" /> <property name="AITask-5" value="Wander" /> <property name="AITask-6" value="Territorial" param1="50" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" /> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" /> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" /> <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" /> <property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" /> <property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" /> <property name="CorpseBlock" value="RangedBanditCorpse"/> </entity_class> <entity_class name="BanditSasha" extends="banditMelee"> <property name="Archetype" value="BanditSasha"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" /> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSawedOffPumpShotgunBandit,steelCrossbowBolt" /> <!-- in s --> <property name="AttackTimeoutDay" value="0.5" /> <property name="AttackTimeoutNight" value="0.5" /> <!-- AI properties --> <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTargetNPC" param1="EntityZombie" /> <property name="AITask-3" value="ApproachAndAttackTargetNPC" param1="EntityAlive" /> <property name="AITask-4" value="ApproachSpot" /> <property name="AITask-5" value="Wander" /> <property name="AITask-6" value="Territorial" param1="50" /> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityEnemy" /> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombie" /> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityPlayer" /> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntitySurvivor" /> <property name="AITarget-5" value="SetNearestEntityAsTarget" param1="EntityZombie" /> <property name="AITarget-6" value="SetNearestEntityAsTarget" param1="EntityEnemy" /> <property name="AITarget-7" value="SetNearestEntityAsTarget" param1="EntityPlayer" /> <property name="AITarget-8" value="SetNearestEntityAsTarget" param1="EntitySurvivor" /> <property name="SoundRandom" value="" /> <property name="SoundAlert" value="" /> <property name="SoundSense" value="" /> <property name="SoundAttack" value="" /> <property name="SoundHurt" value="Player_Female/player2painlg" /> <property name="SoundHurtSmall" value="Player_Female/player2painsm" /> <property name="SoundDeath" value="Player_Female/player2death" /> <property name="SoundStamina" value="Player_Female/player2stamina" /> <property name="SoundDrownPain" value="Player_Female/player2drownpain" /> <property name="SoundWaterSurface" value="Player_Female/player2drownsurface" /> <property name="SoundDrownDeath" value="Player_Female/player2drowndeath" /> <property name="SoundJump" value="Player_Male/player2Jump" /> <property name="SoundLandSoft" value="Player_Male/player2LandSoft" /> <property name="SoundLandHard" value="Player_Male/player2LandHard" /> <property name="SoundPlayerLandThump" value="PlayerLandThump" /> </entity_class>
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