StompyNZ Posted August 6, 2017 Author Share Posted August 6, 2017 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 More sharing options...
Guppycur Posted August 6, 2017 Share Posted August 6, 2017 Looks like my Atlantic activity is a bust, so we can start from scratch on some of those bandit pois... Link to comment Share on other sites More sharing options...
Guest Posted August 8, 2017 Share Posted August 8, 2017 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 More sharing options...
Gorys211034 Posted August 8, 2017 Share Posted August 8, 2017 Same wait for orginal entitygroups from source but for now i just add them manually to spawn in world:) (5% for mele and 2% for others) Link to comment Share on other sites More sharing options...
ZenEvolution Posted August 10, 2017 Share Posted August 10, 2017 Anyone care to upload their entitygroup xml with bandits? The more bandits the merrier! Link to comment Share on other sites More sharing options...
Gorys211034 Posted August 10, 2017 Share Posted August 10, 2017 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 More sharing options...
Darkstardragon Posted August 11, 2017 Share Posted August 11, 2017 When and if its on the modlauncher, a version with bandits would be Link to comment Share on other sites More sharing options...
StompyNZ Posted August 11, 2017 Author Share Posted August 11, 2017 i'll try and find time tonight for adding them in for an alternate entitygroups.xml and spawning.xml Link to comment Share on other sites More sharing options...
Aribo Posted August 18, 2017 Share Posted August 18, 2017 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 More sharing options...
doublee313 Posted August 19, 2017 Share Posted August 19, 2017 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 More sharing options...
Gorys211034 Posted August 20, 2017 Share Posted August 20, 2017 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 More sharing options...
EvalleEez Posted August 27, 2017 Share Posted August 27, 2017 Can this be used with Valmod? Link to comment Share on other sites More sharing options...
Guppycur Posted August 27, 2017 Share Posted August 27, 2017 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 More sharing options...
EvalleEez Posted September 1, 2017 Share Posted September 1, 2017 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 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 More sharing options...
SlicksGirl Posted September 5, 2017 Share Posted September 5, 2017 I can see that I'm going to spend my afternoon in this thread figuring out how to append a bandit mod and extra zeds into guppy's hordenight fix. I want to add bandits to the desert cities and wasteland cities. then add a special 30-day riot bandit horde mod. Link to comment Share on other sites More sharing options...
Kaiser502 Posted September 5, 2017 Share Posted September 5, 2017 !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 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 More sharing options...
SlicksGirl Posted September 6, 2017 Share Posted September 6, 2017 can i add bandits after a map has started? Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted September 7, 2017 Share Posted September 7, 2017 Could someone explain how to add this mod to the vanilla game for 16.3? Would appreciate it! Link to comment Share on other sites More sharing options...
Ghoulscoutcookie Posted September 7, 2017 Share Posted September 7, 2017 on their github where their code repository is i only see a version for A16.2 b7.1. maybe it's not ready for 16.3. the mod is an awesome one though. i do hope it will be updated. Link to comment Share on other sites More sharing options...
MrSamuelAdam Posted September 7, 2017 Share Posted September 7, 2017 Do you have to go in betas and go back to 16.2? What files do you replace? Is there a video explaining it? Link to comment Share on other sites More sharing options...
StompyNZ Posted September 7, 2017 Author Share Posted September 7, 2017 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 More sharing options...
4sheetzngeegles Posted September 7, 2017 Share Posted September 7, 2017 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 More sharing options...
4sheetzngeegles Posted September 7, 2017 Share Posted September 7, 2017 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 More sharing options...
SlicksGirl Posted September 7, 2017 Share Posted September 7, 2017 this is just bandits and zombies right? Anyway we could edit the bandits for a bandit horde spawning to about 4 hours before the bloodmoon horde? How about having the bandit only spawn in the plains/deserts towns? Is this something you could help me on? Link to comment Share on other sites More sharing options...
SlicksGirl Posted September 7, 2017 Share Posted September 7, 2017 so, I didnt need to install anything to play on Guppy's server.. so does that mean this doenst need to be installed client side anymore? Link to comment Share on other sites More sharing options...
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