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Back To The Wild 2.2.3

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Covfefe

Posted

Can you make the passive animals like chicken, horse, stag be aggressive as a bear? I want all animals to attack players

Krungh Crow

Posted

ye i would like killer chickens myself too 😁
Ill see how to add that ,no eta on when its added but ill read throught the decompiler see what else can be changed .

  • Like 2
pookins

Posted

Can you add the aggro range of each animal and can you make it so they dont attack htn,botspawn bots, huntsman bots etc only players ?

I currently use customai plugin but as the dev wont answer posts the animals (including chickens and stags) are killing off my bots at a steady pace, they wont attack htn scientists but kill any other bot,

Krungh Crow

Posted

i can have a look at it

pookins

Posted

Thank you very much

Krungh Crow

Posted

agro range will be very heavy to the server and requires a monobehaviour to check each tick or trigger (not suggested especialy if there are allot of animals ).
looking into the attackbehaviour itself now ill get back to that.

pookins

Posted

1 hour ago, Krungh Crow said:

agro range will be very heavy to the server and requires a monobehaviour to check each tick or trigger (not suggested especialy if there are allot of animals ).
looking into the attackbehaviour itself now ill get back to that.

I am using customai with aggro range (300+ animals) as well botspawn (400-700bots) with aggro range and there is no drag on the server, the only problem i am having is a steady/endless  spam of the console as the animals kill the bots message  and i get an entityondeath message from proximity alert , the whole reason i am using customai is i want to get the old crazy wolf/bear/boar etc attack behaviour back into the game,

Krungh Crow

Posted (edited)

yeah i have the NPC vs Animal attacks tested

  "Global settings": {
    "Use Global Targeting": true,
    "Animals ignore NPC's": true,
    "NPC's ignore Animals": true
  },

that would stop their targeting

wolf/bear/boar allready have the agressive tag so you dont need a behaviour for that
So basicly u want them not to run away when their HP gets low (treshold) ?

 

Edited by Krungh Crow
pookins

Posted

38 minutes ago, Krungh Crow said:

yeah i have the NPC vs Animal attacks tested


  "Global settings": {
    "Use Global Targeting": true,
    "Animals ignore NPC's": true,
    "NPC's ignore Animals": true
  },

that would stop their targeting

wolf/bear/boar allready have the agressive tag so you dont need a behaviour for that
So basicly u want them not to run away when their HP gets low (treshold) ?

 

at the minute when you enter the aggro range the animals will attack you, if they have low health they will run away, i have aggro set for all animals except horses and have also increased the speed they run depending on the animal, so instead of the stock game animals standing around until you trip over them these guys are running all over the map, they seem to have rest periods, so they run for a while , stop then start off again,

Krungh Crow

Posted (edited)

yes that is basic behaviour CustomAi built a new behaviour method for it.
So far i managed to hand them the flag to never flee so that would skip the whole running away behaviour ^^

Edited by Krungh Crow
jeini

Posted

It would be cool if the plugin made a chat announcement of and "Alpha Bear" spawn + approximate location when ever an exceptionally strong animal is spawned.

  • Love 1
Krungh Crow

Posted (edited)

ooh nice idea

so a new profile like a Boss bear with a min req of HP and Strength ? same for wolf since they Alpha predators

Edited by Krungh Crow
Somescrub

Posted

Is the animal fleeing prevention a Facepunch issue, or just a bug your working on fixing with the plugin itself? Kind of annoying that bears flee after being hit just one time.

Krungh Crow

Posted (edited)

that's the current facepunch behavior .

I am not that far to write a behavior for the animals themselves yet

Edited by Krungh Crow
406_Gromit

Posted

any chance you could add "assets/bundled/prefabs/modding/events/twitch/sphere_refab" to the alpha, some players question the extra health and damage and if they had this kinda flag then they would know they are different, PLEEEAAASSEE !!!

JeffG

Posted

any way for loot configuration 

Krungh Crow

Posted

  "Bear settings": {
    "Change Bear stats on spawns": true,
    "Minimum Health": 400,
    "Maximum Health": 1000,
    "Minimum Strength (Att dmg)": 20,
    "Maximum Strength (Att dmg": 40,
    "Running Speed": 1.0,
    "Alpha": {
      "Can spawn as alpha": true,
      "Spawnrate (0-100)": 10,
      "Health Multiplier": 3.0,
      "Strength Multiplier(Att dmg)": 1.5,
      "Speed Multiplier": 1.0
    }

example setting to make them get the possibility to spawn as alpha.
Make sure that can spawn as alpha is set to true

FandangoChristmas

Posted

When I start up the server I always see this in the console. Is this something to worry about?

(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70
(12:49:22) | Failed to execute OnFrame callback ()
   at string UnityEngine.Object.get_name()
   at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in C:/rustserver/carbon/plugins/BackToTheWild.cs:line 432
   at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 70

 

  • Like 1
Markiii

Posted

On 4/28/2024 at 12:13 AM, 6Andromeda9 said:

any way for loot configuration 

Can you answer this one? kinds pointless if we cant edit rewards bro 

JeffG

Posted

i

On 8/9/2024 at 1:36 AM, Markiii said:

Can you answer this one? kinds pointless if we cant edit rewards bro 

i took a break but am back now we cant but i plan to get back with dev an see on an update for something like this!

FandangoChristmas

Posted

@Krungh Crow Starting up the server with the new update I saw this appearing in startup. Slightly different than that last one I posted. NOt to sure yet if it affects anything.

| Failed to execute OnFrame callback ()

at string UnityEngine.Object.get_name()

at void Oxide.Plugins.BackToTheWild.OnEntitySpawned(BaseAnimalNPC animal)+() => { } in D:/TCAFiles/Users/admin/80514/carbon/plugins/BackToTheWild.cs:line 432

at void Carbon.Managers.CarbonProcessor.Update() in D:/a/Carbon/Carbon/Carbon.Core/Carbon/src/Processors/CarbonProcessor.cs:line 63

  • Like 1
Krungh Crow

Posted

prob not heavy , the animals still get edited

 

  • Like 1
FandangoChristmas

Posted

5 minutes ago, Krungh Crow said:

prob not heavy , the animals still get edited

 

Ok thank you! I have bigger prblems right now though, nobody can connect because of RPC error in UI. Once I can get onto my server I will test it out. Im sure it will work fine.

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