Jump to content

Bad Company


StompyNZ

Recommended Posts

  • 2 weeks later...

How much is the build path / recipe system changed in this mod? For instance I love Valmod's take but I really enjoy the bandits in this mod (during the brief time I have played)

 

And is there somewhere I can see a full feature list for the mod? The first post and the github page don't seem to be all encompassing.

 

Thanks.

Link to comment
Share on other sites

The non experimental build doesnt touch the recipes very much. In the experimental build I have started to add my custom recipes for the advanced weapons and chemistry.

 

I've been preoccupied with making an api mod over the last month so havent had time to work on getting the mod ready for a new version. Once I get the main features working on my api mod I'll get back to finishing off an update for this. Might be for a16 when it comes in a couple months or it might be in a couple weeks :p

 

The main features currently are the zombies and bandits. Experimental changes a lot of the skills and weapons from vanilla as well, but its a long list of changes.

Link to comment
Share on other sites

Stompy, your message box is full and you can't accept PMs.

 

I just posted a link to my conglomeration of Bad Company Zombies Only and additions.

 

I couldn't remember what files I'd changed at this point and which I didn't, so I included the bad company zombies only version with my additions. (If you have a problem with this (since it includes your work) LMK and I'll take the link down.)

 

Also , If you want to use any of my additions, please feel free. Here's the link:

 

https://dl.dropboxusercontent.com/u/12262292/Bad%20Company%20Zombies%20Only%20Plus%20R9.zip

 

Or:

 

https://www.4shared.com/zip/UHwHZDuIce/BadCompany_Zombies_Only_PLUS_R.html

 

If anyone wants to see what I've added, here's the link to that thread:

 

https://7daystodie.com/forums/showthread.php?58122-BadCompany-Zombies-Only-PLUS

Link to comment
Share on other sites

  • 2 weeks later...

Really digging this mod... Incredibly challenging start... 2 steps forward, 1.5 steps back with progression... It really intensifies each day, and whereas in vanilla I'm at end game by day 49, with badco I still don't have a bench.

 

And unlike most mods where that happens due to artificial gate limitations, this one does it by keeping me sooo Damn busy with zombies.

 

It's a blast, and I look forward to seeing more of it.

Link to comment
Share on other sites

Hey gang, I'm trying to implement the zombie/bandit spawns into Valmod overhaul and I've got it working a treat with the exception of the loot. I copied the following from the XMLs that Guppy is running on his server:

<!-- Bad Company Loot -->

<lootgroup name="sawedoffpumpshotgun+ammo" count="all">
   <item name="gunSawedOffPumpShotgun" prob="0.2" />
   <item name="shotgunShell" count="1,4"/>
 </lootgroup>
 <lootgroup name="44magnum+ammo" count="all">
   <item name="gun44Magnum" prob="0.2"/>
   <item name="44MagBullet" count="1,6"/>
 </lootgroup>
 <lootgroup name="ak47+ammo" count="all">
   <item name="gunAK47" prob="0.2"/>
   <item name="762mmBullet" count="1,10"/>
 </lootgroup>
 <lootgroup name="banditsRare" count="0,1">
   <item name="casinoCoin" count="10,50"/>
   <item group="questChallenge" count="1" prob="0.1"/>
   <item group="treasureMaps" count="1" prob="0.1"/>
   <item group="rareTools" count="1" prob="0.05"/>
   <item group="rareOres" count="1,3" prob="0.05"/>
 </lootgroup>
 <lootgroup name="banditsPistol" count="all">
   <item group="pistol+ammo"/>
 </lootgroup>
 <lootgroup name="bandits44Magnum" count="all">
   <item group="44magnum+ammo"/>
 </lootgroup>
 <lootgroup name="banditsSawedOffPumpShotgun" count="all">
   <item group="sawedoffpumpshotgun+ammo"/>
 </lootgroup>
 <lootgroup name="banditsPumpShotgun" count="all">
   <item group="pumpshotgun+ammo"/>
 </lootgroup>
 <lootgroup name="banditsMP5" count="all">
   <item group="mp5+ammo"/>
 </lootgroup>
 <lootgroup name="banditsAK47" count="all">
   <item group="ak47+ammo"/>
 </lootgroup>
 <lootgroup name="banditsHuntingRifle" count="all">
   <item group="huntingRifle+ammo"/>
 </lootgroup>
 <lootgroup name="banditsSniperRifle" count="all">
   <item group="sniperRifle+ammo"/>
 </lootgroup>
 <lootgroup name="banditsRocketLauncher" count="all">
   <item group="rocketLauncher+ammo"/>
 </lootgroup>
 <lootgroup name="banditsSledgeHammer" count="all">
   <item name="sledgehammer"/>
 </lootgroup>
 <lootgroup name="banditsLeader+AK47" count="all">
   <item group="banditsGeneral" count="1,2"/>
   <item group="banditArmor" count="1,2"/>
   <item group="banditsAK47" count="1" prob="0.2"/>
   <item group="banditsRare" count="2,4" prob="0.2"/>
   <item name="casinoCoin" count="300,765"/>
   <item group="militaryammo" count="2" prob="0.2"/>
 </lootgroup>
 <lootgroup name="banditsThug+Pistol" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsPistol" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+44Magnum" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="bandits44Magnum" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+SawedOffPumpShotgun" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsSawedOffPumpShotgun" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+PumpShotgun" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsPumpShotgun" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+MP5" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsMP5" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+AK47" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsAK47" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+HuntingRifle" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsHuntingRifle" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+SniperRifle" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsSniperRifle" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+RocketLauncher" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsRocketLauncher" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>
 <lootgroup name="banditsThug+SledgeHammer" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsSledgeHammer" count="1" prob="0.2"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup> 

 <lootcontainer id="200" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsLeader+AK47" prob="1"/>
 </lootcontainer>
 <lootcontainer id="201" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+Pistol" prob="1"/>
 </lootcontainer>
 <lootcontainer id="202" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+44Magnum" prob="1"/>
 </lootcontainer>
 <lootcontainer id="203" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+SawedOffPumpShotgun" prob="1"/>
 </lootcontainer>
 <lootcontainer id="204" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+PumpShotgun" prob="1"/>
 </lootcontainer>
 <lootcontainer id="205" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+MP5" prob="1"/>
 </lootcontainer>
 <lootcontainer id="206" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+AK47" prob="1"/>
 </lootcontainer>
 <lootcontainer id="207" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+HuntingRifle" prob="1"/>
 </lootcontainer>
 <lootcontainer id="208" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+SniperRifle" prob="1"/>
 </lootcontainer>
 <lootcontainer id="209" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+RocketLauncher" prob="1"/>
 </lootcontainer>
 <lootcontainer id="2" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+SledgeHammer" prob="1"/>
 </lootcontainer>

 

onto the tail end of Valmod Overhaul's loot.xml but the bandit corpses turn into a non container block and throw an error, "2017-01-27T17:56:57 225.175 ERR No loot entry defined for loot list id 204"Full log here.

 

I've spent a couple hours stubbornly stabbing away at it, but it's time to let greater minds work their magic and show me the folly of my ways.

Link to comment
Share on other sites

<lootcontainer id="2" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">

<item group="banditsThug+SledgeHammer" prob="1"/>

</lootcontainer>

 

also make sure any loot group is defined before you attempt to reference it from another group or container.

Link to comment
Share on other sites

Ok, got the duplicate entry fixed, and the blocks now point to the correctly numbered item groups, but I still get "2017-01-27T21:02:02 89.032 ERR No loot entry defined for loot list id 304" even though I've got

<lootcontainer id="304" count="1" size="4,4" destroy_on_close="false" sound_open="UseActions/open_corpse" sound_close="UseActions/close_corpse" loot_quality_template="baseTemplate">
   <item group="banditsThug+PumpShotgun" prob="1"/>
 </lootcontainer>

 

and

 

<lootgroup name="banditsThug+PumpShotgun" count="all">
   <item group="banditsGeneral" count="2,4"/>
   <item group="banditsPumpShotgun" count="1"/>
   <item group="banditsRare" count="0,2"/>
 </lootgroup>

 

Here's the entire config dir.

 

https://drive.google.com/open?id=0B-KoCpSr2SnxdHZNRDMtWXAta0U

 

Block id #437 had an incorrect lootlist, fixed did not correct the problem.

Link to comment
Share on other sites

<lootgroup name="sawedoffpumpshotgun+ammo" count="all">

<item name="gunSawedOffPumpShotgun"/>

<item name="shotgunShell" count="1,6"/>

</lootgroup>

<lootgroup name="44magnum+ammo" count="all">

<item name="gun44Magnum"/>

<item name="44MagBullet" count="1,12"/>

</lootgroup>

 

missing

Link to comment
Share on other sites

Thanks for all of your help everybody, I got it working after starting from scratch and organizing my work. Now just to clean up the code a touch, adjust the loot a bit, and look into localization for the corpse blocks. Sorry for being a newb and making retarded mistakes, I learned I promise!

Link to comment
Share on other sites

  • 2 weeks later...

So i Merged this Mod with mine(Took forever)

 

When i start up a RWG map it gives me this error

 

Exception: Parsing biomes. Prefab with name 'rock_form02.tts' not found!

at WorldBiomes.ER (Byte , System.String , System.Xml.XmlElement , Boolean ) [0x00000] in <filename unknown>:0

at WorldBiomes.DR (System.Xml.XmlDocument , Boolean ) [0x00000] in <filename unknown>:0

at WorldBiomes..ctor (System.Xml.XmlDocument _genxml, Boolean _instantiateReferences) [0x00000] in <filename unknown>:0

at GameManager.RE (System.String , System.String ) [0x00000] in <filename unknown>:0

at GameManager.QD () [0x00000] in <filename unknown>:0

at GameManager.StartGame () [0x00000] in <filename unknown>:0

at ConnectionManager.Net_ServerInitialized () [0x00000] in <filename unknown>:0

at NetworkCommon.StartServers (System.String _password) [0x00000] in <filename unknown>:0

at NGuiWdwNewGame.NGuiButtonOnClick (UnityEngine.Transform _t) [0x00000] in <filename unknown>:0

at NGuiButtonOnClickHandler.OnClick () [0x00000] in <filename unknown>:0

 

 

the file is in the prefab folder

 

IM using your RWGmixer and Prefabs only

 

 

not really sure what i did wrong

 

EDIT.....

 

Wait is that Vanilla prefab?

 

might figure it out before you reply but....

 

 

I got it to work.....but i noticed your bandits only shot once and then stand there?

 

is this supposed to happen?

Link to comment
Share on other sites

Bandit ai seems heavily dependant on difficulty setting. On my server they are nice and deadly.

 

i have it on survivalist

 

 

i noticed this also spamming my console

 

Setting and getting IK Goals, Lookat and BoneLocalRotation should only be done in OnAnimatorIK or OnStateIK

 

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

 

 

any idea what this is?

 

 

I am going to try to give them unlimited ammo instead and see what happens

 

is there supposed ot be survivors too?

Link to comment
Share on other sites

No survivors.

 

The yellow bone spam is harmless, just annoying. The bandits aren't done yet, so that is why we see that.

 

I'm not familiar with the gui names like survivalist. I just know 1-5.

 

At 1, they are functionally retarded, and at 5, they are deadshots from a mile away. 4 seems to work "well enough" for us.

 

There is also a theory that biome spawned bandits are different in difficulty from poi spawned ones, but I'm not sure on the testing of that theory.

Link to comment
Share on other sites

No survivors.

 

The yellow bone spam is harmless, just annoying. The bandits aren't done yet, so that is why we see that.

 

I'm not familiar with the gui names like survivalist. I just know 1-5.

 

At 1, they are functionally retarded, and at 5, they are deadshot's from a mile away. 4 seems to work "well enough" for us.

 

There is also a theory that biome spawned bandits are different in difficulty from poi spawned ones, but I'm not sure on the testing of that theory.

 

yeah i just watched a Bandit shot a Zed one time then it just stood there let it kill him

 

i think survivalist is difficulty (5)

 

 

just means something isn't right

 

im going to try to add

 

<property name="Infinite_ammo" value="true" />

 

to all the bandit Guns and change the ammo to defualt in see what happens

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...