Project Zomboid

Project Zomboid

[B42/B41] Bandits NPC (v2)
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Update: May 2 @ 1:04am

  • finally hacked the frozen zombie attack on bandit problem
  • added bandit step-back attacks for more weapon types

Update: May 1 @ 4:07am

- fixed correct aim animation with 1 handed weapon
- fixed correct aim animations upon stucking weapon into enemy
- join me / leave me now working
- admin spawn options readded
- bandits fighting zombies improvements: can now move backwards while hitting
- radial spawn (instead or N/S/E/W)
- shortened snadbox option text

Update: Apr 28 @ 11:09am

  • b41 error during spawning in multiplayer fix
  • b41 fix for female bandits spawning as zombies

Update: Apr 27 @ 12:57pm

Update: Apr 27 @ 12:21pm

b41 version

Update: Apr 27 @ 7:34am

  • working guardposts

Update: Apr 23 @ 12:46pm

  • Bandits when overwhelmed by zombies or other Bandits will find optimal escape vector to regroup. This fixes the problem with bandit suicide behavior of running into the horde of sombies just to perish
  • Bandits will equip a desired weapon in advance so by the time the weapon change animation finishes the weapon is ready to use. This fixes the problem of zombie approaching unarmed bandit and biting him before he manages to reach for a gun
  • Bandits can use all weapons. That includes revolvers and shotguns. Modded ones will also work.
  • Bandits properly reload guns and rack them. For example if the reload has 3 stages: unload mag, load mag, rack. and the reload is interrupted after phase 1, they continue from phase 2. Bandits will reload non magazine guns to maximum when safe and load one bullet when in combat situation.
  • While shooting bandits will fire visual projectiles. I could not use game projectiles. because the API is not available for it so i wrote it myself. Surprisingly its quite robust despite all the math behind it.
  • When shooting all trajectory is analyzed for obstacles including characters that may get hit if in line of fire. Here is how it works in detail. The shooter analyzes if friendlies are in line of fire before aiming. If yes he will not aim nor shoot. If however the line is clear but at the last moment someone enters the line of fire its too late to cancel the shot. This produces interesting and realistic effects.
  • Weapon range is now taken from weapon configuration.
  • Worked also on details such adding sound of an used rounds falling on the ground.
  • Weapon accuracy calculation is now improved using logistic curve. This is the most realistic approach to the subject.
  • The accuracy is high in low range, falls down rapidly in mid range and remain low but does not fall much more in high range.
  • Walking/Running logic more natural for bandits.
  • Using correct animations when removing barricades
  • Bandits have personal character. You already may have met hottiez collectors, but there will be more jokes
  • Bandits attacking with melee may result in sticking their weapon in enemy body.
  • All bandits automatically collecting weapons from containers and deadbodies when they need to resupply with weapon or ammo.
  • zombie bite attack on bandit is not immediate, giving chance for push back
  • Zombies do not freeze when attacking bandits
  • Zombies do not chase unseen player when bandits are around
  • 3 new AI female voices (no women volunteered for voice acting so far)
  • bandit flashlight will be completely removed. adding lightsources n b42 they simply crashes the game
    server-side random number generator will allow clients to use the same random number and produce consistent results
  • multiplayer sync of bandit health
  • multiplayer death fix - no more vanishing corpses
  • deadbodies will have the right loot - no weapon duplicates
  • less loot on bandits
  • bandits not able to open blocked gates
  • bandits not able to open locked garage doors from outside
  • bandits destroying garage doors and gates will remove it as a whole not a fragment.
  • bandits can fight on the stairs
  • fixed missing animations during bandit hit
  • added walk to walk_aim animations
  • added hack to remove standing dead bodies (works for 90%+ cases)
  • bandits turning lights on in rooms.
  • added bandit expertise:
    • Assassin – Only approaches if unseen; can kill with one stab; silent. (Not implemented)
    • Breaker – Breaks barricades/doors quickly; carries extra tools.
    • Electrician – Sabotages generators and electrical devices; carries tools.
    • Cook – Steals or sabotages crops; carries food.
    • Goblin – Performs mischievous (but non-lethal) actions in your base. (Not implemented)
    • Infected – Can bite the player like a zombie, with the same consequences.
    • Mechanic – Sabotages cars and steals fuel; carries tools and a gas can.
    • Medic – Heals themselves or allies; carries medical gear. (Not implemented)
    • Recon – Moves faster than others.
    • Thief – Specializes in stealing from the player.
    • Repairman – Carries useful tools and supplies.
    • Tracker – Tracks the player more easily; carries maps.
    • Trapper – Plants bear traps. (Not implemented)
    • Traitor – May pretend to be a friend. (Not implemented)
    • Sacrificer – Explodes on death. (Not implemented)
    • Zombiemaster – Attracts zombies to the player. (Not implemented)

Update: Mar 24 @ 4:14pm

Update: Mar 8 @ 3:39pm

updated conflicting mods

Update: Mar 6 @ 3:23pm

fix