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Thread: Bad Company

  1. #751
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by Burtyboom View Post
    Is there any sort of documentation anywhere as to how to add them? I have 0 idea on modding and spawning, been going through the thread but cant really find anything detailed, just very vague instructions that make no sense.

    If there was any examples anywhere I could probably edit one to our liking? thanks in advance
    depends where you want to add them

    if its as biome spawns then just add them as a line in the entitygroups for each biome

    spawning.xml
    Code:
      <biome name="forest">
        <spawn maxcount="2" respawndelay="4" time="Any" entitygroup="ZombiesTierGroup01"/>
        <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0"/>
        <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0"/>
      </biome>
    forest for example, uses ZombiesTierGroup01

    sleeper spawns use that group as well though, so you'd have to make a new group and add the bandits and zombies to that

    Code:
      <entitygroup name="BiomeTierGroup01">
        <!--T1-->
        <entity name="zombieBoe"/>
        <entity name="zombieJoe"/>
        ...
    
        <entity name="BanditThugPistol"/>
        <entity name="BanditThugSawedOffPumpShotgun"/>
        ...
      </entitygroup>
    
      <biome name="forest">
        <spawn maxcount="2" respawndelay="4" time="Any" entitygroup="BiomeTierGroup01"/>
        <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="EnemyAnimalsForest" spawnDeadChance="0"/>
        <spawn maxcount="1" respawndelay="7" time="Any" entitygroup="FriendlyAnimalsForest" spawnDeadChance="0"/>
      </biome>
    - - - Updated - - -

    Quote Originally Posted by Guppycur View Post
    Why don't they work as sleepers?
    probably the npc controller is missing a look angle code or something small like that.

    If we need them for medi mod it shouldnt be too hard to fix it, but will see what changes a17 makes to uma first

    I didnt really feel like playing much in a16 so never investigated it

  2. #752
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    Thanks for the replies, starting to make a little sense now..

    So the ZombiesTierGroup01 entitygroup is already standard in the biomes in spawning.xml, are there seperate entity groups for bandits and bandit leaders? Would just to like add standard bandits to most biomes, and bandits+bandit leaders to the cities/hub.

    Is there a way to lower spawn chance for biomes so were just not getting rekd everytime we venture out? e.g a low chance to spawn a bandit in the biomes and high chances in the city would be great.

    Edit Nevermind, found the banditgroup in the entitygroup, ill try adding those to the spawner and see how I go
    Last edited by Burtyboom; 03-05-2018 at 09:26 AM.

  3. #753
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    Still cant get bandits to spawn.

    <biome name="city">
    <spawn entitygroup="BanditGroup" time="Day" respawndelay="1" maxcount="5"/>
    <spawn entitygroup="ZombiesTierGroup02" time="Day" respawndelay="1" maxcount="5"/>
    <spawn entitygroup="ZombiesNight" time="Night" respawndelay="1" maxcount="5"/>
    <spawn entitygroup="ZombieDogGroup" time="Any" respawndelay="1" maxcount="1"/>
    </biome>

    Ive added that "banditgroup" to every biome in the spawner and ran around for ages but still no bandits. Is that the wrong group to add maybe?

  4. #754
    Colony Founder StompyNZ's Avatar
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    Ah, sorry I didnt even look before when you mentioned BanditGroup and assumed it was something I added.

    That's the vanilla one and only has the broken vanilla bandits in it, so it wont do anything.

    You will need to add the various bandits from bad co into entitygroups as they are not in there at all

    The a15 version has some groups defined, so you could copy bits out of that to save some typing

    Here's a quick one that will give you some bandits, the invisibleAnimalEnemy is there to reduce the numbers a bit or you will get a bandit every 80 or so blocks. just replace the vanilla BanditGroup and you should be good to go

    Code:
      <entitygroup name="BanditGroup">
        <entity name="invisibleAnimalEnemy" prob="20" />
        <entity name="BanditThugSledgeHammer" prob="0.95"/>
        <entity name="BanditThugMachete" prob="0.95"/>
        <entity name="BanditThugFireaxe" prob="0.95"/>
        <entity name="BanditThugSpikedClub" prob="0.95"/>
        <entity name="BanditThugHuntingKnife" prob="0.95"/>
        <entity name="BanditThugChainsaw" prob="0.95"/>
        <entity name="BanditThugPistol" prob="0.95"/>
        <entity name="BanditThugPistolFemale" prob="0.95"/>
        <entity name="BanditThugHuntingRifle" prob="0.85"/>
        <entity name="BanditThugHuntingRifleFemale" prob="0.85"/>
        <entity name="BanditThugSawedOffPumpShotgun" prob="0.75"/>
        <entity name="BanditThugSawedOffPumpShotgunFemale" prob="0.75"/>
        <entity name="BanditThugPumpShotgun" prob="0.65"/>
        <entity name="BanditThugPumpShotgunFemale" prob="0.65"/>
        <entity name="BanditThug44Magnum" prob="0.55"/>
        <entity name="BanditThug44MagnumFemale" prob="0.55"/>
        <entity name="BanditThugMP5" prob="0.45"/>
        <entity name="BanditThugMP5Female" prob="0.45"/>
        <entity name="BanditThugSniperRifle" prob="0.35"/>
        <entity name="BanditThugSniperRifleFemale" prob="0.35"/>
        <entity name="BanditThugAK47" prob="0.25"/>
        <entity name="BanditThugAK47Female" prob="0.25"/>
        <entity name="BanditThugRocketLauncher" prob="0.15"/>
        <entity name="BanditThugRocketLauncherFemale" prob="0.15"/>
        <entity name="BanditWarLeader" prob="0.15"/>
        <entity name="BanditDreadLeader" prob="0.15"/>
        <entity name="BanditTheMakerLeader" prob="0.15"/>
        <entity name="BanditFamineLeader" prob="0.15"/>
        <entity name="BanditDragonLeader" prob="0.15"/>
        <entity name="BanditDeathLeader" prob="0.15"/>
        <entity name="BanditPestilenceLeader" prob="0.15"/>
      </entitygroup>
    btw city biome doesnt get used anymore, so its just the regular biome spawns even in cities

    I'd go with a maxcount of 1 on the bandit ones too, otherwise you will get bandits literally everywhere

  5. #755
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    Thanks Stompy got it going finally, thanks for the clarification.

    Had 0 deaths up until dirty harry chased me with the revolver and shot me in the back. Fun mod, the zombies arent much of a threat once you get a sledge hammer and a bow.

    Do clients joining need to download the mod, or will the server just send them the files required?

  6. #756
    Guppycurian Forum Whore Guppycur's Avatar
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    Those will push.

  7. #757
    Zombie Hunter Odetta's Avatar
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    will this mod be updated for A16? Just asking because A17 doesn't seem to be the Bandit update I was hoping it would be.

  8. #758
    Colony Founder StompyNZ's Avatar
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    i assume you mean updated for a17.

    The archetypes wont be changing so thats not a problem. How they get used as entities will need a review.

    As long as uma enemies is still an option this mod will get updated.

    Next version will probably have a ton of new archetypes as I have a script to generate 1000's at a time and then go through and pick the nice ones

  9. #759
    Zombie Hunter Odetta's Avatar
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    Your mod does not appear in the mod launcher.

  10. #760
    Colony Founder StompyNZ's Avatar
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    I'll ask sphere to add it

  11. #761
    Zombie Hunter Odetta's Avatar
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    Sweet, thanks.

  12. #762
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    Im looking through the thread and apparently you need to add in the bandits yourself. now i would do that if i wasnt such a retard when it comes to modding, so please, someone help me out.

  13. #763
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    Does anybody just have the bandits code for alpha 16 and where to apply it I loved a15 bad company

  14. #764
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    I wrote a long post about me speaking to Trekkan and he pointed me to you StompyNZ....but it dissapeared somehow after submitted....


    Short question:
    Is there a way to spawn in cars?
    I'm getting tired of teleporting around placing cars on our map after players been destroying them.

  15. #765
    Colony Founder StompyNZ's Avatar
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    Quote Originally Posted by NakedSwede View Post
    I wrote a long post about me speaking to Trekkan and he pointed me to you StompyNZ....but it dissapeared somehow after submitted....


    Short question:
    Is there a way to spawn in cars?
    I'm getting tired of teleporting around placing cars on our map after players been destroying them.
    answered in the api thread

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