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Change NPC type?

Pending 1.1.7

Zilch
Zilch

Posted

We bought this but havent used it yet.

Is there a way we can change the NPC type? At the moment all the enemies are considered as heavy scientists, but we also run SkillTree plugin so this gives players too much XP. I have tried changing the type in NPCSpawn configuration but then the plugin doesn't load.

Thank you!

aimacak

Posted

7 hours ago, Zilch said:

We bought this but havent used it yet.

Is there a way we can change the NPC type? At the moment all the enemies are considered as heavy scientists, but we also run SkillTree plugin so this gives players too much XP. I have tried changing the type in NPCSpawn configuration but then the plugin doesn't load.

Thank you!

Hello, by type do you mean prefab NPC? Tell us in more detail what exactly you need and what exactly you did in NpcSpawn, so far it seems to me that you made a mistake in the prefab if you tried to change it in the NpcSpawn configuration.

Zilch

Posted

Hello,

 

So yes, we were trying to change this line in NPCSpawn

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

The reason is because SkillTree is classifying all the Defendable Home NPCs as Heavy Scientists and giving out way more XP than we'd like and we don't have any way to control that. (and we don't want to change the XP that Heavy gives)

We wanted to change the "Type"/prefab NPC so it would give less XP

I tried assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab and possibly assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab but then NPCSpawn didn't compile with those in the config.

Thanks

aimacak

Posted (edited)

1 hour ago, Zilch said:

Hello,

 

So yes, we were trying to change this line in NPCSpawn

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

The reason is because SkillTree is classifying all the Defendable Home NPCs as Heavy Scientists and giving out way more XP than we'd like and we don't have any way to control that. (and we don't want to change the XP that Heavy gives)

We wanted to change the "Type"/prefab NPC so it would give less XP

I tried assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab and possibly assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab but then NPCSpawn didn't compile with those in the config.

Thanks

Yes, indeed, only NpcSpawn is being compiled, and when loading BetterNpc, a lot of errors occur, in your case, when spawning Defendable Homes, I will discuss this point as soon as the information appears, I will write to you.
But your final task is to adjust the experience gained when killing NPCs in Defendable Homes for SkillTree?
Ideally, you probably need to configure SkillTree in every data file BetterNpc, if you use them, and in every event, right?

Edited by aimacak
Zilch

Posted

We don't use BetterNpc - would we need that to do this?

But your final task is to adjust the experience gained when killing NPCs in Defendable Homes for SkillTree? - Yes, I'm not sure how we achieve that when the prefabs are the same?

Thank you

aimacak

Posted

4 hours ago, Zilch said:

We don't use BetterNpc - would we need that to do this?

But your final task is to adjust the experience gained when killing NPCs in Defendable Homes for SkillTree? - Yes, I'm not sure how we achieve that when the prefabs are the same?

Thank you

No, you don't need BetterNpc, I just checked your NpcSpawn prefab on it, and any plugin running on NpcSpawn will work the same way when it asks NpcSpawn to spawn an NPC. I passed the information to the developer, perhaps the developers of these two plugins will be able to come up with some kind of solution for convenient XP configuration, for example, by the name of an NPC.

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