Hexster Posted December 2, 2018 Share Posted December 2, 2018 Do any of the mods have any bandits working in a17? Ive managed to get them all but working the only thing I cant get them to do is wander or move at all they will attack anything that gets close. Link to comment Share on other sites More sharing options...
KhaineGB Posted December 2, 2018 Share Posted December 2, 2018 No. Apparently there's no animations tied to the controller for UMA Survivors/Bandits. UMA zombies still work. Link to comment Share on other sites More sharing options...
stallionsden Posted December 2, 2018 Share Posted December 2, 2018 Yeh bandits are dead Caput lol removed the uma for them when they updated the ai Link to comment Share on other sites More sharing options...
SlicksGirl Posted December 2, 2018 Share Posted December 2, 2018 AND MODDERS EVERYWHERE WEPT IN HORRER... THIS HAS GOT TO BE THE SADDEST CHANGE.. Bring back our npc's.. Link to comment Share on other sites More sharing options...
Hexster Posted December 2, 2018 Author Share Posted December 2, 2018 So did they just remove the walk animation cause it has idle,attack,swing animations still working? Link to comment Share on other sites More sharing options...
Hexster Posted December 2, 2018 Author Share Posted December 2, 2018 Really the only animations that there not doing is walking and death Link to comment Share on other sites More sharing options...
Darkstardragon Posted December 2, 2018 Share Posted December 2, 2018 Yea, im not doing anything this alpha cause they took out the movement code for npcs. Was the only part of modding that interested me. Myself, khaine, beatkidz and others have looked at it and its just not happening unless someone codes it back into the dll. Link to comment Share on other sites More sharing options...
Taylorsd Posted December 2, 2018 Share Posted December 2, 2018 This will get them to move around, but I got other errors im working on afterwards though. Play with it maybe we can combine testing <property name="AvatarController" value="AvatarLocalPlayerController"/> Link to comment Share on other sites More sharing options...
stallionsden Posted December 2, 2018 Share Posted December 2, 2018 This will get them to move around, but I got other errors im working on afterwards though. Play with it maybe we can combine testing <property name="AvatarController" value="AvatarLocalPlayerController"/> I will try using that with my one see if it works as I have no errors in my bandits other then they dont move lol or attack Link to comment Share on other sites More sharing options...
stallionsden Posted December 2, 2018 Share Posted December 2, 2018 They move but dont carry weapons all they do is run at ya lol Link to comment Share on other sites More sharing options...
Hexster Posted December 2, 2018 Author Share Posted December 2, 2018 I have a melee bandit walking and attacking killing zombies now but I got some errors to work out Link to comment Share on other sites More sharing options...
stallionsden Posted December 2, 2018 Share Posted December 2, 2018 I have a melee bandit walking and attacking killing zombies now but I got some errors to work out Can you upload your code at all please Link to comment Share on other sites More sharing options...
stallionsden Posted December 2, 2018 Share Posted December 2, 2018 Got the bandits attacking the zs but no weapons Link to comment Share on other sites More sharing options...
Taylorsd Posted December 2, 2018 Share Posted December 2, 2018 Same problem im trying to get around, in initial Alpha 17 they carried weapons, but B208 made them lose them Link to comment Share on other sites More sharing options...
Hexster Posted December 2, 2018 Author Share Posted December 2, 2018 ya im at the same point I got ranged bandits roaming , shooting and killing zombies with a invisable gun if I can get the gun look to show up - - - Updated - - - the gun entity has to be armed to score damage one would think Link to comment Share on other sites More sharing options...
xyth Posted December 2, 2018 Share Posted December 2, 2018 Custom entities configured as bandits work well in A17. Link to comment Share on other sites More sharing options...
Darkstardragon Posted December 2, 2018 Share Posted December 2, 2018 Custom entities configured as bandits work well in A17. Yea, we know this but we want uma npcs, not custom ones. Link to comment Share on other sites More sharing options...
Hexster Posted December 3, 2018 Author Share Posted December 3, 2018 This is the test model that ive got working to a point <entity_class name="npcBanditMelee"> <property name="Tags" value="zombie"/> <property name="EntityType" value="Player"/> <property name="Mesh" value="Player/Male/player_maleRagdoll"/> <property name="AvatarController" value="AvatarZombie01Controller"/> <property name="AvatarController" value="AvatarLocalPlayerController"/> <property name="ModelType" value="NpcUMA"/> <property name="HasRagdoll" value="true"/> <property name="Prefab" value="NPC"/> <property name="Class" value="EntityBandit"/> <property name="Parent" value="Enemies"/> <property name="PhysicsBody" value="Player"/> <property name="Archetype" value="BanditMelee"/> <property name="Faction" value="bandit2"/> <property name="Tags" value="zombie"/> <property name="AIPackages" value="Human Basic ,Human Melee"/> <property name="Weight" value="70"/> <property name="IsEnemyEntity" value="true"/> <property name="SurfaceCategory" value="organic"/> <property name="WalkType" value="7"/> <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="HasDeathAnim" value="true"/> <property name="MaxViewAngle" value="180"/> <property name="ItemsOnEnterGame.GameModeSurvival" value="meleeBanditSledgeHammer"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="meleeBanditSledgeHammer"/> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="meleeBanditSledgeHammer"/> <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="HandItem" value="meleeHandPlayer"/> <property name="ExperienceGain" value="1039"/> <property name="LootDropProb" value=".03"/> <property name="LootDropEntityClass" value="EntityLootContainerBandit"/> <property name="TimeStayAfterDeath" value="30"/> <property name="DeadBodyHitPoints" value="251"/> <effect_group name="Base Effects"> <passive_effect name="HealthMax" operation="base_set" value="150"/> </effect_group> </entity_class> <entity_class name="npcBanditRanged" extends="npcBanditMelee"> <property name="Archetype" value="BanditRanged"/> <property name="AIPackages" value="Human Basic, Human Ranged"/> <property name="ItemsOnEnterGame.GameModeSurvival" value="gunSMG5,ammo9mmBullet"/> <property name="ItemsOnEnterGame.GameModeSurvivalSP" value="gunSMG5,ammo9mmBullet"/> <property name="ItemsOnEnterGame.GameModeSurvivalMP" value="gunSMG5,ammo9mmBullet"/> <property name="AttackTimeoutDay" value="0.5"/> <property name="AttackTimeoutNight" value="0.5"/> <property name="HandItem" value="gunSMG5"/> </entity_class> - - - Updated - - - utilityai>xml <ai_package name="Human Ranged"> <!-- Ranged Attack AI --> <action name="MoveToEnemy" weight="2" distance="6"> <task class="MoveToTarget" run="false"/> <consideration class="TargetType" type="EntityNPC, EntityZombie, EntityPlayer"/> <consideration class="TargetFactionStanding" flip_y="true" max="127"/> <consideration class="TargetDistance" min="10" max="20"/> </action> <action name="Flee" weight="3"> <task class="FleeFromTarget" max_distance="10"/> <consideration class="TargetType" type="EntityNPC, EntityZombie"/> <consideration class="TargetFactionStanding" flip_y="true" max="127"/> <consideration class="TargetDistance" flip_y="true" min="1" max="6"/> </action> <action name="RangedAttack" weight="3"> <task class="AttackTargetEntity" action_index="0"/> <consideration class="TargetVisible"/> <consideration class="TargetType" type="EntityNPC, EntityZombie"/> <consideration class="TargetFactionStanding" flip_y="true" max="127"/> <consideration class="TargetDistance" min="1" max="5"/> </action> </ai_package> Link to comment Share on other sites More sharing options...
Hexster Posted December 3, 2018 Author Share Posted December 3, 2018 Use the range guy for a test the issues are a error from the controllers and invisable weapon which is caused by the player controller but he will roam ,kill , ect alittle to good note this is a test model The error from the controller only seems to happen when coming into range but gose away if ur right beside the bandit The zombie01 controller has way better reaction time then the uma in this setup If I had to guess the playercontroller is setting a handitem by default and its blocking or not letting the weapon mesh load in cause if u kill him the weapon appears Link to comment Share on other sites More sharing options...
Darkstardragon Posted December 3, 2018 Share Posted December 3, 2018 Use the range guy for a test the issues are a error from the controllers and invisable weapon which is caused by the player controller but he will roam ,kill , ect alittle to good note this is a test model The error from the controller only seems to happen when coming into range but gose away if ur right beside the bandit The zombie01 controller has way better reaction time then the uma in this setup If I had to guess the playercontroller is setting a handitem by default and its blocking or not letting the weapon mesh load in cause if u kill him the weapon appears Great work to get this far, will def look at it. Link to comment Share on other sites More sharing options...
Darkstardragon Posted December 3, 2018 Share Posted December 3, 2018 So, i havent been able to spawn them in yet, getting nres. Yes, i uncommented the xmls in archetype and in entityclass lol. I did change the bandit sledge to the meleetoolsledge because there is no bandit sledge item. Still nres when trying to spawn em in. Link to comment Share on other sites More sharing options...
Hexster Posted December 3, 2018 Author Share Posted December 3, 2018 you may need to set there factions in the npc.xml <factions> <faction name="none"> <relationship name="*" value="neutral"/> </faction> <faction name="animals"> <relationship name="*" value="neutral"/> </faction> <faction name="undead"> <relationship name="bandit2" value="hate"/> <relationship name="trader" value="neutral"/> <relationship name="*" value="hate"/> </faction> <faction name="bandit2"> <relationship name="*" value="hate"/> </faction> <faction name="whiteriver"> <relationship name="*" value="neutral"/> <relationship name="undead" value="hate"/> <relationship name="bandit2" value="hate"/> </faction> <faction name="duke"> <relationship name="*" value="neutral"/> <relationship name="whiteriver" value="dislike"/> <relationship name="undead" value="hate"/> <relationship name="bandit2" value="hate"/> </faction> <faction name="trader"> <relationship name="*" value="neutral"/> <relationship name="bandit2" value="hate"/> <relationship name="undead" value="hate"/> </faction> </factions> I did put the range bandit in to the groups all zombies to spawn them in , if I can get these to work the rest of the way they ll have to be nerfed way to deadly If I could get this 1 error to go away id put them in my game right now I don't really care about the invisible gun its there u just cant see it anyways ull be runnin or dead probally never even notice it on a side note if u don't set a archtype they ll randomize there looks Link to comment Share on other sites More sharing options...
Darkstardragon Posted December 3, 2018 Share Posted December 3, 2018 k, that did it, nice work hex. The melee guy works great other than the weapon not showing up and the brief nre. The ranged guy isnt shooting, at zombies or me. How come you have 2 avatar controllers in there? Are they both working together, and if so then why not put in the uma or npc controller too. Gonna try it. Link to comment Share on other sites More sharing options...
Hexster Posted December 3, 2018 Author Share Posted December 3, 2018 Ive only been able to get it to work the way its setup atm it seem that its inheriting the movement from the playercontroller and the actions from the other controller I used the zombiecontroller cause it has better reations the others.Did u put the code in for the range ai? utilityai.xml file <ai_package name="Human Ranged"> <!-- Ranged Attack AI --> <action name="MoveToEnemy" weight="2" distance="6"> <task class="MoveToTarget" run="false"/> <consideration class="TargetType" type="EntityNPC, EntityZombie, EntityPlayer"/> <consideration class="TargetFactionStanding" flip_y="true" max="127"/> <consideration class="TargetDistance" min="10" max="20"/> </action> <action name="Flee" weight="3"> <task class="FleeFromTarget" max_distance="10"/> <consideration class="TargetType" type="EntityNPC, EntityZombie"/> <consideration class="TargetFactionStanding" flip_y="true" max="127"/> <consideration class="TargetDistance" flip_y="true" min="1" max="6"/> </action> <action name="RangedAttack" weight="3"> <task class="AttackTargetEntity" action_index="0"/> <consideration class="TargetVisible"/> <consideration class="TargetType" type="EntityNPC, EntityZombie"/> <consideration class="TargetFactionStanding" flip_y="true" max="127"/> <consideration class="TargetDistance" min="1" max="5"/> </action> </ai_package> Link to comment Share on other sites More sharing options...
Vladinator Posted December 3, 2018 Share Posted December 3, 2018 So I see yall are gettin NPCs going again, I been trying too. I want to make a friendly survivor, but I couldnt get them to do anything. I got their weapon to appear but gave up when they wouldnt fight or move. I know this is a lot to ask, but can I get the entityclass xml? I got an archetype I want to use, but what about NPCID? I dont need a whole new xml just for the survivor, I can change the bandit to my liking. I just want the one thats working, please EDIT: I am making a melee survivor Link to comment Share on other sites More sharing options...
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