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StompyNZ

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well, getting mixed results on the server now. Sometimes the bandits with incendiary rounds will hit you a lot, other times they constantly miss at PB range.

 

smg and ak guys seem to hit more than the pistol and 44 guys.

 

I like how you can see the shots at least so i'll leave them with incendiary rounds for now ;)

 

For anyone wanting to try the launcher based ak47 here's the code:

 

 <item id="2204" name="gunAK47Advanced">
   <property name="CustomIcon" value="gunAK47"/>
   <property name="CustomIconTint" value="FF7000"/>
   <property name="Meshfile" value="Items/Weapons/Ranged/ak47/ak47Prefab"/>
   <property name="Material" value="metal"/>
   <property name="RepairTools" value="repairKit"/>
   <property name="HoldType" value="48"/>
   <property name="DegradationBreaksAfter" value="false"/>
   <property name="SoundJammed" value="Weapons/weapon_jam"/>
   <property name="Attachments" value="flashlight02"/>
   <property class="Parts">
     <property name="Stock" value="partsAK47_stock"/>
     <property name="Receiver" value="partsAK47_receiver"/>
     <property name="Pump" value="partsAK47_parts"/>
     <property name="Barrel" value="partsAK47_barrel"/>
   </property>
   <property class="Action0">
     <property name="Class" value="Launcher"/>
     <property name="Delay" value="0.150"/>
     <property name="Auto_fire" value="true"/>
     <property name="Crosshair_min_distance" value="5"/>
     <property name="Crosshair_max_distance" value="30"/>
     <property name="Magazine_size" value="30"/>
     <property name="Magazine_items" value="762mmBulletProjectile,762mmBulletIncendiary,762mmBulletIncendiaryEx,762mmBulletExplosive,Unload"/>
     <property name="Instantiate_on_load" value="false"/>
     <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="Horde_meter_rate" value="2.5"/>
     <property name="Horde_meter_distance" value="20"/>
     <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 name="ActionExp" value="1"/>
   </property>
   <property class="Action1">
     <property name="Class" value="Zoom"/>
     <property name="Zoom_max_out" value="35"/>
     <property name="Zoom_max_in" value="35"/>
   </property>
   <property class="Attributes">
     <property name="DegradationRate" value="1,1"/>
     <property name="DegradationMax" value="50,600"/>
   </property>
   <property name="LightSource" value="lightSource"/>
   <property name="ActivateObject" value="Attachments/flashlight/lightSource"/>
   <property name="AttachmentFlashlight" value="flashlight02"/>
   <property name="Group" value="Ammo/Weapons"/>
   <property name="ActionSkillGroup" value="Rifles"/>
   <property name="CraftingSkillGroup" value="Gun Smithing"/>
   <property name="RepairExpMultiplier" value="10.8"/>
   <property name="PickupJournalEntry" value="gunAssemblyTip,augmentGunsTip"/>
 </item>

 <item id="2250" name="Unload">
   <property name="Meshfile" value="Items/Weapons/Ranged/Pistol/9mm_bulletPrefab"/>
   <property name="Material" value="brass"/>
   <property name="HoldType" value="21"/>
   <property name="Stacknumber" value="1"/>
 </item>
 <item id="2254" name="762mmBulletProjectile">
   <property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="HandMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="DropMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="CustomIcon" value="762mmBullet"/>
   <property name="Material" value="metal"/>
   <property name="HoldType" value="3"/>
   <property name="DropScale" value="1"/>
   <property name="Stacknumber" value="500"/>
   <property class="Action1">
     <property name="Class" value="Projectile"/>
     <property name="Explosion.ParticleIndex" value="0"/>
     <property name="Velocity" value="250"/>
     <property name="FlyTime" value="5"/>
     <property name="Gravity" value="-10"/>
     <property name="LifeTime" value="10"/>
     <property name="Buff" value="bleeding"/>
     <property name="Buff_chance" value="0.2"/>
   </property>
   <property class="Attributes">
     <property name="GetQualityFromWeapon" value="true"/>
     <property name="EntityDamage" value="28,70"/>
     <property name="BlockDamage" value="4,9.5"/>
   </property>
 </item>
 <item id="2255" name="762mmBulletIncendiary">
   <property name="Meshfile" value="ParticleEffects/p_candleWall_flame"/>
   <property name="HandMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="DropMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="CustomIcon" value="762mmBullet"/>
   <property name="CustomIconTint" value="FF7000"/>
   <property name="Material" value="metal"/>
   <property name="HoldType" value="3"/>
   <property name="DropScale" value="1"/>
   <property name="Stacknumber" value="500"/>
   <property class="Action1">
     <property name="Class" value="Projectile"/>
     <property name="Explosion.ParticleIndex" value="0"/>
     <property name="Velocity" value="250"/>
     <property name="FlyTime" value="5"/>
     <property name="Gravity" value="-10"/>
     <property name="LifeTime" value="10"/>
     <property name="Buff" value="burning"/>
     <property name="Buff_chance" value="0.95"/>
   </property>
   <property class="Attributes">
     <property name="GetQualityFromWeapon" value="true"/>
     <property name="EntityDamage" value="28,70"/>
     <property name="BlockDamage" value="4,9.5"/>
   </property>
 </item>
 <item id="2256" name="762mmBulletIncendiaryEx">
   <property name="Meshfile" value="Items/Tools/torchPrefab"/>
   <property name="HandMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="DropMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="CustomIcon" value="762mmBullet"/>
   <property name="CustomIconTint" value="FF7070"/>
   <property name="Material" value="metal"/>
   <property name="HoldType" value="3"/>
   <property name="DropScale" value="1"/>
   <property name="Stacknumber" value="500"/>
   <property class="Action1">
     <property name="Class" value="Projectile"/>
     <property name="Explosion.ParticleIndex" value="0"/>
     <property name="Velocity" value="250"/>
     <property name="FlyTime" value="5"/>
     <property name="Gravity" value="-10"/>
     <property name="LifeTime" value="10"/>
     <property name="Buff" value="burning"/>
     <property name="Buff_chance" value="0.95"/>
   </property>
   <property class="Attributes">
     <property name="GetQualityFromWeapon" value="true"/>
     <property name="EntityDamage" value="28,70"/>
     <property name="BlockDamage" value="4,9.5"/>
   </property>
 </item>
 <item id="2257" name="762mmBulletExplosive">
   <property name="Meshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="HandMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="DropMeshfile" value="Items/Weapons/Ranged/HuntingRifle/762mm_bulletPrefab"/>
   <property name="CustomIcon" value="762mmBullet"/>
   <property name="CustomIconTint" value="FF0000"/>
   <property name="Material" value="metal"/>
   <property name="HoldType" value="3"/>
   <property name="DropScale" value="1"/>
   <property name="Stacknumber" value="500"/>
   <property class="Action1">
     <property name="Class" value="Projectile"/>
     <property name="Explosion.ParticleIndex" value="1"/>
     <property name="Explosion.RadiusBlocks" value="2"/>
     <property name="Explosion.BlockDamage" value="5"/>
     <property name="Explosion.RadiusEntities" value="2"/>
     <property name="Explosion.EntityDamage" value="15"/>
     <property name="Explosion.DamageBonus.organic" value="2"/>
     <property name="Velocity" value="250"/>
     <property name="FlyTime" value="5"/>
     <property name="Gravity" value="-10"/>
     <property name="LifeTime" value="10"/>
   </property>
   <property class="Attributes">
     <property name="GetQualityFromWeapon" value="true"/>
     <property name="EntityDamage" value="28,45"/>
     <property name="BlockDamage" value="4,9.5"/>
   </property>
 </item>

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Spent a few hours working on the chemistry/crafting part of the mod. Got about 30 recipes planned out so far, some are multi stage.

 

A few will require a block placement to harvest the multiple outputs from the reactions. There's also 6 rare minerals i'll made notes for so far for where they will be harvested from.

 

The main final products so far are:

Glyphosate - ammo for the grassitron, which will be refashioned as a weed killer/sprayer

Sodium Hydroxide (aka Lye) - used as a component for the phage cannon ammo

 

There's also a whole bunch of intermediate chemicals that will have multiple uses.

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That's awesome Stompy! Was just about to post as I tried the mod last night SP finally.

 

LOVE the UMA zombies...Only at day 1 (set to 120 minutes for testing) and I'm finding bandits to be a nice balance but very hit and miss. They always see me far before I see them (that's my own complete lack of skill TBH?) but they'll usually get 3-4 shots of missing before the 5th shot kills me dead ala headshot style.

 

Looks like really the only thing that's missing is:

A) recipes

B) class system? If you're going that route

C) any skill changes

D) UI.

 

I know that you can't currently edit the visuals of the animals...but do you know if TFP has any plans to make these models or skins adjustable ? It's very amusing to see a deer...see him run away from you while you loot. And then get up to see a pig, deer and a rabbit running at you at mach 10 to beat you into the ground in 2 hits. Haha.

 

Loving it so far. Thanks again Stompy, your hard work shows through big time.

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Also, just a random QOL thought:

 

Do you have any intentions (if you haven't already - I didn't have time to check) to make high powered scope and silenced weapon variants? And / or multiple ammo types?

 

I've been trying to wrap my head around the possibility of much more weapon customization...however the engines state currently makes it extremely difficult without being able to change visual/audio effects.

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The grassitron is a fantastic idea - if grass respawn can be controlled. Most of us play on low grass settings...however it is infinitely useful to clear the area around your base/city.

 

You may want to consider tieing it to the construction tools skill and making it a buildable item.

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The grassitron is cute, but not... necessary. If you're going to make it difficult to obtain, I fear it won't be used much.

 

There will be plenty of loot options for the ammo as well, so its not too hard to get to. The chemistry option is more for late game and mass production etc. A lot of the chemistry involved will also be used in other items so its not a case of specific processes just for that.

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That's awesome Stompy! Was just about to post as I tried the mod last night SP finally.

 

LOVE the UMA zombies...Only at day 1 (set to 120 minutes for testing) and I'm finding bandits to be a nice balance but very hit and miss. They always see me far before I see them (that's my own complete lack of skill TBH?) but they'll usually get 3-4 shots of missing before the 5th shot kills me dead ala headshot style.

 

Looks like really the only thing that's missing is:

A) recipes

B) class system? If you're going that route

C) any skill changes

D) UI.

 

I know that you can't currently edit the visuals of the animals...but do you know if TFP has any plans to make these models or skins adjustable ? It's very amusing to see a deer...see him run away from you while you loot. And then get up to see a pig, deer and a rabbit running at you at mach 10 to beat you into the ground in 2 hits. Haha.

 

Loving it so far. Thanks again Stompy, your hard work shows through big time.

 

Yeah I've approx halved the damage on the bandit guns to give you a better chance of surviving them while still being a threat, and capable of dealing with zombies (on guppys server).

 

In 1.3.1 look for this code in the bandit guns section

<property class="Attributes">

<property name="FalloffRange" value="50,50"/>

<property name="Accuracy" value="0.05,0.05"/>

<property name="EntityDamage" value="15,15"/>

<property name="BlockDamage" value="5,5"/>

</property>

 

and adjust the entitydamage falloffrange and accuracy to suit. FalloffRange is the distance they can attack you from, and the damage is per hit with no armor.

 

Also:

<property name="DamageBonus.head" value="4"/>

you can reduce that or set it to 1 if you are finding they headshot you a lot for big damage.

 

Bandits are not really meant to be dealt with in the same fashion as zombies. Long range and a bit more caition is required :)

 

For the Animals they are adding UMA animals in a16 (unless they push it back yet again) and I will be pushing the system to its limits to create some naasty looking critters. The current zanimals are more a placeholder for what I want to do.

 

I'm working on adding a bunch of recipes now, and probably the class system for the next version. The class system will be a bit different to what I've seen in other mods.

You first quest will start you on the story arc, with number 1 being to decide your class and hunt down your starting gear (yep, no easy place a block and get all your stuff here, you'r going to have to work for it :) ) There might be a few unique perks for each class, along the lines of Nomad gets increased run speed, Builder gets better craft speed, Scavenger gets better resource from harvesting, Militant has a bit more health and regen etc.

 

The whole skill system will be completely changed. I'm not a fan of the vanilla system. I often find myself with 100's of points to spend because there isnt really a lot worth spending them on. Most weapons will be seperated into its own skill, with some more general perks that can be unlocked that add to multiple weapons etc. A few science related skills for the crafting side of things, various workstations added etc.

 

The ammo and gas production will be a lot more involved than it current is. Multi steps and workstations will be required. Vanilla has a massive over abundance of gas currently, I havent needed to make any gas from corn in a15 and often have 100's of barrels stored by the time I find an auger.

 

There will be many advanced weapons and ammo types, incendiary rounds, explosive rounds, the flamer and phage cannon, I might add a silencer to a couple of weapons, but there no chance of a silenced sotgun or assualt rifle ;p

 

Modular armor will also play a part, and once they (if ever) add buffs from wearable items you will really want to use them. Think along the lines of the modules you can add for different effects in fallout.

 

Lastly, the UI will have a big revamp. I'm not sure yet if I'll borrow work from SMX to start with or just do my own, time will be the deciding factor.

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Sweet deal Stompy. Please let me know If I can help at all - was going to do a few similar things to your ideas and also fully redo the sound effects...but youre 1000x more experienced than I. I feel as though you'll be much more efficient.

 

Last random questions - is it possible to attach the broken limb effect to a creature attack and also edit the possibility of said effect?

 

I also want to add gun jamming based on weapon durability. Any ideas if it's possible with .xml?

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Sweet deal Stompy. Please let me know If I can help at all - was going to do a few similar things to your ideas and also fully redo the sound effects...but youre 1000x more experienced than I. I feel as though you'll be much more efficient.

 

Last random questions - is it possible to attach the broken limb effect to a creature attack and also edit the possibility of said effect?

 

I also want to add gun jamming based on weapon durability. Any ideas if it's possible with .xml?

 

Have a look at the handZombie02, thats what the crawler uses. You could give it a chance for the broken leg in addition to the sprained etc

 

<property name="Buff" value="sprainedLeg,infection"/>

<property name="Buff_chance" value="0.2,0.025"/>

 

the chance numbers are per buff, so the 0.2 applies to the sprainedLeg, 20% per hit.

 

I dont think i'd be possible to have guns jammed other than when they lose their full durability, and thats fixed as a linear amount per use.

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I'm really enjoying your mod, very nice work!

Probably a dumb question, but where do I find the following info to edit in the game?

I checked all of the files in the download with Notepad++ but can't find those codes, they are probably staring me right my face.

I'm using it for single player only if that makes any difference.

 

 

 

 

In 1.3.1 look for this code in the bandit guns section

<property class="Attributes">

<property name="FalloffRange" value="50,50"/>

<property name="Accuracy" value="0.05,0.05"/>

<property name="EntityDamage" value="15,15"/>

<property name="BlockDamage" value="5,5"/>

</property>

 

and adjust the entitydamage falloffrange and accuracy to suit. FalloffRange is the distance they can attack you from, and the damage is per hit with no armor.

 

Also:

<property name="DamageBonus.head" value="4"/>

you can reduce that or set it to 1 if you are finding they headshot you a lot for big damage.

 

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I'm really enjoying your mod, very nice work!

Probably a dumb question, but where do I find the following info to edit in the game?

I checked all of the files in the download with Notepad++ but can't find those codes, they are probably staring me right my face.

I'm using it for single player only if that makes any difference.

 

search for <!-- BANDIT ITEMS -->

 

all the guns the bandits use are listed there (near the bottom of items.xml)

 

the first gun is called gunBanditPistol

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Has anyone noticed any extreme FPS hits with bad company in cities?

 

Running high settings with no shadows

 

Win 7 x64

240gb SSD w/ only 7days on it

Intel 3.6 quad core

16gb ram

GeForce 950ti GPU

 

It's like a slide show going through any city. Worse than any I've seen with 7dtd (vanilla is zero fps loss ever, Valmod OH only when I'm the forge recipes).

 

Might be a game setting I've got active.

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Has anyone noticed any extreme FPS hits with bad company in cities?

 

Running high settings with no shadows

 

Win 7 x64

240gb SSD w/ only 7days on it

Intel 3.6 quad core

16gb ram

GeForce 950ti GPU

 

It's like a slide show going through any city. Worse than any I've seen with 7dtd (vanilla is zero fps loss ever, Valmod OH only when I'm the forge recipes).

 

Might be a game setting I've got active.

 

Try reducing the UMA texture settings. With them on high you need over 16gb ram for it to not have issues. On medium UMA and block textures and SSAO off and a few other settings reduced it runs ok on my system with 16GB ram and a 1gb radeon 270. They dont appear to have optimised the textures to use video ram.

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Has anyone noticed any extreme FPS hits with bad company in cities?

 

It's like a slide show going through any city. Worse than any I've seen with 7dtd (vanilla is zero fps loss ever, Valmod OH only when I'm the forge recipes).

 

Might be a game setting I've got active.

 

 

I had the same issue strife2016. But as StompyNZ said, it makes a big difference if you reduce UMA to medium and I went and disabled SSAO as well, due to flashing textures problem.

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https://github.com/7days2mod/UIAtlasItemIcons

 

Worked on this today so that I can get custom buff icons and also replace the vanilla buff icons :)

 

Also did a bunch of custom icons for the new items I've been working on, dam its time consuming googling and finding the right icons, and editing bits to make them fit :)

 

I've also done the melee weapons adjustments I had planned, so now all weapons even tools like the hammer, pick, and axe are viable as melee options.

 

I have also done a chunk of work on the progression file.

 

Stone tools now use a Primitive Tools and Primitive Crafting skill. Picks and Axes have their own action skills and perks. Harvesting amounts are affected by your skill level, so at lvl 1 you get 80% and lvl 100 you get 110% for axes and picks, and 30-100% for blunt weapons (didnt like the 0% sledge harvesting).

 

With max skill and perks the steel pick and sledge hammer can one shot stone blocks (requires a bit over 500 quality item)

 

Added some other perks for archery, and the new pick and axe skills, and alter a bunch of others.

 

A few extra recipe unlocks have been added, like calpiers and toolnDie to a new lvl 4 steel smithing (which now needs tool smithing and science rather than construction skill to unlock)

 

Still plenty to be done with the skill system, but this will do for the next version ;)

 

 

I've added a bunch of new recipes, and items, including the incendiary and explosive rounds for the enhanced ak47. Also a drug "psycho" that (currently) increases your run speed for a minute but with some side effects.

 

iron, coal, pot, lead ores now drop the parts 100% of the time (up from 50%) so mining by dropping large sections is viable. You would still want to mining them 1 block at a time to get the rare minerals that have been added but its an option if you just want the major resources :)

 

interestingly Oil shale still drops 100 count in vanilla if it falls, vs 24 if you harvest it (fixed)

 

 

 

Anyway, I've still got a fair bit to add for the resources and craftable chemicals etc, but progress is moving along nicely ;)

 

I will probably work on the quest system to get the starter quests in before I release the next version so maybe a week or so away.

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