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Jbird

Posted

On 1/18/2025 at 11:24 AM, Tstew said:

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?|

If you are still having issues with this feel free to create a ticket in the Mad Mapper Discord you can tag me and KpucTaJl.

I believe that with the loot plugin you are using, that you cannot use the prefab path option. It will always route to the NpcSpawn path if I remember correctly, I will check my notes more closely to make sure but I know some of the loot plugins work in that way. But you can experiment with several different loot options depending on what you are trying to do and I don't mind going over that with you if you are still struggling with that. Just let me know here or in the MM Discord or feel free to make a ticket on here too. Discord is more private but whatever works for you. Saw you got a couple different answers on it but just wanted to follow up.

Jbird

Posted

On 1/19/2025 at 1:11 PM, Razor said:

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

Thank you for that. Seems like we are compiling a small list there are at least 2 or 3 that I've heard are causing issues more recently.

Magnumk

Posted

Might be a stupid question.. is it possible to set NPC's in a profile to peace keeper mode? 

 

Jbird

Posted

10 hours ago, Magnumk said:

Might be a stupid question.. is it possible to set NPC's in a profile to peace keeper mode?

Not a stupid question.

There is not a way exactly to do that, but you can tweak their configuration for example reduce their sense range to almost nothing for example, but there is not really a way to make them simply peacekeepers. Can get creative but not a way to do exactly that.

Vodu

Posted

Is there a way to add progressive loadouts to this? #askingforafriend

SugarHunny

Posted

Is it possible to  have a setting added that says no npcs can attack said person for 2 hours after they login. So for example, so and so logs in and they do not get attacked for 2 hours, this way they have time to build a base and get turrets up for protection.

Jbird

Posted

19 hours ago, Vodu said:

Is there a way to add progressive loadouts to this? #askingforafriend

By progressive do you mean throughout the wipe? I think the answer is no to be honest but want to make sure I understand the question.

Jbird

Posted

5 hours ago, SugarHunny said:

Is it possible to  have a setting added that says no npcs can attack said person for 2 hours after they login. So for example, so and so logs in and they do not get attacked for 2 hours, this way they have time to build a base and get turrets up for protection.

Currently no there is not an option for something like this. This would mostly only be an issue on a server where you have biomes enabled, as generally otherwise they would have to go to specific monuments or travel on roads to come across them.

I have added this to our notes though for future updates and this may be implemented in the future.

Vodu

Posted

12 hours ago, Jbird said:

By progressive do you mean throughout the wipe? I think the answer is no to be honest but want to make sure I understand the question.

Correct .. first day prim gear for bots .. then getting progressively harder

Vodu

Posted

Question .... whats a reasonable setting to set "Attack Range Multiplier" at i.e. semi-realistic, as it seems the default value of 1.0 still has the NPC's running at the player rather than attempting to fire from a distance .. anyone have any guidance would really appreciate your thoughts ..

Jbird

Posted

On 3/6/2025 at 1:24 PM, Vodu said:

Correct .. first day prim gear for bots .. then getting progressively harder

Short term just wanted to mention that one way to do this would be to make additional version of the configs and swap them out at certain times during the wipe. I've already asked the developer for their feedback. It might end up in our notes but this is getting into much more complex territory so we might have to stand by my suggestion just now.

 

On 3/7/2025 at 10:56 PM, Vodu said:

Question .... whats a reasonable setting to set "Attack Range Multiplier" at i.e. semi-realistic, as it seems the default value of 1.0 still has the NPC's running at the player rather than attempting to fire from a distance .. anyone have any guidance would really appreciate your thoughts ..

This will vary from weapon to weapon. I would suggest experimenting with additional weapons to see the differences. This information is also in the CS file. I would just have to say trial and error would be best as it's difficult to find a good value for everyone, this is why the NPCs were given so many configuration options. But to give you an idea in advance, you can look at the weapons range in game, or online in places that have the different ranges for the weapons listed. The multiplier will affect this value, so 2.0 would double the listed range for the weapon.

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