Jump to content

Bad Company


StompyNZ

Recommended Posts

wasn't really a fan of the survivors in other mods, so prob won't implement anything for them until killing them has consequences (i.e. faction adjustments)

 

If the AI is complete enough I may look at creating bandit factions and some of them won't be instantly hostile (will fight back if attacked)

 

 

for the prefab stuff, I'll have to go through and do a lot of conversions to bring them into a16, and painting and sleepers is very time consuming, so it won't be a quick process.

Link to comment
Share on other sites

Found the right mod xD

 

Thanks for the reply in the last thread.

So this mod work with 16.2?

 

There's no bandit in the latest download.

 

Just love the custom prefab, bandits, and extra zombies.

Link to comment
Share on other sites

Find first <!-- GS 1 to 400 -->

Then first <!--T3-->

And copy this under:

(small chance but thay are spawning sometimes)

 

<entity name="BanditThugSledgeHammer" prob="0.05"/>

<entity name="BanditThugMachete" prob="0.05"/>

<entity name="BanditThugFireaxe" prob="0.05"/>

<entity name="BanditThugSpikedClub" prob="0.05"/>

<entity name="BanditThugHuntingKnife" prob="0.05"/>

<entity name="BanditThugChainsaw" prob="0.05"/>

<entity name="BanditThugPistol" prob="0.04"/>

<entity name="BanditThugPistolFemale" prob="0.04"/>

<entity name="BanditThugHuntingRifle" prob="0.03"/>

<entity name="BanditThugHuntingRifleFemale" prob="0.03"/>

<entity name="BanditThugSawedOffPumpShotgun" prob="0.03"/>

<entity name="BanditThugSawedOffPumpShotgunFemale" prob="0.03"/>

<entity name="BanditThugPumpShotgun" prob="0.03"/>

<entity name="BanditThugPumpShotgunFemale" prob="0.03"/>

<entity name="BanditThug44Magnum" prob="0.03"/>

<entity name="BanditThug44MagnumFemale" prob="0.03"/>

<entity name="BanditThugMP5" prob="0.03"/>

<entity name="BanditThugMP5Female" prob="0.03"/>

<entity name="BanditThugSniperRifle" prob="0.02"/>

<entity name="BanditThugSniperRifleFemale" prob="0.02"/>

<entity name="BanditThugAK47" prob="0.02"/>

<entity name="BanditThugAK47Female" prob="0.02"/>

<entity name="BanditThugRocketLauncher" prob="0.01"/>

<entity name="BanditThugRocketLauncherFemale" prob="0.01"/>

Link to comment
Share on other sites

yep they are all in.

 

I spent a few hours last night allocating the entities to tiers. This will make placing into spawn groups easier, so hopefully get that done tonight.

Hey DUDE A Screamer with the Nurses outfit? Addtional Vocals from the Schoolgirl? AnyChance Please ahaha = )

 

Ty Ari

Link to comment
Share on other sites

ValPal Overhaul vs. Bad Company

 

I am looking for an honest opinion on which mod you prefer:

 

Valmod Overhaul

 

or

 

Bad Company

 

I see some awesome things in Bad Company but never used it. I run a server and the players are using ValMod now, but just wondering if theres any disadvantage with one vs the other, etc.

 

Thanks,

Eddie

Link to comment
Share on other sites

Im using pack from luncher Dawn of new apocalypse Ravenhearts (it is mix of Valmod and A Clockwork Project) and i edit all the zombies to have them from Bad company include banditis becouse Bad dont have them for now, and i made a lot of other changes to make game harder.

Bad company have a lot of zombies from other mods too.

https://www.dropbox.com/s/dpbtsd6grtoto2a/Pack.rar?dl=0

 

Ehh worng spawning xml this shoud work if tou want try

https://www.dropbox.com/s/qxtizqhftyt4fgf/spawning.xml?dl=0

Link to comment
Share on other sites

I'm not sure if valmod edits archetypes, entitygroups, gamestages, spawning and entityclasses. Likely valmod does something with those...

 

...this is actually a great to mods to learn to smoosh together... They intermingle a bit, but not too much.

 

Easiest way is to install valmod and fold in the Badco mod.

 

It will look scary at first, but it's not.

Link to comment
Share on other sites

I'm not sure if valmod edits archetypes, entitygroups, gamestages, spawning and entityclasses. Likely valmod does something with those...

 

...this is actually a great to mods to learn to smoosh together... They intermingle a bit, but not too much.

 

Easiest way is to install valmod and fold in the Badco mod.

 

It will look scary at first, but it's not.

 

I actually was able to do a little edit in the entitygroups file to make this work in valmod. A couple lines just needed changed and viola ... more zeds in valmod :D

 

Now I'm just awating the update to 16.3 for this and I'm good to go!

 

Thanks Guppycur for all your advice and help!

Link to comment
Share on other sites

!6.3 bandits

 

I actually was able to do a little edit in the entitygroups file to make this work in valmod. A couple lines just needed changed and viola ... more zeds in valmod :D

 

Now I'm just awating the update to 16.3 for this and I'm good to go!

 

Thanks Guppycur for all your advice and help!

 

 

 

curios did you get it working in 16.3, and if so can you post code.

Link to comment
Share on other sites

Hi Guys,

 

Sorry for the lack of updates recently. I have been focused on my API Mod and to be honest haven't actually played 7d2d in a few weeks as I'm pretty bored with a16 (the a16 additions were just more of the same to me, nothing much new gameplay wise).

 

To update to 16.3 should be simple enough as I've avoided changing the vanilla code as much as possible.

 

I've you are desperate then just look in the changed files for the sections with the <!-- Bad Company--> comment and copy/paste those bits into the 16.3 vanilla files

Link to comment
Share on other sites

Thanks for this

 

StompyNZ

 

I just wanted to say thank you. The Ai uma coding simplified the bandits for me. This is actually the first mod ive used. I got all three from github and extracted each piece to customize it. Now that I have the terrain corrected, this is allowing me to work on end game. Picture walking dead the last season when they got ganked by Neegan and Lucille.

Link to comment
Share on other sites

can i add bandits after a map has started?

 

TRy this, shut down game add a static spawner class like <property name="StaticSpawner.Class" value="SpawnMediumbangbang1" /> to a POI then copy

 

the spawnmedium entity spawner from beginnig to end, paste it back in name the dup as SpawnMediumbangbang1 last change

 

<property name="EntityGroupName" to this or another you choose value="ZombiesBCTier01"/> start the game should work.

 

This is how i have add Prefabs like the war tower. So may also work for spawn edits

Link to comment
Share on other sites

Archived

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

×
×
  • Create New...