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Ace

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  1. Ace

    Headshot

    could this be configured via the config to trigger every time there is a headshot instead of only headshot on kill?
  2. Ace

    Enquiry (not a bug)

    right right, so they cant switch between weapons and throwables cause some NPC plugins allow that so that's why I was confused could be something to consider if you would like to implement something like that make expert and nightmare bases crazier then they already are as usual lightning replies thank you Nivex sorry for the disturbance
  3. Ace

    Enquiry (not a bug)

    yes that's true no real reason for them to use smoke grenades. but even with normal grenades they have it in there kit but don't seem to use it same with Molotov Video Demonstration: https://youtu.be/MxK9npowyTE (this was attempted with easy base) Easy Bases.json
  4. Ace

    Enquiry (not a bug)

    it works with Molotov's smoke grenades and normal grenades?
  5. Defenders not using there guns
  6. Ace

    Enquiry (not a bug)

    Hello Nivex, In profiles "Amount That Can Throw Weapons" is this like, throwables, grenades, molotovs and such? can you get the NPC's to throw throwables? Thank You
  7. Ace

    (Not A Bug) Enquiry

    yeah true I think that's more reasonable reason I asked is players were using an empty completed base to XP farm the NPC's it was pretty funny lol as usual holy moly quick replies thanks Nivex
  8. Ace

    (Not A Bug) Enquiry

    Hi Nivex, Just a quick question is there currently a way to stop NPC's respawning (when enabled) after raid is completed and final death occurs (if enabled)? Thank you
  9. Hi Wanting to get images of bases
  10. Hello Razor, your plugin is one of the most amazing plugins combined with Radiable Bases gives a a lot of depth and life to the game, it having triggers for radiable bases and other plugins is such a nice factor and a great idea so thank you Razor for such a great plugin. I saw this the other day and couldn't help but wonder, "Added extra variables to raid messages for min and seconds {1} {2} for warningRevengeGridNpc {2} {3} for warningRevengeGrid" How would I go about configuring it, after a random raid triggers there's a time delay before the raid actually happens of course as you know you set a certain amount of delay before getting raided in the config file depending on the trigger, for instance ""Raidable Base Completed Delay Before Raid chance happens":<time>" is there a way to display it ticking down in the Random Raid UI possibly the UI appears before the raid occurs, or the maybe the Game Tip? Anything at all really just informing the player how much time delay is left before the raid chance starts on there base. Apolgies for headache Razor, thank you. Kind Regards, Ace.
  11. Ah yes, This did do the trick wicked! Everything works as intended now, NPC's don't shoot through walls or go through walls anymore they stick in there bubble and shoot any players within there view. Arigato! Nivex, thank you for your quick, effective and kind support. With Regards, Ace.
  12. Yes I have tried doing that but the "true" and "false" aren't there after "return" if I try to add them it fails to compile. (sorry don't have the best background) I added the code you posted in your reply above but without the true and false it compiled but NPC's still don't shoot out of dome only roof campers. Apolgies if I am doing something wrong, could you tell me what I should be doing instead? I referenced images of how it looks below. As usual Thank you Nivex. (The Error I get if I paste it exactly how you wrote it "Error while compiling RaidableBases: Since 'RaidableBases.HumanoidBrain.SetTarget(BasePlayer, bool)' returns void, a return keyword must not be followed by an object expression | Line: 2976, Pos: 21")
  13. Awesome! Thank you Nivex. So shall I just wait for the next update? or could you give me the file with the fix?
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