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Belt is going into main

Pending 1.1.1

Fusion 3.64

I'm not sure if this is a conflict or not.
But with this setting
 

    "Scientist": {
      "enabled": true,
      "Kits": [
        "minicopter",
        "noobnoob",
        "shittybunny",
        "clatter",
        "gimp",
        "1",
        "2",
        "3",
        "4",
        "5",
        "6",
        "7",
        "8",
        "9",
        "10",
        "11",
        "12",
        "13",
        "14",
        "15",
        "16",
        "17",
        "18",
        "19",
        "20",
        "21",
        "22",
        "23",
        "24",
        "25",
        "26",
        "27",
        "28",
        "29",
        "30"
      ],
      "Health": 150,
      "Weapon_Drop_Percent": 0,
      "Min_Weapon_Drop_Condition_Percent": 100,
      "Max_Weapon_Drop_Condition_Percent": 100,
      "Dropped_Weapon_Has_Ammo_Percent_Chance": 75,
      "Wipe_Default_Clothing": true,
      "Wipe_Default_Weapons": false,
      "Wipe_Main_Inventory_Percent": 0,
      "Wipe_Clothing_Percent": 100,
      "Wipe_Belt_Percent": 100,
      "Default_Rust_Loot_Percent": 100
    },

The belt is going into the main inventory of the bot on death.
The main inventory is empty on all by default. So should I set wipe main to 100? Or would that not matter since that's based what it spawns with?

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Hi mate,
Not sure what would be causing that but I'm pretty sure NPCKits itself isn't doing it.

NPCKits moves everything from npc to corpse, but skips over containers as per config.
I don't see any way it could be moving belt items to main, but another plugin could be controlling movement of items to/from npc corpse containers?

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So I'm looking through my plugins and I'm not finding anything that seems to handle npc inventory in that way. I have one that multiplies/adds/removes loot. But it doesn't interact with kits in any way. There are a few event plugins that will inject custom loot tables into their main inventory on death. But I don't think that would do what's happening either. Is there anything I should be searching for in the plugin files that might help me single it out?

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This could happen if the belt was full for some reason, I think.
I had reports of kit clothing all going to main, but it was because the npc had a hazmat suit by default and the plugin MoveToContainer attempts failed,
the same way it fails if you try to put on trousers in game, whilst wearing hazmat.

Maybe some other plugin is populating their belt, then NpcKits is finding its full?

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