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NPC's are not moving

Closed 1.2.8

Rubbie Ducker
Rubbie Ducker

Posted

I just purchased this program a couple days ago and i cant seen to figure out how to get my npcs to move/chase the person they are attacking. 

 

i have        

"Is this a stationary NPC? [true/false]": false,

and they still dont move. 

Can anyone help me out?

Jbird

Posted

Sorry to hear you're having issues with that @Rubbie Ducker.

Which NPCs are you having this problem with specifically? What is their chase range and sense range?

Also make sure if you are testing it yourself that you are not in vanish. Once you are closer and especially when you've attacked or gotten the NPC to aggro to you they should definitely be chasing and moving around.

You just got the file right? Can you confirm the version of NpcSpawn and BetterNpc?

Rubbie Ducker

Posted

Hey!

they are npcs i have in my custom monument.  the monument is a building i have built in the sky to use as a dungeon.

i have betterNpc 1.2.8 and npcSpawn 2.6.1

Here is one NPC i am trying to hae move around and chase when attacking someone.

{
  "ID": "",
  "Enabled? [true/false]": true,
  "Position": "(481.41, 1501.01, -650.26)",
  "Rotation": "(0.00, 0.00, 0.00)",
  "Radius": 20.0,
  "Remove other NPCs? [true/false]": true,
  "Presets": [
    {
      "Enabled? [true/false]": true,
      "Minimum numbers - Day": 10,
      "Maximum numbers - Day": 20,
      "Minimum numbers - Night": 10,
      "Maximum numbers - Night": 20,
      "NPCs setting": {
        "Names": [
          "Ninja"
        ],
        "Health": 300.0,
        "Roam Range": 10.0,
        "Chase Range": 100.0,
        "Attack Range Multiplier": 1.0,
        "Sense Range": 50.0,
        "Target Memory Duration [sec.]": 10.0,
        "Scale damage": 2.0,
        "Aim Cone Scale": 1.0,
        "Detect the target only in the NPC's viewing vision cone? [true/false]": false,
        "Vision Cone": 135.0,
        "Speed": 7.5,
        "Minimum time of appearance after death (not used for Events) [sec.]": 60.0,
        "Maximum time of appearance after death (not used for Events) [sec.]": 90.0,
        "Disable radio effects? [true/false]": false,
        "Is this a stationary NPC? [true/false]": false,
        "Remove a corpse after death? (it is recommended to use the true value to improve performance) [true/false]": true,
        "Wear items": [
          {
            "ShortName": "attire.ninja.suit",
            "SkinID (0 - default)": 0
          }
        ],
        "Belt items": [
          {
            "ShortName": "syringe.medical",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": ""
          },
          {
            "ShortName": "longsword",
            "Amount": 1,
            "SkinID (0 - default)": 855009078,
            "Mods": [],
            "Ammo": ""
          }
        ],
        "Kits (it is recommended to use the previous 2 settings to improve performance)": []
      },
      "The amount of economics that is given for killing the NPC": {
        "Economics": 0.0,
        "Server Rewards (minimum 1)": 0,
        "IQEconomic (minimum 1)": 0
      },
      "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)": [
        "(-0.53, -0.01, 0.45)",
        "(-1.48, 0.00, 21.65)",
        "(18.72, -0.01, 0.20)"
      ],
      "If the NPC ends up below ocean sea level, should the NPC return to it's place of appearance? [true/false]": false,
      "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": 1,
        "Maximum numbers of prefabs": 1,
        "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": "scrap",
            "Minimum": 100,
            "Maximum": 200,
            "Chance [0.0-100.0]": 50.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          }
        ]
      }
    }
  ]

Jbird

Posted

First you may need to increase the radius.

   "Radius": 20.0,

Second you have only 3 positions but you have between 10 and 20 to spawn, this also should be addressed.

      "Minimum numbers - Day": 10,
      "Maximum numbers - Day": 20,
      "Minimum numbers - Night": 10,
      "Maximum numbers - Night": 20,
      "Own list of locations (not used for Road and Biome)": [
        "(-0.53, -0.01, 0.45)",
        "(-1.48, 0.00, 21.65)",
        "(18.72, -0.01, 0.20)"
      ],

Try addressing those as I think possibly the radius might be a part of the issue as it's very small at the moment.

Once you've done that reload the plugin and share all of the loading messages here from your console @Rubbie Ducker.

Rubbie Ducker

Posted

i changed the radius to 150  and  also changed the spawn from 2 to 20 

they still are not moving. 

 the npcs with ranged weapons will attack me when i come in range but they dont move or roam around or anything. Same with the npcs with melee weapons i just need to be in melee range

o.reload BetterNpc
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Jbird

Posted

Show some screenshots of the location of these NPCs. It might be something to do with where they are being spawned into, they may not be able to actually walk there perhaps.

Plugin seems to have loaded properly.

Rubbie Ducker

Posted

here is a video i took 

 

and here are some screenshots.

 

 

npc1.png

npc2.png

npc3.png

Jbird

Posted

Ah I thought it might be something like that. NPCs can't path (walk) on player built prefabs from in game or CopyPaste. I can't remember if they work if you place it in the editor when making the map but it would probably be safe to assume not. If this was built or placed in the editor then you could confirm that it doesn't @Rubbie Ducker.

Rubbie Ducker

Posted

hmm... ok i guess ill have to use humannpc for my melee npcs and better npc for my ranged ones i guess. thank you.

Can this be added in the future?

 

Jbird

Posted

I think this is one of those things that isn't really possible. There are certain prefabs that NPCs just can't navigate or walk on. But with planning in advance things can be added in the editor so that they can. If an appropriate trigger was set for them to walk on, similar to the cubes that they also cannot walk on, they can walk in places like this. But it's just not in their base code at all to be able to do it, so to teach them would require enough of a change in the plugin that I can pretty much guarantee it would be a performance hit, probably a considerably large hit. I will forward it as a thought though perhaps KpucTaJl will have additional ideas.

  • Like 2
KpucTaJl

Posted

Changed Status from Pending to Closed

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