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S0TR

Posted (edited)

3 hours ago, Kuroo said:

Silly question, but this mod allows for more NPCs to spawn at the default monuments? Also can it spawn random NPCs in the world to fight others and the player?

Yes, inside the /data/BetterNpc folder you can set the number of NPCs you want any and all monuments, including Oil Rigs, Cargo Ship, Bradley/Heli crashes, monuments that normally don't have NPCs, and more. You can either remove the default NPCs and only have yours or leave the default and include yours with them.

Regarding your question about randomly spawning NPCs, there are options in the /data/BetterNpc folder for Biomes and Road spawns, each with their own types (Arctic, Desert, Wide Roads, Dirt Roads etc). With these options, you set the number of NPCs you want, and they spawn randomly throughout the world on those Biomes/Roads so your players will encounter them at random times, at random locations.

You'll have to go inside the NpcSpawn plugin specifically, not BetterNpc, to make these (and any plugin that NpcSpawn controls) attack other types of NPCs. A mouthful, yes, but for example when I set inside the /config/NpcSpawn file for them to attack other NPCs, my BetterNpcs attack my Convoy NPCs and vice versa; it's quite fun to hear chaos and gunfights go down between NPCs

By far a great investment for me, I would highly recommend if someone is creating a PvE, or a mix of PvP/PvE, server

Edited by S0TR
ShadoW6

Posted

what about custom monuments?

S0TR

Posted (edited)

2 hours ago, ShadoW6 said:

what about custom monuments?

Yes, there is a folder inside /data/BetterNpc called "Custom". I could not tell how to exactly configure a custom monument, but it is possible for sure.

Edited by S0TR
ShadoW6

Posted

last question. Is this plugin will work with Spawn NPC ?

S0TR

Posted

11 hours ago, ShadoW6 said:

last question. Is this plugin will work with Spawn NPC ?

If you're talking about this plugin -> codefling.com/npcspawn - Yes, this is necessary.

Other NPC spawning plugins do not work with BetterNpc, you must have NpcSpawn

ShadoW6

Posted

yes I have this plugin. 

ShadoW6

Posted

i was hope that the npc will be more aggressive than regular npc, but they not.

so my question is how to make them more aggressive.

S0TR

Posted (edited)

To make NPCs more "aggressive" and/or stronger, go into your data/BetterNpc files and modify how your Npcs function. For example, you would modify these lines inside the data/BetterNpc/

"Enabled? [true/false]": true,
      "Minimum numbers - Day": 25,
      "Maximum numbers - Day": 25,
      "Minimum numbers - Night": 25,
      "Maximum numbers - Night": 25,
      "NPCs setting": {
        "Names": [
          "Pollar Bear Man"
        ],
        "Health": 130.0,
        "Roam Range": 50.0,
        "Chase Range": 30.0,
        "Attack Range Multiplier": 1.0,
        "Sense Range": 35.0,
        "Target Memory Duration [sec.]": 10.0,
        "Scale damage": 0.8,
        "Aim Cone Scale": 1.2,
        "Detect the target only in the NPC's viewing vision cone? [true/false]": true,
        "Vision Cone": 135.0,
        "Speed": 6.5,
        "Minimum time of appearance after death (not used for Events) [sec.]": 1200.0,
        "Maximum time of appearance after death (not used for Events) [sec.]": 1800.0,
        "Disable radio effects? [true/false]": true,
        "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": "coffeecan.helmet",
            "SkinID (0 - default)": 2503956851
          },
          {
            "ShortName": "hoodie",
            "SkinID (0 - default)": 2730818336
          },
          {
            "ShortName": "pants",
            "SkinID (0 - default)": 2730813975
          },
          {
            "ShortName": "shoes.boots",
            "SkinID (0 - default)": 2530900232
          },
          {
            "ShortName": "burlap.gloves",
            "SkinID (0 - default)": 2454377972
          }
        ],
        "Belt items": [
          {
            "ShortName": "smg.mp5",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.holosight",
              "weapon.mod.flashlight"
            ],
            "Ammo": ""
          },
          {
            "ShortName": "syringe.medical",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": ""
          }
        ],

 

 

 

Increase these values to have faster, stronger, and more alert Npcs

 

	    "Health": 130.0,
        "Roam Range": 50.0,
        "Chase Range": 30.0,
        "Attack Range Multiplier": 1.0,
        "Sense Range": 35.0,
        "Target Memory Duration [sec.]": 10.0,
        "Scale damage": 0.8,
        "Aim Cone Scale": 1.2,
        "Detect the target only in the NPC's viewing vision cone? [true/false]": true,
        "Vision Cone": 135.0,
        "Speed": 6.5,

Increase their "Health" to be harder to kill

"Roam Range" so they can walk around further

"Chase Range" so they can follow your players further

"Attack Range Multiple" makes them hit harder at distance

"Sense Range" gives them the ability to sense and attack your players from father away (probably the option you're looking for in terms of aggression)

"Target Memory" allows them to remember and stay aggressive to a certain player for longer

"Scale Damage" increases their overall damage

"Aim Cone" determines the spread of their shots (smaller cone = more accurate)

"Detect The Target Only In The NPCs Viewing Cone" determines if you want players to sneak around NPCs or if the NPC senses and attacks them right away

"Vision Cone" is the NPC sight

"Speed" is how fast they move in general.

 

 

Change these lines to give your NPCs better armor, weapons and other goodies such as F1 grenades and more


        "Wear items": [
          {
            "ShortName": "coffeecan.helmet",
            "SkinID (0 - default)": 2503956851
          },
          {
            "ShortName": "hoodie",
            "SkinID (0 - default)": 2730818336
          },
          {
            "ShortName": "pants",
            "SkinID (0 - default)": 2730813975
          },
          {
            "ShortName": "shoes.boots",
            "SkinID (0 - default)": 2530900232
          },
          {
            "ShortName": "burlap.gloves",
            "SkinID (0 - default)": 2454377972
          }
        ],
        "Belt items": [
          {
            "ShortName": "smg.mp5",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.holosight",
              "weapon.mod.flashlight"
            ],
            "Ammo": ""
          },
          {
            "ShortName": "syringe.medical",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": ""
          }
        ],

 

Edited by S0TR
  • Like 1
ShadoW6

Posted

3 hours ago, S0TR said:

To make NPCs more "aggressive" and/or stronger, go into your data/BetterNpc files and modify how your Npcs function. For example, you would modify these lines inside the data/BetterNpc/

"Enabled? [true/false]": true,
      "Minimum numbers - Day": 25,
      "Maximum numbers - Day": 25,
      "Minimum numbers - Night": 25,
      "Maximum numbers - Night": 25,
      "NPCs setting": {
        "Names": [
          "Pollar Bear Man"
        ],
        "Health": 130.0,
        "Roam Range": 50.0,
        "Chase Range": 30.0,
        "Attack Range Multiplier": 1.0,
        "Sense Range": 35.0,
        "Target Memory Duration [sec.]": 10.0,
        "Scale damage": 0.8,
        "Aim Cone Scale": 1.2,
        "Detect the target only in the NPC's viewing vision cone? [true/false]": true,
        "Vision Cone": 135.0,
        "Speed": 6.5,
        "Minimum time of appearance after death (not used for Events) [sec.]": 1200.0,
        "Maximum time of appearance after death (not used for Events) [sec.]": 1800.0,
        "Disable radio effects? [true/false]": true,
        "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": "coffeecan.helmet",
            "SkinID (0 - default)": 2503956851
          },
          {
            "ShortName": "hoodie",
            "SkinID (0 - default)": 2730818336
          },
          {
            "ShortName": "pants",
            "SkinID (0 - default)": 2730813975
          },
          {
            "ShortName": "shoes.boots",
            "SkinID (0 - default)": 2530900232
          },
          {
            "ShortName": "burlap.gloves",
            "SkinID (0 - default)": 2454377972
          }
        ],
        "Belt items": [
          {
            "ShortName": "smg.mp5",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.holosight",
              "weapon.mod.flashlight"
            ],
            "Ammo": ""
          },
          {
            "ShortName": "syringe.medical",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": ""
          }
        ],

 

 

 

Increase these values to have faster, stronger, and more alert Npcs

 

	    "Health": 130.0,
        "Roam Range": 50.0,
        "Chase Range": 30.0,
        "Attack Range Multiplier": 1.0,
        "Sense Range": 35.0,
        "Target Memory Duration [sec.]": 10.0,
        "Scale damage": 0.8,
        "Aim Cone Scale": 1.2,
        "Detect the target only in the NPC's viewing vision cone? [true/false]": true,
        "Vision Cone": 135.0,
        "Speed": 6.5,

Increase their "Health" to be harder to kill

"Roam Range" so they can walk around further

"Chase Range" so they can follow your players further

"Attack Range Multiple" makes them hit harder at distance

"Sense Range" gives them the ability to sense and attack your players from father away (probably the option you're looking for in terms of aggression)

"Target Memory" allows them to remember and stay aggressive to a certain player for longer

"Scale Damage" increases their overall damage

"Aim Cone" determines the spread of their shots (smaller cone = more accurate)

"Detect The Target Only In The NPCs Viewing Cone" determines if you want players to sneak around NPCs or if the NPC senses and attacks them right away

"Vision Cone" is the NPC sight

"Speed" is how fast they move in general.

 

 

Change these lines to give your NPCs better armor, weapons and other goodies such as F1 grenades and more


        "Wear items": [
          {
            "ShortName": "coffeecan.helmet",
            "SkinID (0 - default)": 2503956851
          },
          {
            "ShortName": "hoodie",
            "SkinID (0 - default)": 2730818336
          },
          {
            "ShortName": "pants",
            "SkinID (0 - default)": 2730813975
          },
          {
            "ShortName": "shoes.boots",
            "SkinID (0 - default)": 2530900232
          },
          {
            "ShortName": "burlap.gloves",
            "SkinID (0 - default)": 2454377972
          }
        ],
        "Belt items": [
          {
            "ShortName": "smg.mp5",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.holosight",
              "weapon.mod.flashlight"
            ],
            "Ammo": ""
          },
          {
            "ShortName": "syringe.medical",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": ""
          }
        ],

 

thank you so much. have a Merry Christmas and Happy new Year.  And same for all CF user and Community. 

  • Love 1
ShadoW6

Posted

guys how wi can make an women npc 😄 that will do the same things it is possible to do that, if yes can some one tell how to make this.

Jbird

Posted

I just wanted to say thank you @S0TR for all the helpful assistance. I always check in here and you have been helping out before I get to it, so thank you from me and the developer. ❤️

On 12/27/2024 at 5:27 AM, ShadoW6 said:

guys how wi can make an women npc 😄 that will do the same things it is possible to do that, if yes can some one tell how to make this.

This is honestly an interesting question. Since Scientists by default always have full body outfits, and generally most NPCs get some other armor as well, I have never even really considered it other than to sometimes give some more feminine outfits and names.

I think that if anything they are either all the same under the armor or they are random but I would actually have to look into this. Would finding more feminine armor sets and names work well enough for the idea that you have?

  • Love 2
ShadoW6

Posted

that will be somethings new 

Razor

Posted (edited)

I cant post in the support section but same issue as this https://codefling.com/files/support/18519-heli-and-cargo-npcs/

BetterNpc is taking the npc in the ch47 and respawning them outside in the air where the ch47 Spawns and they remain there in the air instead of remounting This happenes with custom spawned ch47 and default rust spawned ch47.

Edited by Razor
Jbird

Posted

1 hour ago, Razor said:

I cant post in the support section but same issue as this https://codefling.com/files/support/18519-heli-and-cargo-npcs/

BetterNpc is taking the npc in the ch47 and respawning them outside in the air where the ch47 Spawns and they remain there in the air instead of remounting This happenes with custom spawned ch47 and default rust spawned ch47.

Are you in the Mad Mapper Discord? You could create a ticket there if you wanted to dig into that some more.

The support ticket you referenced is about cargo NPCs despawning and then says that the NPCs are not spawning for chinook. This sounds different.

Have not had any other reports about that exact issue even for custom spawned chinooks. Depending on the custom chinooks and how they are being spawned it could be looked into from both plugins to find out when and how they are spawning in the air. Or if it is preferred the chinook NPCs can be disabled in the data files as well.

Razor

Posted (edited)

1 hour ago, Jbird said:

Are you in the Mad Mapper Discord? You could create a ticket there if you wanted to dig into that some more.

The support ticket you referenced is about cargo NPCs despawning and then says that the NPCs are not spawning for chinook. This sounds different.

Have not had any other reports about that exact issue even for custom spawned chinooks. Depending on the custom chinooks and how they are being spawned it could be looked into from both plugins to find out when and how they are spawning in the air. Or if it is preferred the chinook NPCs can be disabled in the data files as well.

Im assuming hes saying there not spawning because betternpc is spawning them where the ch47 spawns so there left behind in the air AKA not remounted to there seats.

Not doing anything special spawning the Ch47  just spawning it Spawn() and giving it a landing target.

 

Edited by Razor
Jbird

Posted

4 minutes ago, Razor said:

Im assuming hes saying there not spawning because betternpc is spawning them where the ch47 spawns so there left behind.

They did not specify if it is patrol heli or chinook I am waiting for a response on that part. If they say chinook then we can try to confirm further, and will try to run some tests on it soon to see if we are getting the same thing on a server with only the needed plugins and others from the developers library to see if we would get similar results. Not going to assume what it is but definitely willing to test and look into it especially depending on what other details emerge.

Razor

Posted

1 minute ago, Jbird said:

They did not specify if it is patrol heli or chinook I am waiting for a response on that part. If they say chinook then we can try to confirm further, and will try to run some tests on it soon to see if we are getting the same thing on a server with only the needed plugins and others from the developers library to see if we would get similar results. Not going to assume what it is but definitely willing to test and look into it especially depending on what other details emerge.

Ya idn ether i just know the what I'm getting from the user,  The Chinook spawns, then all the npc spawn outside in the air around the chinook. Unloads BetterNpc the Npc spawn in there seats.  I'm not doing anything special with the Chinook spawning just the default chinook spawn. So unless some other plugin he has is conflicting with BetterNpc that I'm not sure of.

Jbird

Posted

4 hours ago, Razor said:

Ya idn ether i just know the what I'm getting from the user,  The Chinook spawns, then all the npc spawn outside in the air around the chinook. Unloads BetterNpc the Npc spawn in there seats.  I'm not doing anything special with the Chinook spawning just the default chinook spawn. So unless some other plugin he has is conflicting with BetterNpc that I'm not sure of.

For sure, if you are getting the report from someone feel free to send them to the MM Discord have them create a ticket and tag me. Will look into it though I think I have at least one other thing to try to test or maybe it's something in RustEdit but when I get free time this evening or this weekend I'll run it a bit myself and see if we are getting the same thing and go from there.

I have a feeling if there is something else conflicting wonder if it would have anything to do with those NPCs being customized or replaced by another plugin that is using the same hook and calling it in such a way that it kicks the other NPCs out and leaves them hangin ha. Thanks for the feedback.

Tstew

Posted

Hello everyone. I am looking to configure the loot that the NPcs drop. Aside from changing it in the config file, i notced it uses the
 "The path to the prefab": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab"

with that being said, i use Loottables plugin, and i dont see that under the options.(see picture below) Is there another plugin i should be using for loot, or do i need to manually set each NPC's loot in the monument folder?|

image.png.70331eccfe46a9e07ce63d544bd70f08.png

ShadoW6

Posted

look inside NPCSpawn. And change there. Better NPC just use oilrig prefab better npc do not use this to change loot. 

to change that you need change prefab inside NPCSpawn. to any prefab you want
 

assets/rust.ai/agents/npcplayer/gingerbread/gingerbread.aidesign.asset
assets/rust.ai/agents/npcplayer/gingerbread/gingerbreadmelee.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/banditguard/npc_bandit_guard.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/bandit_guard.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/heavyscientist-1.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/heavyscientist-2.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/heavyscientist-3.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/heavyscientist-4.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/heavyscientist.oilrig.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist 1.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.arctic1.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.arctic2.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.arena.roam.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.bradleyapc.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.bradleyapc.stationary.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.cargoship.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.cargoship.turret.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.ch47.gunner.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.excavator.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.junkpile.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.militarytunnels.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_arena.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_any.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_cargo_turret_lr300.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_ch47_gunner.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_any.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_lr300.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_mp5.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_pistol.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_full_shotgun.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_oilrig.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_patrol_arctic.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_patrol.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_peacekeeper.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam_nvg_variant.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roamtethered.prefab
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.nvgm2.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.nvgm.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.nvg.roam.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.patrol.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.peacekeeper.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.roam.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientist.spawnmovetovector3.aidesign.asset
assets/rust.ai/agents/npcplayer/humannpc/testloadout.asset
assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldweller.prefab
assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/npc_tunneldwellerspawned.prefab
assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/tunneldwellera.asset
assets/rust.ai/agents/npcplayer/humannpc/tunneldweller/tunneldwellerb.asset
assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/npc_underwaterdweller.prefab
assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/underwaterdwellera.asset
assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/underwaterdwellerb.asset
assets/rust.ai/agents/npcplayer/npcplayertest.prefab
assets/rust.ai/agents/npcplayer/pet/frankenstein02.asset
assets/rust.ai/agents/npcplayer/pet/frankensteinpet_corpse.prefab
assets/rust.ai/agents/npcplayer/pet/frankensteinpetmarker.prefab
assets/rust.ai/agents/npcplayer/pet/frankensteinpet.prefab
assets/rust.ai/agents/npcplayer/pet/pet.assist.aidesign.asset
assets/rust.ai/agents/npcplayer/pet/pet.combat.aidesign.asset
assets/rust.ai/agents/npcplayer/pet/pet.follow.aidesign.asset
assets/rust.ai/agents/npcplayer/pet/pet.guard.aidesign.asset
assets/rust.ai/agents/npcplayer/pet/pet.idle.aidesign.asset
assets/rust.ai/agents/npcplayer/pet/pet.movetopoint.aidesign.asset
assets/rust.ai/agents/npcplayer/pet/sound/frankenstein-monster-vocal-attack.asset
assets/rust.ai/agents/npcplayer/pet/sound/frankenstein-monster-vocal-confused.asset
assets/rust.ai/agents/npcplayer/pet/sound/frankenstein-monster-vocal-groan.asset
assets/rust.ai/agents/npcplayer/pet/sound/frankenstein-monster-vocal-groan-soft.asset
assets/rust.ai/agents/npcplayer/pet/sound/frankenstein-monster-vocal-hurt.asset
assets/rust.ai/agents/npcplayer/pet/sound/frankenstein-monster-vocal-ordered.asset
assets/rust.ai/agents/npcplayer/scarecrow.aidesign.asset
assets/rust.ai/agents/npcplayer/scarecrow.dungeon.noroam.aidesign.asset

 

Tstew

Posted (edited)

so in theory i can change it to one of the prefabs covered on my loottable plugin and theyll work off that table?
change it here to one of those in the npcspawn config?
image.png.862b1c3d536d5a7f4ae90b362ccf985c.png

Edited by Tstew
  • Like 1
Razor

Posted

On 1/16/2025 at 4:46 PM, Jbird said:

For sure, if you are getting the report from someone feel free to send them to the MM Discord have them create a ticket and tag me. Will look into it though I think I have at least one other thing to try to test or maybe it's something in RustEdit but when I get free time this evening or this weekend I'll run it a bit myself and see if we are getting the same thing and go from there.

I have a feeling if there is something else conflicting wonder if it would have anything to do with those NPCs being customized or replaced by another plugin that is using the same hook and calling it in such a way that it kicks the other NPCs out and leaves them hangin ha. Thanks for the feedback.

AdminChinook is what he found to be conflicting with BetterNpc.. Just passing the info along.

 

ShadoW6

Posted

On 1/18/2025 at 6:11 PM, Tstew said:

so in theory i can change it to one of the prefabs covered on my loottable plugin and theyll work off that table?
change it here to one of those in the npcspawn config?
image.png.862b1c3d536d5a7f4ae90b362ccf985c.png

if you will mess up with HEAVY loot there will bore problems, like Silo monuments and Oil Rig (both)
so better will be put this
assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_junkpile_pistol.prefab

then mess with loot for junkpile and you will not mess with other loot in some monument 
 

Arctic

Posted

Would love to add some suggestions to round off an already amazing plugin. These suggestions would essentially be a "zombie expansion" for the plugin. I'm thinking of features that exist around other zombie plugins that in one spot would be pretty awesome to have.

I would very much like these changes, and I'm willing to pay for the development time as well, if you decide to pursue these. 

1) Config per profile to allow NPCs to target the building the aggrod player is in with both melee and ranged weapons, with an additional option for structure damage modifier. I saw in the files something about a RaidState that I couldn't seem to get to work. Maybe this functionality already exists.

2) Option for NPC "Faction" per profile. Essentially, whatever this value is, that AI is on that team, and will target other NPCs/Players that aren't a member of that faction (mainly NPCs, since assigning player faction would probably be an entirely different plugin. There would be a default value, so if nothing is changed the NPCs would act as they do now. 

3) Option for scarecrow sounds instead of scientist sounds. 

4) Option for NPCs to randomly or forcibly select one of their belt items as their primary weapon. Right now, it seems like whatever is the first belt item is what will be used. This would be nice to add different weapons for the same NPC. This would be especially nice if, for example, an NPC has a melee weapon and a ranged weapon. If the primary is a melee weapon, then the NPC would only change to the ranged weapon if the target is unreachable. 

 

Jbird

Posted

8 hours ago, Arctic said:

Would love to add some suggestions to round off an already amazing plugin. These suggestions would essentially be a "zombie expansion" for the plugin. I'm thinking of features that exist around other zombie plugins that in one spot would be pretty awesome to have.

I would very much like these changes, and I'm willing to pay for the development time as well, if you decide to pursue these. 

1) Config per profile to allow NPCs to target the building the aggrod player is in with both melee and ranged weapons, with an additional option for structure damage modifier. I saw in the files something about a RaidState that I couldn't seem to get to work. Maybe this functionality already exists.

2) Option for NPC "Faction" per profile. Essentially, whatever this value is, that AI is on that team, and will target other NPCs/Players that aren't a member of that faction (mainly NPCs, since assigning player faction would probably be an entirely different plugin. There would be a default value, so if nothing is changed the NPCs would act as they do now. 

3) Option for scarecrow sounds instead of scientist sounds. 

4) Option for NPCs to randomly or forcibly select one of their belt items as their primary weapon. Right now, it seems like whatever is the first belt item is what will be used. This would be nice to add different weapons for the same NPC. This would be especially nice if, for example, an NPC has a melee weapon and a ranged weapon. If the primary is a melee weapon, then the NPC would only change to the ranged weapon if the target is unreachable.

Continuing conversation in Mad Mapper Discord so we aren't just copying and pasting the conversation in two places haha.

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