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nolanri

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  1. Like
    nolanri got a reaction from trombonaught in Super Survivors!   
    settings + key bindings now set-able in main menu!


  2. Like
    nolanri got a reaction from trombonaught in Super Survivors!   
    Yes that would be a simple change.  Id set it to a very low amount though, because you can just spawn talk over and over
  3. Like
    nolanri got a reaction from DramaSetter in Super Survivors!   
    So right now for certain tasks the survivors are creating items out of thin air, like planks for barricading. I don't plan on leaving it exactly like that forever.  The ability to chop wood and gather said wood is already made but just needs to be "wired in" in a sense. But that said I'm not against having the AI "cheat" a little bit in order to get better results / more survivabilty. Which is a fairly common practice with game AI though player may not notice.  And in the case of a random survivor in town trying to go out and chop wood for barricades in town with zombies all around is gonna have a very low success rate, so in the end I will probably have some kind of half and half solution.
     
    i don't think I'll ever add an AI or order for base building as that would be a lot of work. I might do as much as having them build you a square shaped wall with door or gate though.
     
    and perhaps a cook AI who cooks and brings people food I've thought
     
  4. Like
    nolanri reacted to Fenris_Wolf in Lua: Adding custom user configurable hotkeys   
    So... you want hotkeys the player can press that does something for your mod.
     
    The problem:
    The player should be able to reconfigure these keys, so they don't conflict with the players existing setup or other mods they have loaded.
    Sure you can have these keys setup in a 'settings.lua' file the player can edit, but that leads to its own problems...
    If a user edits this file, and the mod is designed for multiplayer, then they'll have issues connecting to servers since the checksums won't match. Maybe you're feeling clever, and decided to write these settings into a settings.ini file instead, and just read the ini on loading (thus not having to worry about checksums), but that's a problem too....users rarely read the documentation, and hate manually editing files in notepad!
    So...the only real answer is to have a proper GUI where they can edit these settings, and what better GUI to use then PZ's own options screen!
     
    For this tutorial I'll explain using some work I've been doing on the ORGM mod today. I needed 3 new hotkeys: for equipping the best pistol, best rifle, and one for the best shotgun.

     
    Nice and clean there, no need to manually edit file, or screw up the luachecksums, or need to explain to users how to do it other then: 'it will be in your pz options screen'
     
    Here's our script in full:
     
    All the key bindings listed on the options screen are stored in the global table called keyBinding
    First we need to find the index of the option we want to insert after:
    local index = nil for i,b in ipairs(keyBinding) do if b.value == "Equip/Unequip Stab weapon" then index = i break end end The next chunks of code are wrapping in a 'if index then .... end' block, but I'll omit that here just so I can break this 'if statement' into smaller pieces (you can see it in the full script in the spoiler above)
     
    Since we got our index and know our insertion point, lets insert the new options:
    table.insert(keyBinding, index+1, {value = "Equip/Unequip Pistol", key = 5}) table.insert(keyBinding, index+2, {value = "Equip/Unequip Rifle", key = 6}) table.insert(keyBinding, index+3, {value = "Equip/Unequip Shotgun", key = 7}) Note these keys actually correspond to 4, 5 and 6 respectively (esc is key=1, swinging weapon is key=2, firearm is key=3, and stabbing weapon is key=4)
    You can also use constant values for these, if you look in shared/keyBinding.lua, you'll see rack firearm is key = Keyboard.KEY_X
     
    Now we need to overwrite the MainOptions:create() method, so we can fix some translation issues:
    local oldCreate = MainOptions.create function MainOptions:create() oldCreate(self) for _, keyTextElement in pairs(MainOptions.keyText) do repeat if not keyTextElement or not keyTextElement.txt then break end local label = keyTextElement.txt if label.name == "Equip/Unequip Pistol" then label:setTranslation("Equip/Unequip Pistol") label:setX(label.x) label:setWidth(label.width) elseif label.name == "Equip/Unequip Rifle" then label:setTranslation("Equip/Unequip Rifle") label:setX(label.x) label:setWidth(label.width) elseif label.name == "Equip/Unequip Shotgun" then label:setTranslation("Equip/Unequip Shotgun") label:setX(label.x) label:setWidth(label.width) end until true end end Notice the first thing in that block is we store the original MainOptions:create() method in a variable, and call it first thing in our overwrite.  By doing this we're just basically appending our new code to the end of the original function.
    The problem is if we don't do this, our options will appear as "UI_optionscreen_binding_Equip/Unequip Pistol" on the screen, unless you have a proper translation entry. Since we dont, we need to change the label translations so we don't have that "UI_optionscreen_binding_" prefix.
    As well as changing the text that gets shown, we need to reset the x position, and the width of the label or they'll still be positioned too far off. By calling label:setTranslation() it fixes the label.x and label.width variables, but doesn't actually adjust the positions so we need to call label:setX() and label:setWidth() manually.
     
    And thats it for the options screen...all you need to do to have the custom keys show up and be configurable. This is where our 'if index then .... end' block actually ends.
    Note you'll still have the translation problem when the user clicks to change the key to something else, the popup will need fixing.... you have to overwrite MainOptions:render() for that, I won't be covering that here since its a minor issue, and doing that might be incompatible if 2 mods use this same technique. The code above can be used by multiple mods at the same time without issue, even with our overwrite:
    If your mod overwrites MainOptions:create(), and another mod loads after and uses the same technique, then their overwrite ends up calling yours, and yours then calls the original function.
     
    Now for the final piece, the event hook when the player presses a key:
    Events.OnKeyPressed.Add(function(key) local player = getSpecificPlayer(0) if key == getCore():getKey("Equip/Unequip Pistol") then player:Say("Key pressed: Equip/Unequip Pistol") elseif key == getCore():getKey("Equip/Unequip Rifle") then player:Say("Key pressed: Equip/Unequip Rifle") elseif key == getCore():getKey("Equip/Unequip Shotgun") then player:Say("Key pressed: Equip/Unequip Shotgun") end end) Our key presses here don't actually do much, the player just says which of the keys options got triggered.
     
    But that's all there is to it, custom user configurable keys that don't force players to manually edit files, and bypass server lua checksum comparisons.
     
     
  5. Like
    nolanri got a reaction from trombonaught in Super Survivors!   
    I've made this change already, just have not tested it yet so its not in the ws yet
  6. Like
    nolanri got a reaction from VikiDikiRUS in Super Survivors!   
    mod released: http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
  7. Spiffo
    nolanri got a reaction from Fenris_Wolf in Super Survivors!   
    http://undeniable.info/pz/SuperSurvivors.zip
  8. Like
    nolanri got a reaction from Blasted_Taco in Super Survivors!   
    So right now for certain tasks the survivors are creating items out of thin air, like planks for barricading. I don't plan on leaving it exactly like that forever.  The ability to chop wood and gather said wood is already made but just needs to be "wired in" in a sense. But that said I'm not against having the AI "cheat" a little bit in order to get better results / more survivabilty. Which is a fairly common practice with game AI though player may not notice.  And in the case of a random survivor in town trying to go out and chop wood for barricades in town with zombies all around is gonna have a very low success rate, so in the end I will probably have some kind of half and half solution.
     
    i don't think I'll ever add an AI or order for base building as that would be a lot of work. I might do as much as having them build you a square shaped wall with door or gate though.
     
    and perhaps a cook AI who cooks and brings people food I've thought
     
  9. Like
    nolanri got a reaction from MrRabbit in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  10. Like
    nolanri got a reaction from ToralWarfareTY in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  11. Pie
    nolanri got a reaction from dnk3912 in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  12. Like
    nolanri got a reaction from wanderinbilly in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  13. Like
    nolanri got a reaction from Vincenzo in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  14. Like
    nolanri got a reaction from VikiDikiRUS in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  15. Like
    nolanri got a reaction from hunger john in Super Survivors!   
    EDIT: **Released** --> http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     
    Direct Download: http://undeniable.info/pz/SuperSurvivors.zip
     
    As some of you know, over the past few weeks I've been working a new version that intends to work on vehicles build and handle many of the reported problems and issues reported over the past while. As well as add some new features and Improved AI!  So whats different? Let's take a look.

    Let's get the Bad News out of the way first

    Problems that still have not been fully resolved, and really cannot be without java side edits which we don't want:
    Pathfinding Freezes/Delay.  If there is a lot of stuff going on in the cell like zombies hording towards a big sound, Survivors can have a lot of delay before they calculate a path to where they are wanting to go and therefore, may appear frozen in place even though they are trying to move or run away but are waiting for the response of the Path-finding algorithm. New issue since vehicle build path-find change is that certain building windows in certain places on the map, seem to have an incorrect property set which causes a survivor to think they are able to walk through it, when obviously they cant.  Calling said survivor to you if they are stuck can get them un stuck MP is still a No
      Problems that have been fixed!:
    Random Survivor Despawn.  No more random disappearances of your loved survivors! Survivors are now saved in a map table which is saved many times per minute, which gets loaded at the start of the game.  There is no way your survivor is going to disappear until he dies and his save file is deleted by the OnDeath event. PVP System improved, No more friendly fire on group members when PVP is on. Survivors can now Sprint! Very noticeable performance / efficiency boost.  The whole mod was totally re-written.  Much more organized and clean, potential for growth is great now. Compared to Normal Survivors mod, FPS is great, no lag or stuttering (caused by this mod) Bleach Suicides. Survivors no longer consider Bleach and other poisonous "foods" as food. Bad Food Choices. Survivors no longer just grab random food but will make a more intelligent choice, choosing cooked and spoil able foods first. Endless Door Open Attempts. Survivors will no longer stand there in an infinite loop trying to open a locked door that's not gonna open. They will try entry through a window or give up trying to get in. Barricade Building Order Fixed.  Didn't work at all before, now it does. Woodbury, Military Blockade, Prison, Hilltop Spawn points fixed.  The option to spawn in these places on a new game was gone, now it is back! Enter Vehicles.  Survivors will now enter the real Vehicles from the vehicles build assuming there is a free seat, they will get in if following you when you are in said vehicle. Note Survivors will not get into vehicles from car mod anymore. Feed me I'm a Baby. Before survivors in an order state like guard or patrol would not feed themselves. Now they will eat or go find the food or water they need no mater what state they were in, as long as they are not ignoring danger to get a snack obviously. The name in the medical check menu now matches the survivors name  
    New Features:
    Survivors Name appears over their head like it does on Multiplayer Barricade Order added/fixed Doctor Order added.  A Doctor will go to and treat anyone near by that is in need of any kind of treatment, bandage changes, splints, stitches, anything!  You can only Order a group member to take the doctor role if they have at least level 3 Doctor Farming Order added. Yes you can have Survivors tend your farm for you.  But not just any survivor can do this. You must find someone with at least level 3 farming. Partial Food Eating. Survivor will only eat w/e % of the food is necessary to return to 0 Hunger rather than just eating the whole thing. A More interactive style of of well... interacting with survivors.  You cannot just shout orders or order all orders and have your orders heeded immediately like before.  These are people not your puppets after all.  To ask a survivor in your group to do something, or any survivor to do anything basically, you need to first engage them in a conversation.  By right clicking on them and "Call"ing them over to you.  Then they will come and have your attention for a short time. During that time you have many options to interact with them like before such as giving orders, giving them items, swapping weapons etc.   Now right clicking can be tedious i know so, there is a hot key "t" which will Call a near by member to you automatically. and hotkey "/" to call a Non party member from near by if any. Improved Random Survivor AI.  Before the randomly spawned survivors would just endlessly fight near by zombies, flee from zombies or try to hide.
    Now they will follow the following logic.  If they don't have weapon they will search for building to loot, going to new building by buildings looting for said weapon. Once weapon is found, they continue going from building to building but this time looking for food.  Once they find food. they will then barricade the windows and lock the doors. And remain in that building as their kind of base.  Eating and drinking what they have inside until they get killed or you come to recruit them. If they run out of food in said base and begin to starve they will set out again for a new base containing food. Recruiting Logic improved. Before a survivor just have a x chance to be willing to join you or not.  Now all survivors have a kind of relationship stat, and asking them to join you will be based on that stat, a quite low chance for successful invite by the starting level, and each time you ask them the relationship stat goes down!.  So asking and asking does not help but lowers chances.  Giving a random survivor a weapon or foods will increase relationship stat and chance of them excepting party invite! Proper Greetings. If a random Survivor sees you for the first time and it is not too dangerous to do so, they will approach you and greet you.  And will continue on their way after you do not interact with them for a short time.  Though you can of course call them back. First Aide! before survivors did not address their injuries at all.  Now they will flee and give them self first aide if required.  They don't do anything more complicated then bandaging.  Unless they are in Doctor mode. If you want to give them first aide treatment without them messing with bandages first order them to "Hold still" Finding their own Water.  Survivors, like when hungry, when thirsty will go find water near by themselves, either from an item containing water like water bottle, or from a water source like sink, tub, well or toilet. Declaring your Base Area and other Base related areas. You can now select areas with your mouse and designate them as areas in your base, like storage areas for certain items, areas to do certain kind of base work in. Options / Settings in Main menu.  Before you had to fish through the mod files and find the settings file open it with notepad editor and change the values yourself. But now you can simple return to the main menu and Super Survivors has a page on the options menu and you can set all settings with drop down boxes. Group / Base Role based AI  Survivors in or around the base, will try to keep themselves busy even if you don't tell them what to do. W/e they choose to do, they will stop and return to base after doing that thing for a reasonable amount of time. Survivors in Base do Work  Survivors in base, who are not currently doing something you the leader ordered them to do, will take up work tasks themselves based on their group role. Gun fire Cover when behind Objects if you are behind a window shooting from out a window. You will have great cover against incoming fire. Approx 75%.  Many other objects just having them between you and the shooter when you are behind them will also give you cover. The average object gives you 50% cover. Good shooting skills can slightly negate the effectiveness of cover. Translation Support  Translation Support has been added. The file to translate is located in the mod files \media\lua\shared\Translate\EN\
    Japanese Translation by TEATIME05
    Brazilian Portuguese Translation by williamfoxrpg
       
    Stuff that is Gone now or not yet added:
    Controlling Survivors.  No longer an option and will no longer be. As the idea of this mod is for them to be self sufficient enough for you to not need to control them Order All option. (will not re-add for already mentioned above reason. But something similar will be added ) Rules of Engagement. (Something similar will be added)  
     
    Stuff I plan on adding soon:
     
    Survivors going on Loot missions themselves (Out of cell) with amount of items they bring back dependant on various things such as time since start of world, kind of weapon / skills. You Joining groups.  You can join groups and not be the leader.  Survivor Group Leader AI will give the orders. a simple story mode with quests involving unique survivors
      Here is a link to the Workshop! : http://steamcommunity.com/sharedfiles/filedetails/?id=1331826879
     

    Here is a demo video showing the Doctor AI:
     
    Random Survivor AI Demo Video: 
     
    New order Gather Wood works great together with Chop Wood Order:
     
  16. Spiffo
    nolanri got a reaction from Ʀocky in Sound Manager Question   
    I could not get any sound to loop when I tried as well. I eventually gave up and ended up replaying the sound with a small overlap instead.
  17. Pie
    nolanri got a reaction from shadebanana in Survivors Mod   
    Other survivors will spawn as you explore the map, many will fall to the hordes and die, but some may join you, and others may try to kill you!
     
     
    Direct Download
    Steam Workshop
    Development Thread
     
    All of the major problems/bugs are more or less sorted out now, and the mod is very playable.
     
    Some known problems include:
    -Occasional crashing from java side error in player update function.  Sometimes it almost never happens for hours, but other times it seems to happen frequently. 
    -If you are using mouse and keyboard, the survivor will be forced into "facing" the direction of your mouse whenever you attack. For a brief moment they will turn from whatever direction they are facing and face the direction of your mouse.
    -spawning items with necroforge will not work with this mod enabled
  18. Like
    nolanri got a reaction from DramaSetter in Survivors Mod   
    if you leave the settings at default your gonna almost always hear gunshots at the start, hordes swarming back and forth after the people who are shooting. You can just wait out that initial chaos in an upstairs room.  if you don't like that chaotic start you could go to the settings.lua file (see workshop desc to see how to do it) and set the chance for npc to spawn with guns way lower or set spawn rate of npcs much lower.
  19. Like
    nolanri got a reaction from Invader Jim in Survivors Mod   
    if you leave the settings at default your gonna almost always hear gunshots at the start, hordes swarming back and forth after the people who are shooting. You can just wait out that initial chaos in an upstairs room.  if you don't like that chaotic start you could go to the settings.lua file (see workshop desc to see how to do it) and set the chance for npc to spawn with guns way lower or set spawn rate of npcs much lower.
  20. Pie
    nolanri got a reaction from Minnigin in Survivors Mod Dev Support   
    I see, well kinda for the same reasons, this would also be very difficult. you would need to make hoards of changes to the game engine just to accommodate the mod that is using things (methods) in ways they were not meant to be used.  It would be far more productive to just continue the work on NPCs properly. ..... and or throw me on the NPC dev team....
  21. Like
    nolanri got a reaction from trombonaught in Survivors Mod Dev Support   
    I see, well kinda for the same reasons, this would also be very difficult. you would need to make hoards of changes to the game engine just to accommodate the mod that is using things (methods) in ways they were not meant to be used.  It would be far more productive to just continue the work on NPCs properly. ..... and or throw me on the NPC dev team....
  22. Like
    nolanri got a reaction from Capt_Paradox in Survivors Mod Dev Support   
    if you suggesting like merging & fixing up the mod into base game. I'll be the first to say that's a really bad idea.  Survivors mod is not at all properly coded.  I just threw it together to add some madness to the game.  It's very messy and not done in the way it should be.  The mod just spawns extra "IsoPlayer" Objects which is meant to only be one instance of, which is "you" the character you the player controls.   And then a lot of other stuff added and bypassed to make sure the fewest amount of problems arise from having multiple player characters on the map. 

    in short it is not something that can be built on. the solid base to build on is not there, it would all crumble and fall if you tried. 
     
    Now given that you can say the code workmanship is shoddy and crappy I suppose.  But short of TIS giving me the entire PZ project files this was the only way it could be done in a mod. NPCs should be a java class managed by like a parent Director class which lots of other classes in the java engine need to account for.  If I or the devs were gonna make NPCs properly, it would have to be done that way, much cleaner, organized and proper. A sturdy foundation that can be build on.

    but me as a modder not accountable to anyone just fooling around for fun, i dont have to follow those rules.
  23. Like
    nolanri got a reaction from Leoquent in RELEASED: Build 38.22   
    At least you got to see that beautiful roof before that zombie right in front of you became visible, right before eating you...worth it.
  24. Like
    nolanri got a reaction from DramaSetter in RELEASED: Build 38.22   
    At least you got to see that beautiful roof before that zombie right in front of you became visible, right before eating you...worth it.
  25. Like
    nolanri got a reaction from Eddy63 in RELEASED: Build 38.22   
    At least you got to see that beautiful roof before that zombie right in front of you became visible, right before eating you...worth it.
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