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road npc loot bug

Pending 1.3.3

Bubles Buternuts
Bubles Buternuts

Posted

the npc on the road does not drop default loot same settings as my other npc set to 0 for default correct short name of ammo or other items tried a few same results but if i change the 0 to 1 for own loot it works but if i set my monument npc to 0 the correct loot drops 

 

 "Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1,
      "Own list of locations (not used for Road and Biome)": [],
      "If the NPC ends up below ocean sea level, should the NPC return to it's place of appearance? [true/false]": true,
      "Type of navigation grid (0 - used mainly on the island, 1 - used mainly under water or under land, as well as outside the map, can be used on some monuments)": 0,
      "The path to the crate that appears at the place of death (empty - not used)": "",
      "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 4,
      "Loot table from prefabs (if the loot table type is 4 or 5)": {
        "Minimum numbers of prefabs": 0,
        "Maximum numbers of prefabs": 0,
        "Use minimum and maximum values? [true/false]": true,
        "List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab"
          }
        ]
      },
      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 1,
        "Maximum numbers of items": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": [
          {
            "ShortName": "ammo.rifle",
            "Minimum": 1,
            "Maximum": 10,
            "Chance [0.0-100.0]": 100.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          }
        ]
      }
    }
  ]
}

Bubles Buternuts

Posted (edited)

this bug is also happening in sulfuret quarry and some other locations as above soe locations fine some are not, also when i use the command to spawn in an npc for the custom spawn it does not do the x y z cords it always puts the npc at the highest point, it also spawns in 2 to 3 npc rather than one defeating the purpose in my opinion 

Edited by Bubles Buternuts
Bubles Buternuts

Posted

fixed the bug, at least i think it was a bug on the date file  monuments the line  "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 4, 

 

change the 4 at the end to a 5 this will allow you to use the 0 ie 0-default loot table so it should look like this instead 

 

"Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5,

and not this  "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 4,

  • Love 1
aimacak

Posted

On 11/9/2025 at 10:05 PM, Bubles Buternuts said:

fixed the bug, at least i think it was a bug on the date file  monuments the line  "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 4, 

 

change the 4 at the end to a 5 this will allow you to use the 0 ie 0-default loot table so it should look like this instead 

 

"Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5,

and not this  "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 4,

Hello, it's great that you figured it out, but I'll explain a little, there is a parameter in the configuration of the NpcSpawn plugin:

"Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab",

and loot table type - 0 mean that will spawn this prefab.

Bubles Buternuts

Posted

48 minutes ago, aimacak said:

Hello, it's great that you figured it out, but I'll explain a little, there is a parameter in the configuration of the NpcSpawn plugin:

"Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab",

and loot table type - 0 mean that will spawn this prefab.

yeah when i looked at it, it says default so i honestly thought that just meant default loot table, kinda easy mistake to make since the wording is like that 

  • Like 1
aimacak

Posted

5 minutes ago, Bubles Buternuts said:

yeah when i looked at it, it says default so i honestly thought that just meant default loot table, kinda easy mistake to make since the wording is like that 

I agree, sometimes the parameters are ambiguous, but it's worth making a logical chain, and there is no other option for default loot table, and not recently I had to think about it when reconfiguring BetterNpc 🙂

Bubles Buternuts

Posted (edited)

4 minutes ago, aimacak said:

I agree, sometimes the parameters are ambiguous, but it's worth making a logical chain, and there is no other option for default loot table, and not recently I had to think about it when reconfiguring BetterNpc 🙂

my only issue now is trying to spawn them under the roof even if i do it manualy they spawn on the roof rather than underneath on the base floor level it is getting rather annoying,i even restricted the spawn range to a lower amount went into rustedit to get the exact xyz cords but nope if there is a roof above them they will spawn on the roof 

 

Edited by Bubles Buternuts
aimacak

Posted

3 minutes ago, Bubles Buternuts said:

my only issue now is trying to spawn them under the roof even if i do it manualy they spawn on the roof rather than underneath on the base floor level it is getting rather annoying,i even restricted the spawn range to a lower amount went into rustedit to get the exact xyz cords but nope if there is a roof above them they will spawn on the roof 

 

you can make screenshot?

aimacak

Posted

1 minute ago, Bubles Buternuts said:

 

you tried to change this parameter?

"Type of navigation grid (0 - used mainly on the island, 1 - used mainly under water or under land, as well as outside the map, can be used on some monuments)"

Bubles Buternuts

Posted

7 minutes ago, aimacak said:

you tried to change this parameter?

"Type of navigation grid (0 - used mainly on the island, 1 - used mainly under water or under land, as well as outside the map, can be used on some monuments)"

just change 0 to 1 then tried to reload same thing they spawn on the roof then i changed radius to 5 still above ground on the roof

Bubles Buternuts

Posted

14 minutes ago, Bubles Buternuts said:

just change 0 to 1 then tried to reload same thing they spawn on the roof then i changed radius to 5 still above ground on the roof

i should state that the default auto spawn for monuments are fine they spawn on all floors, it is just tunnels and manual spawns on lower floors inside buildings or bellow a roof that the spawn location ie the height becomes an issue 

aimacak

Posted (edited)

3 minutes ago, Bubles Buternuts said:

i should state that the default auto spawn for monuments are fine they spawn on all floors, it is just tunnels and manual spawns on lower floors inside buildings or bellow a roof that the spawn location ie the height becomes an issue 

try this:
"Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1,
and this in your wishes position for spawn:
/SpawnPointAddPos 1 test1

Edited by aimacak
Bubles Buternuts

Posted (edited)

9 minutes ago, aimacak said:

try this:
"Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1,
and this in your wishes position for spawn:
/SpawnPointAddPos 1 test

when i change the 0 to 1 i get this in the console NullReferenceException: Object reference not set to an instance of an object, and in game spawn point with the name test1 was not found, if i revert the 1 back to te 0 and reload again error in console goes away and when i type the command again in game it registers the spawn point in the chat but does not change the location even after another reload 

Edited by Bubles Buternuts
aimacak

Posted

1 minute ago, Bubles Buternuts said:

when i change the 0 to one i get this in the console NullReferenceException: Object reference not set to an instance of an object, and in game spawn point with the name test1 was not found, if i revert the 1 back to te 0 and reload again error in console goes away and when i type the command again in game it registers the spawn point in the chat but does not change the location even after another reload 

sorry, its my bad.. wrong algorythm 😞 

first this:
/SpawnPointAddPos 1 test1
1 - means the sequence number of the NPC preset in the test1 file

second this:
"Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1,


because in my first case u dont have custom coordinates for own spawn

Bubles Buternuts

Posted (edited)

6 minutes ago, aimacak said:

sorry, its my bad.. wrong algorythm 😞 

first this:
/SpawnPointAddPos 1 test1
1 - means the sequence number of the NPC preset in the test1 file

second this:
"Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1,


because in my first case u dont have custom coordinates for own spawn

omg it worked !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! now i dont have to place like 20 objects in front of npc just to spawn in them in the open or i dont have to overtune the detection range either now because i can hide the npc inside a building thank you 

Edited by Bubles Buternuts
aimacak

Posted

11 minutes ago, Bubles Buternuts said:

omg it worked !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! now i dont have to place like 20 objects in front of npc just to spawn in them in the open or i dont have to overtune the detection range either now because i can hide the npc inside a building thank you 

np)
pay attention to these parameters in all presets, try to avoid random spawn if possible, in my procedural map they are used only on Quarries, i.e. in more or less open terrain, because they can appear in textures, etc., etc., it is impossible to foresee all these situations.

Bubles Buternuts

Posted

1 minute ago, aimacak said:

np)
pay attention to these parameters in all presets, try to avoid random spawn if possible, in my procedural map they are used only on Quarries, i.e. in more or less open terrain, because they can appear in textures, etc., etc., it is impossible to foresee all these situations.

it was the order that was the issue that helps because i changed it before but did not do it in that order, now i can position the ai in not so esasy snipe spots, i had to overtune there detection because of that before, the only sad part is they spawn with rpg on there backs but dont use them hahahaha, but thanks that has defo change the way i can make my map dont have to hide 1 npc behind 20 different objects 

aimacak

Posted

1 minute ago, Bubles Buternuts said:

it was the order that was the issue that helps because i changed it before but did not do it in that order, now i can position the ai in not so esasy snipe spots, i had to overtune there detection because of that before, the only sad part is they spawn with rpg on there backs but dont use them hahahaha, but thanks that has defo change the way i can make my map dont have to hide 1 npc behind 20 different objects 

for rpg i think u need look in config NpcSpawn and add shortname like others weapons, and it will work)

Bubles Buternuts

Posted (edited)

9 minutes ago, aimacak said:

for rpg i think u need look in config NpcSpawn and add shortname like others weapons, and it will work)

done that they just run towards you like they are trying to melee you, works fine with every other gun including the grenade launcher just the rpg and i tried every type of rpg shortname too

Edited by Bubles Buternuts
aimacak

Posted

25 minutes ago, Bubles Buternuts said:

done that they just run towards you like they are trying to melee you, works fine with every other gun including the grenade launcher just the rpg and i tried every type of rpg shortname too

I learned that rocket launchers are designed only for raiding buildings, if you insert a house next to this NPC and stand in it, it will shoot, but only in this scenario..

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