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GooberGrape

Posted

I did by the mod and after seeing that there wasn’t a simplified option for rung less bots I decided I can not use it unless something like this is a option.

RogueDFW

Posted

Tunnel NPCs for Curve data files and anything without defined spawn positions are spawning above ground and/or creating Mesh errors.  (Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648))

 

Trying to add additional NPCs to the tunnels but guess I don't understand how to correctly do this.  I just enabled the Curved/Straight data files and everything went crazy.   Massive RCON spamming of the mesh error and the NPCs were appearing above ground, all over my map.

 

Any ideas, suggestions or DOCUMENTATION on how to add these data files?

 

Thanks

SwampWorksGaming.net

Jbird

Posted

On 5/25/2023 at 9:05 AM, Robert Stevens said:

I did by the mod and after seeing that there wasn’t a simplified option for rung less bots I decided I can not use it unless something like this is a option.

Can you describe what you're referring to when you say rung less bots?

Jbird

Posted

10 hours ago, RogueDFW said:

Tunnel NPCs for Curve data files and anything without defined spawn positions are spawning above ground and/or creating Mesh errors.  (Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648))

Trying to add additional NPCs to the tunnels but guess I don't understand how to correctly do this.  I just enabled the Curved/Straight data files and everything went crazy.   Massive RCON spamming of the mesh error and the NPCs were appearing above ground, all over my map.

Any ideas, suggestions or DOCUMENTATION on how to add these data files?

Tunnel NPCs have defined spawns.

Have you by chance been in the Mad Mapper Discord yet or already? You could and should jump in there we can go into this in more detail a bit faster and easier in regards to back and forth because I have a few questions as well about how you are going about this.

There have been a few big updates. As far as documentation I do have something I've shared in the Mad Mapper Discord if you jump in there and get verified I can share that with you.

DySFunction

Posted

question prior to purchase :

if i have some monuments setup using botrespawn, can i use this mod in other areas or even the same without a conflict? it looks like this mod has few more settings in some areas that i like, but i already bought botrespawn and spent a good deal of time setting it up with kits and custom spawns and what not.

Alpha28

Posted

19 minutes ago, DySFunction said:

question prior to purchase :

if i have some monuments setup using botrespawn, can i use this mod in other areas or even the same without a conflict? it looks like this mod has few more settings in some areas that i like, but i already bought botrespawn and spent a good deal of time setting it up with kits and custom spawns and what not.

you can enable and disable npcs in the configs
image.png.eae29feaa3747c092a0a50324662b237.png 

  • Like 1
Jbird

Posted

8 hours ago, DySFunction said:

if i have some monuments setup using botrespawn, can i use this mod in other areas or even the same without a conflict?

Yes you can, you'll just want to be careful about them potentially having the same spawn points. It's also worth considering performance when doing this, will add up quickly.

There is even an option in NpcSpawn to enable NPCs to fight. But that's still odd to me, resources I'd rather save for players to use shooting them instead of having them shoot each other haha.

Then like Alpha28 mentioned you can certainly disable whatever files you want to ignore and only have enabled what you desire.

 

7 hours ago, Alpha28 said:

you can enable and disable npcs in the configs
image.png.eae29feaa3747c092a0a50324662b237.png 

☑️ 🍻

US Apocalypse

Posted

I was wondering if there is a setting that I can have the NPC roam the map like how zombies do?

Jbird

Posted

30 minutes ago, mike454 said:

I was wondering if there is a setting that I can have the NPC roam the map like how zombies do?

Yes and no.

I would probably not recommend making their roam range too high to be honest. That being said, my recommendation for a 'roaming' type of NPC I'd recommend using the Biome files. These will spawn around the different biomes in random areas around the map.

Their roam range will decide how far they can move, but the chase range most give them range to attack as well, so it is best to keep a smaller roam range since there will be NPCs scattered everywhere.

Sean

Posted

I've noticed this plugin has support in the config to use Alphaloot loot tables. Would it be possible to add support for the Loot Table & Stacksize GUI plugin? 

Jbird

Posted

5 hours ago, Adam93 said:

I've noticed this plugin has support in the config to use Alphaloot loot tables. Would it be possible to add support for the Loot Table & Stacksize GUI plugin? 

Option 0 for default would be the option to select here. This works for other loot plugins as well and it will read your loot table there since it in essence now your default loot.

For NPCs just to be clear they are HeavyScientist that are skinned and customized.

XianSeho

Posted

can these be spawned in underground building or will they just go to the ground above?

 

Jbird

Posted

11 hours ago, XianSeho said:

can these be spawned in underground building or will they just go to the ground above?

There are settings to help ensure this will work as intended.

"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)": 1,

 

Robis

Posted

@Jbird@KpucTaJl Hello, im using your betternpc plugin, so i know why i need plugin NpcSpawn. But i have a question, why for a plugin called "NpcHordeRustEdit" Do you have an plugin like zombie hordes or something ? If yes, where i can buy it ?

Jbird

Posted

On 7/6/2023 at 5:38 PM, Robis said:

@Jbird@KpucTaJl Hello, im using your betternpc plugin, so i know why i need plugin NpcSpawn. But i have a question, why for a plugin called "NpcHordeRustEdit" Do you have an plugin like zombie hordes or something ? If yes, where i can buy it ?

It uses spawn points and heartbeat sensors to create areas that players  will be attacked by NPCs when they trigger the heartbeat sensor. It works with maps that the team releases.

TacTicToe

Posted

I tried doing a search and looking through the forum but either it is not here or I missed it.  

Is there a bot loadout for the Ferry Terminal monument? I cant locate it. I looked in the Monument folder and there was nothing there. 

Kimbo

Posted

 

Can you change the loot of the NPCs with the "Alphaloot" plugin? If so, how is that supposed to work?

Jbird

Posted

On 7/14/2023 at 12:07 AM, TacTicToe said:

Is there a bot loadout for the Ferry Terminal monument? I cant locate it. I looked in the Monument folder and there was nothing there. 

Currently no, we are waiting to see what progresses with that monument, if it becomes a safe zone later for example, and to see what else might change with it before it is created.

We may decide to create a custom one and share it within the community if you'd like, and how to add that to different maps by using the location of that monument (best if the editor can be used to find these locations). I will look into if it can be added to the Monument folder and be recognized already, as we might also create a file for the short term, to add NPCs there until the prefab and location changes.

If you'd like to discuss that would you jump into the Mad Mapper Discord and create a ticket there?

 

20 hours ago, Kimbo said:

Can you change the loot of the NPCs with the "Alphaloot" plugin? If so, how is that supposed to work?

AlphaLoot only recognizes a prefab path and will not be custom from one NPC to another but if you use AlphaLoot as an option, the default NPC path is to HeavyScientist in the CS file. This can be changed, but needs to be changed any time that NpcSpawn.cs is updated since HeavyScientist is the usual default profile for any NpcSpawn NPCs. Otherwise my recommendation is to choose the prefab option, and choose the NPC loot table you want to use there, and can use any NPC. I think it might still use AlphaLoot loot tables but that is the only part I am not sure on and would need you to test to let me know.

Noel2997

Posted (edited)

Hello, Please tell me about the following three points:

1.How to set up the NPC for the CH47 when opening the 15-minute box on the Oil Rig.

2.How to change the NPC in the underground area of the Airfield.

3.How to make an NPC fire a rocket launcher.

Edited by Noel2997
Jbird

Posted (edited)

44 minutes ago, Noel2997 said:

1.How to set up the NPC for the CH47 when opening the 15-minute box on the Oil Rig.

oxide/data/BetterNpc/Event/CH47.json
44 minutes ago, Noel2997 said:

2.How to change the NPC in the underground area of the Airfield.

oxide/data/BetterNpc/Monument/Airfield.json
44 minutes ago, Noel2997 said:

3.How to make an NPC fire a rocket launcher.

Give them a rocket launcher to use, but they will mostly only use them against players behind barriers and inside buildings, when they need to raid.

Edited by Jbird
Chernarust

Posted

What file has the NPC at the metro station tunnels below monuments?

Noel2997

Posted

Thank you.

11 hours ago, Jbird said:
酸化物/データ/BetterNpc/イベント/CH47.json

Is there any sample code or documentation available for the default not being replaced?

 

12 hours ago, Jbird said:
酸化物/データ/BetterNpc/記念碑/Airfield.json

Is there somewhere I can find sample code or explanatory materials?

 

12 hours ago, Jbird said:

彼らに使用するロケットランチャーを与えますが、彼らはほとんどの場合、襲撃する必要がある場合に、障壁の後ろや建物内のプレイヤーに対してのみそれらを使用します。

I see, so you don't normally use it in regular cases, I understand.

Jbird

Posted

12 hours ago, Sjd6795 said:

What file has the NPC at the metro station tunnels below monuments?

oxide/data/BetterNpc/Monument/Tunnel

This is an entire folder.

Jbird

Posted

11 hours ago, Noel2997 said:

Is there any sample code or documentation available for the default not being replaced?

Can you explain further what you mean by this? What default is not being replaced? Give as much detail as possible please so I don't feel dumb haha.

 

11 hours ago, Noel2997 said:

Is there somewhere I can find sample code or explanatory materials?

The description explains most but what do you need explained or what do you need assistance with and I can point out what you could or should do.

 

11 hours ago, Noel2997 said:

I see, so you don't normally use it in regular cases, I understand.

Correct I recommend the grenade launcher as it has been made to work in a previous update, for that type of attack.

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