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Thread: Xyth's DMT Bandits Mod

  1. #1
    Community Moderator xyth's Avatar
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    Xyth's DMT Bandits Mod

    Bandits DMT Mod

    Banditswhite.jpg

    Demo YouTube Video: Coming Soon....Maybe...

    Description

    A mod that introduces Bandits into the game. Some known issues exist. See known issues for details.

    This mod adds 4 new bandits to the game.

    AshBandit: A dual wielding older, fatter version of your favorite EvilDead character.
    BanditEve: 4 foot tall, MP7 wielding gal, hard to hit but cute if you live long enough to get close.
    BanditArcher: Babe with a bow. You can see her and what she can do in a picture below.
    BanditBoss: A Starvation favorite. Heavy armor and a plasma rifle. Avoid unless your ready to dance.

    They spawn wherever enemy animals spawn, and wander the game world. They will attack all enemies (Zombies, NPCs and dangerous animals), and will attack the player. They can be killed and may drop a loot container.


    Each has a ranged weapon with xml configurable properties. These may need adjusting, but are set at various ranges and are pretty accurate. Change the ammo speed and/or the SpreadDegrees settings in xml to adjust. Some randomly shoot more than 1 projectile per shot, which is also adjustable. They are not over powered and are not tough kills except for the boss.

    The archer will put arrows into the player. Those arrows can be removed by the player but you may need to change view sometimes especially if its stick into your butt. On dedi or MP, other players can remove them for you, but I have not tested that yet. It looks badass to leave them in though, especially if you get one to the knee. ba dum tss


    Screenshot_90.jpg

    Spawning is handled by adding all 4 as a rare spawn to any "enemyanimal" spawn groups. Depending on your preferences, make them more or less rare, change where they spawn, and let me know what works well. You might want groups of bandits as wandering hordes as well.

    The bandit class is vanilla code with a slight code fix for movement speed.

    Installing

    This mod is replaced by CreaturePack bandits.


    Change Log

    Version 1.8 : Folder rename for compatibility, patched insta-kill from zombie inflicted bleeding
    Version 1.7 : Converted to faction based attacking, improved ranged targeting
    Version 1.6 : Added ModInfo.xml to work around DMT bug and temp. removed BanditBoss from spawn due to NRE on his death
    Version 1.55 : Dedi animation fix
    Version 1.52 : Bleeding fix
    Version 1.5 : A18 DMT version with refactored code
    Version 1.11 : Removed zombie buffs from weapons
    Version 1.10 : Converted Bandits to SDX class that improves movement, required Patch_Entity to fix death by bleeding bug
    Version 1.00 : Initial release

    Known Issues

    Bandits are accurate aiming at players but less so on other entities. Need to look at TFP ranged collision code to see what changed since A17.

    Some minor sliding in and out of firing animations might still remain. Not sure why A18 introduced this yet


    Loot might sux on these as the vanilla loot containers keep changing so reusing vanilla containers for now.

    Credits

    A shout out to Mumpfy who edited the base mesh and retextured the Ash Bandit. SphereII for the bandit class edit.
    Last edited by xyth; 1 Week Ago at 11:00 AM.

  2. #2
    Colony Founder KhaineGB's Avatar
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    Yoink

  3. #3
    Tracker Mumpfy's Avatar
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    looking good, love the arrows.

  4. #4
    Ranger Necrodemus's Avatar
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    Bandits!

  5. #5
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    the first bandit reminds me of Marcus of Gears haha ​​..a great job Xyth

  6. #6
    Scavenger DevEagle's Avatar
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    Plasma rifle? Why? This is sci-fi game?

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    Guppycurian Forum Whore Guppycur's Avatar
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    Well... yeh. It kinda is. <shrug>

  8. #8
    Hunter dutchplayers's Avatar
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    Amazing mod! Can't wait until modlet version

  9. #9
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    Any chance this works on the latest experimental ?


    It does lol, had the wrong version of the dependencies .
    Last edited by Frekton; 02-26-2019 at 03:43 PM.

  10. #10
    Community Moderator xyth's Avatar
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    I'm not sure that the bandits don't run all the time on experimental. They should walk until they see you then run to close the distance. Let me know how it's working.

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    Will do. Ty

  12. #12
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    So quick feed back that is probably not useful because my current play through has so many mods loaded. So i was driving around in Guppy's sdx pickup truck having a blast. (That pickup is amazing in the current broken rwg road system...) Until I encountered the first bandit. I noticed him a little distance in front of me, and decided to try and run him over.... As soon as i ran over him, my wife who was in the "passenger seat" told me that i was no longer in the truck. We drove this way for a while until the world stopped rendering and the truck started to sink into the world. So I backed up and tried going back from where I came from, but then started hitting invisible walls that where bouncing the truck backwards. Finally we were ambushed by 2 other bandits that killed us, took about 2/3rds of the trucks health. At that point I removed the sdx mods and went back to playing. I don't think there is any way of knowing what the caused the problems. This mod or the others who knows, I'll give this a try again in the future once you guys get a stable build to work off of. Thanks for the mod though, I'm sure this will bring more fun in the future.

  13. #13
    Tracker
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    Awesome! I have been wanting working bandits for A17! Love the Bow babe! <3

    Quote Originally Posted by Frekton View Post
    We drove this way for a while until the world stopped rendering and the truck started to sink into the world.
    This has been happening to me on a dedicated vanilla server when I rode a minibike, so I am quite sure this has nothing to do with the mod.
    Last edited by Robeloto; 02-27-2019 at 05:40 PM.

  14. #14
    Community Moderator xyth's Avatar
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    Unlikely the mod, but hey, all modder say that until proven otherwise :-)

  15. #15
    Scavenger wyldwitchykat's Avatar
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    I was trying out the bandits and they worked great except for one issue. If they get too close to a trader outpost, such as attacking the walls while you're inside it, I get a spam of NREs (I didn't fully test to see if the same issue occurs with wandering traders). I ran into the same issue when I made my own survivors and bandits. Through experimenting I found it only occurs if you set Class to EntityNPC, EntityPlayer, EntitySurvivor, or EntityBandit. When I tested setting Class to EntityAnimalStag or EntityEnemyAnimal I no longer had an issue with NREs. I'm wondering if the npc, survivor, and bandit classes got borked when the anims for the NpcUma models got removed and if new classes for bandits and survivors will need to be created to avoid the issue with NREs.

    edit -- The wandering traders do not seem to have the NRE issue. Not sure what's different about them that they don't have the issue though it seems to possibly be that the traders have an NPCID.
    Last edited by wyldwitchykat; 03-17-2019 at 09:38 AM. Reason: further testing update

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