Petite Posted July 24, 2018 Share Posted July 24, 2018 So I'm using bad company and I don't like how far bandit can see you the target range is insane, how do we change it? I looked everything and the only thing I can see is in the banditTemplate; <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> OR <property name="SightRange" value="50"/> <property name="SightScale" value="-2,50"/> But it doesnt seem to change anything if I give another value. Someone can help. Thanks Link to comment Share on other sites More sharing options...
DUST2DEATH Posted July 24, 2018 Share Posted July 24, 2018 What difficulty do you have your game set to? Link to comment Share on other sites More sharing options...
Tin Posted July 24, 2018 Share Posted July 24, 2018 So I'm using bad company and I don't like how far bandit can see you the target range is insane, how do we change it? I looked everything and the only thing I can see is in the banditTemplate; <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> OR <property name="SightRange" value="50"/> <property name="SightScale" value="-2,50"/> But it doesnt seem to change anything if I give another value. Someone can help. Thanks Depends on the controller the entities are using. Changing the controllers to the entities means losing things other aspects.. like weapon usage for survivors/bandits in order to use "SightRange" "SightScale". Only other way to, not really adjust their view range but most adjusting how far they will react when targeting another entity, is making an AI package in the utilAI.xml and that has few pluses but mostly minuses. Not really worth the effort to make a robust AIPackage. very very clunky. edit: or go through SDX.. Link to comment Share on other sites More sharing options...
Petite Posted July 25, 2018 Author Share Posted July 25, 2018 @DUST2DEATH Its set to insane. @Tin The thing is they can see me at atleast 100 meters, thats ridiculous. They see me way before I can even know where he is. Link to comment Share on other sites More sharing options...
Tin Posted July 25, 2018 Share Posted July 25, 2018 @DUST2DEATH Its set to insane. @Tin The thing is they can see me at atleast 100 meters, thats ridiculous. They see me way before I can even know where he is. Try adjusting their AI task/target priorities some, make them focus on zeds or animals first instead of the player. That way it'll give you a better chance to notice them if they are busy fighting something else in the area first. Link to comment Share on other sites More sharing options...
Petite Posted July 25, 2018 Author Share Posted July 25, 2018 Try adjusting their AI task/target priorities some, make them focus on zeds or animals first instead of the player. That way it'll give you a better chance to notice them if they are busy fighting something else in the area first. Here is the bandit template, I'm pretty sure there is some stuff that can be removed but since its the first time I use them I'm pretty careful. I mess a lot with zombies.... but bandit its new for me. <entity_class name="BanditTemplate"> <property name="Faction" value="banditronin"/> <property name="Mesh" value="Player/Male/player_maleRagdoll"/> <property name="NPCID" value="banditronin"/> <!--<property name="AIPackages" value="Bandit Basic, Bandit Melee"/>--> <!-- ITEMS --> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="clubSpiked"/> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="clubSpiked"/> <!-- Avatar --> <property name="Archetype" value="BanditMale"/> <property name="Class" value="EntityBandit"/> <property name="AvatarController" value="AvatarUMAController"/> <property name="PhysicsBody" value="Player"/> <property name="ModelType" value="NpcUMA"/> <property name="EntityType" value="Zombie"/> <property name="Prefab" value="NPC"/> <property name="Parent" value="Enemies"/> <property name="HasRagdoll" value="true"/> <property name="IsEnemyEntity" value="true"/> <property name="SurfaceCategory" value="organic"/> <property name="ParticleOnDeath" value="blood_death"/> <!-- AI --> <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityPlayer"/> <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombie"/> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieCop"/> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieDog"/> <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/> <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityHornet"/> <property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/> <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/> <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/> <property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/> <property name="AITask-12" value="BreakDoor" /> <property name="AITask-13" value="BreakBlock" /> <property name="AITask-14" value="Swim"/> <property name="AITask-15" value="ApproachSpot"/> <property name="AITask-16" value="Wander"/> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/> <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/> <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/> <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/> <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/> <property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/> <property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/> <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityPlayer"/> <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombie"/> <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/> <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/> <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/> <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet"/> <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/> <property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/> <property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/> <property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/> <!-- Movement --> <property name="WanderSpeed" value="0.5"/> <property name="ApproachSpeed" value="1"/> <property name="NightWanderSpeed" value="0.5"/> <property name="NightApproachSpeed" value="1"/> <property name="PanicSpeed" value="1.15"/> <property name="CanClimbLadders" value="true"/> <property name="SwimOffset" value="1.0"/> <!-- Sounds --> <property name="SoundRandomTime" value="200.0"/> <property name="SoundRandom" value="malehateroam"/> <property name="SoundAlert" value="malehatealert"/> <property name="SoundSense" value="malehatesense"/> <property name="SoundHurt" value="malehatepain"/> <property name="SoundDeath" value="malehatedeath"/> <property name="SoundAttack" value="malehateattack"/> <!-- Stats --> <property name="MaxHealth" value="150"/> <property name="ExperienceGain" value="1275"/> <property name="CorpseBlock" value="GoreBlock1Prefab"/> <property name="CorpseBlockChance" value="1"/> <property name="MaxViewAngle" value="270"/> <property name="TimeStayAfterDeath" value="5"/> <property name="DeadBodyHitPoints" value="20"/> <property name="HasDeathAnim" value="true"/> <property name="Weight" value="70"/> <property name="SightRange" value="50"/> <property name="SightScale" value="-2,50"/> </entity_class> Link to comment Share on other sites More sharing options...
Tin Posted July 25, 2018 Share Posted July 25, 2018 Here is the bandit template, I'm pretty sure there is some stuff that can be removed but since its the first time I use them I'm pretty careful. I mess a lot with zombies.... but bandit its new for me. <entity_class name="BanditTemplate"> <property name="Faction" value="banditronin"/> <property name="Mesh" value="Player/Male/player_maleRagdoll"/> <property name="NPCID" value="banditronin"/> <!--<property name="AIPackages" value="Bandit Basic, Bandit Melee"/>--> <!-- ITEMS --> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="clubSpiked"/> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="clubSpiked"/> <!-- Avatar --> <property name="Archetype" value="BanditMale"/> <property name="Class" value="EntityBandit"/> <property name="AvatarController" value="AvatarUMAController"/> <property name="PhysicsBody" value="Player"/> <property name="ModelType" value="NpcUMA"/> <property name="EntityType" value="Zombie"/> <property name="Prefab" value="NPC"/> <property name="Parent" value="Enemies"/> <property name="HasRagdoll" value="true"/> <property name="IsEnemyEntity" value="true"/> <property name="SurfaceCategory" value="organic"/> <property name="ParticleOnDeath" value="blood_death"/> <!-- AI --> <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityPlayer"/> <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombie"/> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieCop"/> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieDog"/> <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/> <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityHornet"/> <property name="AITask-8" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/> <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/> <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/> <property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/> <property name="AITask-12" value="BreakDoor" /> <property name="AITask-13" value="BreakBlock" /> <property name="AITask-14" value="Swim"/> <property name="AITask-15" value="ApproachSpot"/> <property name="AITask-16" value="Wander"/> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/> <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/> <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/> <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/> <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/> <property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/> <property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/> <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityPlayer"/> <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombie"/> <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/> <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/> <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/> <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityHornet"/> <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/> <property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/> <property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/> <property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/> <!-- Movement --> <property name="WanderSpeed" value="0.5"/> <property name="ApproachSpeed" value="1"/> <property name="NightWanderSpeed" value="0.5"/> <property name="NightApproachSpeed" value="1"/> <property name="PanicSpeed" value="1.15"/> <property name="CanClimbLadders" value="true"/> <property name="SwimOffset" value="1.0"/> <!-- Sounds --> <property name="SoundRandomTime" value="200.0"/> <property name="SoundRandom" value="malehateroam"/> <property name="SoundAlert" value="malehatealert"/> <property name="SoundSense" value="malehatesense"/> <property name="SoundHurt" value="malehatepain"/> <property name="SoundDeath" value="malehatedeath"/> <property name="SoundAttack" value="malehateattack"/> <!-- Stats --> <property name="MaxHealth" value="150"/> <property name="ExperienceGain" value="1275"/> <property name="CorpseBlock" value="GoreBlock1Prefab"/> <property name="CorpseBlockChance" value="1"/> <property name="MaxViewAngle" value="270"/> <property name="TimeStayAfterDeath" value="5"/> <property name="DeadBodyHitPoints" value="20"/> <property name="HasDeathAnim" value="true"/> <property name="Weight" value="70"/> <property name="SightRange" value="50"/> <property name="SightScale" value="-2,50"/> </entity_class> In your Task/Target AI: <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityZombie"/> <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombieCop"/> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieDog"/> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/> <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityHornet"/> <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/> <property name="AITask-8" value="ApproachAndAttackTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/> <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/> <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/> <property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/> <property name="AITask-12" value="BreakDoor" /> <property name="AITask-13" value="BreakBlock" /> <property name="AITask-14" value="Swim"/> <property name="AITask-15" value="ApproachSpot"/> <property name="AITask-16" value="Wander"/> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/> <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/> <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/> <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/> <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/> <property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/> <property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/> <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityZombie"/> <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/> <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/> <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/> <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityHornet"/> <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/> <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/> <property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/> <property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/> <property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/> That should switch it up so the bandits focus on other things first before the player. 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Petite Posted July 25, 2018 Author Share Posted July 25, 2018 In your Task/Target AI: <property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/> <property name="AITask-2" value="ApproachAndAttackTarget" param1="EntityZombie"/> <property name="AITask-3" value="ApproachAndAttackTarget" param1="EntityZombieCop"/> <property name="AITask-4" value="ApproachAndAttackTarget" param1="EntityZombieDog"/> <property name="AITask-5" value="ApproachAndAttackTarget" param1="EntityZombieCrawl"/> <property name="AITask-6" value="ApproachAndAttackTarget" param1="EntityHornet"/> <property name="AITask-7" value="ApproachAndAttackTarget" param1="EntityAnimalBear"/> <property name="AITask-8" value="ApproachAndAttackTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/> <property name="AITask-9" value="ApproachAndAttackTarget" param1="EntityAnimalStag"/> <property name="AITask-10" value="ApproachAndAttackTarget" param1="EntityAnimalRabbit"/> <property name="AITask-11" value="ApproachAndAttackTarget" param1="EntitySurvivor"/> <property name="AITask-12" value="BreakDoor" /> <property name="AITask-13" value="BreakBlock" /> <property name="AITask-14" value="Swim"/> <property name="AITask-15" value="ApproachSpot"/> <property name="AITask-16" value="Wander"/> <property name="AITarget-1" value="SetAsTargetIfHurt" param1="EntityPlayer"/> <property name="AITarget-2" value="SetAsTargetIfHurt" param1="EntityZombieCop"/> <property name="AITarget-3" value="SetAsTargetIfHurt" param1="EntityZombieDog"/> <property name="AITarget-4" value="SetAsTargetIfHurt" param1="EntityZombie"/> <property name="AITarget-5" value="SetAsTargetIfHurt" param1="EntityZombieCrawl"/> <property name="AITarget-6" value="SetAsTargetIfHurt" param1="EntityHornet"/> <property name="AITarget-7" value="SetAsTargetIfHurt" param1="EntityAnimalBear"/> <property name="AITarget-8" value="SetAsTargetIfHurt" param1="EntityAnimalStag"/> <property name="AITarget-9" value="SetAsTargetIfHurt" param1="EntityAnimalRabbit"/> <property name="AITarget-10" value="SetAsTargetIfHurt" param1="EntitySurvivor"/> <property name="AITarget-11" value="SetNearestEntityAsTarget" param1="EntityZombie"/> <property name="AITarget-12" value="SetNearestEntityAsTarget" param1="EntityZombieCop"/> <property name="AITarget-13" value="SetNearestEntityAsTarget" param1="EntityZombieDog"/> <property name="AITarget-14" value="SetNearestEntityAsTarget" param1="EntityZombieCrawl"/> <property name="AITarget-15" value="SetNearestEntityAsTarget" param1="EntityHornet"/> <property name="AITarget-16" value="SetNearestEntityAsTarget" param1="EntityAnimalBear"/> <property name="AITarget-17" value="SetNearestEntityAsTarget" param1="[color="#FFFF00"]EntityPlayer[/color]"/> <property name="AITarget-18" value="SetNearestEntityAsTarget" param1="EntityAnimalStag"/> <property name="AITarget-19" value="SetNearestEntityAsTarget" param1="EntityAnimalRabbit"/> <property name="AITarget-20" value="SetNearestEntityAsTarget" param1="EntitySurvivor"/> That should switch it up so the bandits focus on other things first before the player. Ok its much better, now instead coming at me soon as they noticed my presence they keep killing the zed then come attack me. What do you think about this one from WOtW? It seem less complicated. <entity_class name="npcMaleMeleeBanditTemplate"> <property name="EntityType" value="Player"/> <property name="Mesh" value="Player/Male/player_maleRagdoll"/> <property name="AvatarController" value="AvatarUMAController"/> <property name="ModelType" value="NpcUMA"/> <property name="HasRagdoll" value="true"/> <property name="Prefab" value="NPC"/> <property name="Class" value="EntityBandit"/> <property name="Parent" value="Players"/> <property name="PhysicsBody" value="Player"/> <property name="Archetype" value="BanditMelee"/> <property name="Faction" value="bandits"/> <property name="AIPackages" value="Bandit Basic, Bandit Melee"/> <property name="NPCID" value="banditnpc"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="clubBarbedBandit"/> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="clubBarbedBandit"/> <property name="MaxHealth" value="150"/> <property name="MaxViewAngle" value="180"/> <property name="Weight" value="70"/> <property name="WanderSpeed" value="0.5"/> <property name="ApproachSpeed" value="1"/> <property name="NightWanderSpeed" value="0.5"/> <property name="NightApproachSpeed" value="1"/> <property name="PanicSpeed" value="1.15"/> <property name="CanClimbLadders" value="true"/> <property name="IsEnemyEntity" value="true"/> <property name="SurfaceCategory" value="organic"/> <property name="WalkType" value="7"/> <property name="AttackTimeoutDay" value="0.2"/> <property name="AttackTimeoutNight" value="0.3"/> <property name="ParticleOnDeath" value="blood_death"/> <property name="SoundRandomTime" value="200.0"/> <property name="SoundRandom" value="malehateroam"/> <property name="SoundAlert" value="malehatealert"/> <property name="SoundSense" value="malehatesense"/> <property name="SoundHurt" value="malehatepain"/> <property name="SoundDeath" value="malehatedeath"/> <property name="SoundAttack" value="malehateattack"/> <property name="TimeStayAfterDeath" value="10"/> <!-- property name="LootListOnDeath" value="71"/ --> <property name="CorpseBlock" value="banditBackpack01"/> <property name="CorpseBlockChance" value="1"/> <property name="ExperienceGain" value="1039"/> <property name="DeadBodyHitPoints" value="350"/> <property name="HasDeathAnim" value="true"/> <drop event="Harvest" name="rawRedMeat" tool_category="Butcher" count="4"/> <drop event="Harvest" name="animalHide" tool_category="Butcher" count="4"/> <drop event="Harvest" name="animalFat" tool_category="Butcher" count="10"/> <drop event="Harvest" name="femur" tool_category="Butcher" count="5"/> </entity_class> Link to comment Share on other sites More sharing options...
Tin Posted July 25, 2018 Share Posted July 25, 2018 They are using the utilAI.xml to control their Bandits AI, you'll need their utilAI.xml as well. It's really up to you and how you want them to react and what is closest to your desires. Link to comment Share on other sites More sharing options...
Petite Posted July 25, 2018 Author Share Posted July 25, 2018 They are using the utilAI.xml to control their Bandits AI, you'll need their utilAI.xml as well. It's really up to you and how you want them to react and what is closest to your desires. Ok I will take a look which one I will like more. thanks for your help. Link to comment Share on other sites More sharing options...
Petite Posted July 28, 2018 Author Share Posted July 28, 2018 @Tin OR anyone else. Do you know why when I'm in a trader and the bandit come close I got an error spamming, object... not found not too sure what it is and what need to be fix. Link to comment Share on other sites More sharing options...
Tin Posted July 28, 2018 Share Posted July 28, 2018 you need to change the trader prefabs.xmls <prefab> <property name="CopyAirBlocks" value="True" /> <property name="AllowTopSoilDecorations" value="False" /> <property name="Zoning" value="ResidentialOld,ResidentialNew,Commercial,downtown,industrial" /> <property name="RotationToFaceNorth" value="2" /> <property name="YOffset" value="-1" /> <property name="AllowedTownships" value="city,town,rural,wilderness" /> <property name="TraderArea" value="False" /> [color="#FFFF00"]<!--<property name="TraderAreaProtect" value="20,0,20" /> <property name="TraderAreaTeleportSize" value="36, 20, 36" /> <property name="TraderAreaTeleportCenter" value="1, 1, 1" />-->[/color] <property name="ExcludeDistantPOIMesh" value="False" /> <property name="DistantPOIYOffset" value="0" /> </prefab> *Note the commented out portion* You'll need to do this to each trader prefab. "settlement_trader_01" _02, _03, _04 etc,. Side effects: Trader prefabs will no longer be invulnerable and sometimes they won't spawn traders. Edit: don't just copy/paste this. you'll need to manual edit it for your stuff. this is just an example. Link to comment Share on other sites More sharing options...
Petite Posted July 28, 2018 Author Share Posted July 28, 2018 you need to change the trader prefabs.xmls <prefab> <property name="CopyAirBlocks" value="True" /> <property name="AllowTopSoilDecorations" value="False" /> <property name="Zoning" value="ResidentialOld,ResidentialNew,Commercial,downtown,industrial" /> <property name="RotationToFaceNorth" value="2" /> <property name="YOffset" value="-1" /> <property name="AllowedTownships" value="city,town,rural,wilderness" /> <property name="TraderArea" value="False" /> [color="#FFFF00"]<!--<property name="TraderAreaProtect" value="20,0,20" /> <property name="TraderAreaTeleportSize" value="36, 20, 36" /> <property name="TraderAreaTeleportCenter" value="1, 1, 1" />-->[/color] <property name="ExcludeDistantPOIMesh" value="False" /> <property name="DistantPOIYOffset" value="0" /> </prefab> *Note the commented out portion* You'll need to do this to each trader prefab. "settlement_trader_01" _02, _03, _04 etc,. Side effects: Trader prefabs will no longer be invulnerable and sometimes they won't spawn traders. Edit: don't just copy/paste this. you'll need to manual edit it for your stuff. this is just an example. Yeah I just tried that when i Saw some post about that, its working fine but lol zombies got some fun there. There is plenty servers using bandit and when I was playing there I never had any problem being inside the trader area and getting attacked by bandit (it was protected). I wonder what they did. Link to comment Share on other sites More sharing options...
Tin Posted July 28, 2018 Share Posted July 28, 2018 Yeah I just tried that when i Saw some post about that, its working fine but lol zombies got some fun there. There is plenty servers using bandit and when I was playing there I never had any problem being inside the trader area and getting attacked by bandit (it was protected). I wonder what they did. depends on how they set up their bandits. If they use the zombiemaletemplate or controller for the zeds they don't tend to have the issue. could also be a number of things, like they made a patch and hooked it in and so on. I just gave you and easy xml work around. Link to comment Share on other sites More sharing options...
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