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Thread: Bad Company

  1. #676
    Colony Founder StompyNZ's Avatar
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    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.

  2. #677
    Guppycurian Forum Whore Guppycur's Avatar
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    Looks like my Atlantic activity is a bust, so we can start from scratch on some of those bandit pois...

  3. #678
    Tracker bsan89's Avatar
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    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.
    Last edited by bsan89; 08-08-2017 at 05:50 AM.

  4. #679
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    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)

  5. #680
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    Anyone care to upload their entitygroup xml with bandits? The more bandits the merrier!

  6. #681
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    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"/>

  7. #682
    Reconstructionist Darkstardragon's Avatar
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    When and if its on the modlauncher, a version with bandits would be

  8. #683
    Colony Founder StompyNZ's Avatar
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    i'll try and find time tonight for adding them in for an alternate entitygroups.xml and spawning.xml

  9. #684
    Survivor Aribo's Avatar
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    Quote Originally Posted by StompyNZ View Post
    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

  10. #685
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    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

  11. #686
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    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/qxtizqhfty...wning.xml?dl=0
    Last edited by Gorys211034; 08-20-2017 at 09:56 AM.

  12. #687
    Refugee EvalleEez's Avatar
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    Can this be used with Valmod?

  13. #688
    Guppycurian Forum Whore Guppycur's Avatar
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    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.

  14. #689
    Refugee EvalleEez's Avatar
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    Quote Originally Posted by Guppycur View Post
    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!

  15. #690
    Colony Founder SlicksGirl's Avatar
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    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.

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