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Jbird

Posted

47 minutes ago, Dead Nasty said:

Nvm, figured it out hehe srry

😉

Dead Nasty

Posted

just curios if there is a way to have the hook for when all bosses are killed instead of 1. i notice if there is more than 1 on the map and 1 is killed the icon goes blank.  if not thats all good too. i can just remove the kill hook so its perpetually on hehe

Sorry to bug again. 🙂 

Jbird

Posted

On 1/20/2024 at 7:54 PM, Dead Nasty said:

just curios if there is a way to have the hook for when all bosses are killed instead of 1. i notice if there is more than 1 on the map and 1 is killed the icon goes blank.  if not thats all good too. i can just remove the kill hook so its perpetually on hehe

Sorry to bug again. 🙂 

There are only the hooks in the Description at the moment.

  • Like 1
Dead Nasty

Posted

I changed out a couple to use m4's but they dont shoot em for some reason but they do other guns. idk if its a bug but just a heads up 🙂

Jbird

Posted

1 hour ago, Dead Nasty said:

I changed out a couple to use m4's but they dont shoot em for some reason but they do other guns. idk if its a bug but just a heads up 🙂

The M4 shotgun which I assume is what you mean, and the legacy bow, were just added in Deecember. They are in our notes to be taught so to speak to the NPCs. It's not a bug but they need to be taught new weapons when they are released.

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Dead Nasty

Posted

7 hours ago, Jbird said:

The M4 shotgun which I assume is what you mean, and the legacy bow, were just added in Deecember. They are in our notes to be taught so to speak to the NPCs. It's not a bug but they need to be taught new weapons when they are released.

ahh ok, thanks for the info. ive been wondering why some of my bosses were so easy to kill lol. 

Much appreciated. 

Malkizid

Posted

Hi there, is there some way I can edit the plugin to allow Bosses to damage npcs from other plugins?

We also use BotreSpawn and many profiles, somtimes npcs from Botrespawn and Bossmonster encounter each other.
The BossMonsters can target but not damage bots from Botrespawn

Jbird

Posted

27 minutes ago, Malkizid said:

Hi there, is there some way I can edit the plugin to allow Bosses to damage npcs from other plugins?

We also use BotreSpawn and many profiles, somtimes npcs from Botrespawn and Bossmonster encounter each other.
The BossMonsters can target but not damage bots from Botrespawn

Open NpcSpawn.cs (plugin file) search CanTargetOtherNpc and change to true

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Malkizid

Posted (edited)

15 hours ago, Jbird said:

Open NpcSpawn.cs (plugin file) search CanTargetOtherNpc and change to true

Thanks Jbird! However I do this as standard and have NpcSpawn set up this way already.

I actually thought Bossmonster did not depend on it. My brain wasnt working yesteday...

anyway the npcs I have in Convoy that depend on NpcSpawn, those npcs can damage NPCs from botrespawn. So Im not sure what I'm missing, surely there is somethign wrong the settings I have enabled for scientist prefabs that botrespawn is using or something like that.

Its not a major issue, will have to make some bots ignore eacother for now.

Thanks again
I'll see if I can find out what else to change

 

Edited by Malkizid
Jbird

Posted

1 hour ago, Malkizid said:

Thanks Jbird! However I do this as standard and have NpcSpawn set up this way already.

I actually thought Bossmonster did not depend on it. My brain wasnt working yesteday...

anyway the npcs I have in Convoy that depend on NpcSpawn, those npcs can damage NPCs from botrespawn. So Im not sure what I'm missing, surely there is somethign wrong the settings I have enabled for scientist prefabs that botrespawn is using or something like that.

Just to confirm, out of curiosity if nothing else, are you saying that you had it enabled but that BossMonster bosses are not attacking back? I wonder if it could be something with their configuration but not very likely. But just wondering if you've found an instance where this method doesn't necessarily work. Perhaps they have a low sense range or something like that, to avoid aggro on unexpected players, and this is affecting their ability to defend themselves.

But to further confirm it works normally in Convoy and they are responding correctly and attacking back? Feel free to let me know what additionally you notice or find out. I was hoping that was one of those nice quick easy fixes but sounds like that wasn't the case this time.

  • Like 1
Malkizid

Posted (edited)

19 hours ago, Jbird said:

Just to confirm, out of curiosity if nothing else, are you saying that you had it enabled but that BossMonster bosses are not attacking back? I wonder if it could be something with their configuration but not very likely. But just wondering if you've found an instance where this method doesn't necessarily work. Perhaps they have a low sense range or something like that, to avoid aggro on unexpected players, and this is affecting their ability to defend themselves.

But to further confirm it works normally in Convoy and they are responding correctly and attacking back? Feel free to let me know what additionally you notice or find out. I was hoping that was one of those nice quick easy fixes but sounds like that wasn't the case this time.

Yes, sorry I didn't explain myself well.

Boss Monsters try to target, succeed in tracking, but can't seem to hit or damage any of the npcs in question.
Tested this with the Frankestein boss shooting its HMLMG at some zombie bots. (made in Botrespawn)
I would like that the BossMonsters can kill an NPC that gets aggro on to the Boss. Rather than the boss shooting it forever.

Boss monster also dont appear to take damage from teh NPC's in question but I dont havea problem with that.
I dont have a test environment to provide clear reults at the moment, working on a live server sorry.
Soon enough should have a test environment.

And yes ConvoyNPCs can damage and kill other bots but they seem to have a lot of trouble finding or hitting their target. IF the target is an npc.
NpcSpawn against players we have Zero problems. Does its job fine 🙂

Edited by Malkizid
Jbird

Posted

22 hours ago, Malkizid said:

Yes, sorry I didn't explain myself well.

No it's alright I just wanted to be sure I understood fully what was happening.

 

22 hours ago, Malkizid said:

Boss Monsters try to target, succeed in tracking, but can't seem to hit or damage any of the npcs in question.
Tested this with the Frankestein boss shooting its HMLMG at some zombie bots. (made in Botrespawn)
I would like that the BossMonsters can kill an NPC that gets aggro on to the Boss. Rather than the boss shooting it forever.

Boss monster also dont appear to take damage from teh NPC's in question but I dont havea problem with that.
I dont have a test environment to provide clear reults at the moment, working on a live server sorry.
Soon enough should have a test environment.

So it seems like the Bosses are engaging these NPCs but neither NPC is actually doing damage to the other if I am understanding correctly, in this instance. I wonder if perhaps you have a TruePVE setting that is blocking this damage? If I am not mistaken this should otherwise work as you are expecting and is just my initial question in regards to the fact that they do not. But what is most odd would simply be that it sounds to be working in other instances, so then I am wondering if it has anything to do with the zombie NPCs specifically. What base type is this NPC, and is it a normal NPC with a zombie skin to wear, or something else?

Any console errors you can find around this, or maybe even video might be helpful. If you are in the Mad Mapper Discord please feel free to create a ticket and give us any information you have on this instance.

 

22 hours ago, Malkizid said:

And yes ConvoyNPCs can damage and kill other bots but they seem to have a lot of trouble finding or hitting their target. IF the target is an npc.
NpcSpawn against players we have Zero problems. Does its job fine 🙂

NPCs vs players is the main intent and biggest concern so thank you for confirming that there is no issue there, as it is the most important function they have. It is a bit interesting that they seem to have some difficulty here too fighting amongst themselves but that is NPCs for you. I am always on the lookout for AI to start becoming too smart, so maybe it is still best for us as a human race that they are dumb at times. Hopefully it is not just a ruse. 😉

Arnold Schwarzenegger Terminator GIF by Filmin

  • Like 1
Mike6FO

Posted

I'm not sure if this is plugin related or just Rust being Rust, but figured I'd ask to make sure.  Trying to make a Leatherface boss (to compliment Jason and Michael Myers).  I've given him the chainsaw and he does use it, but the chainsaw sound never switches from the idle sound to the full power sound when he attacks.

Jbird

Posted

On 2/25/2024 at 6:59 PM, Mike6FO said:

I'm not sure if this is plugin related or just Rust being Rust, but figured I'd ask to make sure.  Trying to make a Leatherface boss (to compliment Jason and Michael Myers).  I've given him the chainsaw and he does use it, but the chainsaw sound never switches from the idle sound to the full power sound when he attacks.

I added a note and this will be looked into with the next or future updates to NpcSpawn. Thank you for the report and stay tuned and keep an eye on update notes. This will be sorted in NpcSpawn since it is the core plugin for the AI.

  • Like 1
LizardMods

Posted (edited)

hummm

Edited by LizardMods
Jbird

Posted

On 2/25/2024 at 6:59 PM, Mike6FO said:

I'm not sure if this is plugin related or just Rust being Rust, but figured I'd ask to make sure.  Trying to make a Leatherface boss (to compliment Jason and Michael Myers).  I've given him the chainsaw and he does use it, but the chainsaw sound never switches from the idle sound to the full power sound when he attacks.

Just in case you hadn't seen the plugin got an update recently to address this and jackhammers when being used with NpcSpawn NPCs.

  • Like 1
Jbird

Posted

6 minutes ago, LizardMods said:

hummm

Meme Think GIF

Mike6FO

Posted

I did....thanks!

Jbird

Posted

3 minutes ago, Mike6FO said:

I did....thanks!

Any time. Have fun with it!

🍻

  • Like 1
LizardMods

Posted

the vending machine icons are showing but the boss names are not displaying. am I missing a setting or did the face punch update break something?

 

  "Marker settings": {
    "Do you use the Marker? [true/false]": true,
    "Radius": 0.2,
    "Transparency": 0.6,
    "Marker color": {
      "r": 0.81,
      "g": 0.25,
      "b": 0.15
    }
  },

 

Jbird

Posted

13 minutes ago, LizardMods said:

the vending machine icons are showing but the boss names are not displaying. am I missing a setting or did the face punch update break something?

  "Marker settings": {
    "Do you use the Marker? [true/false]": true,
    "Radius": 0.2,
    "Transparency": 0.6,
    "Marker color": {
      "r": 0.81,
      "g": 0.25,
      "b": 0.15
    }
  },

Facepunch up to it's usual shenanigans. They completely overhauled the vending UI. Look for an update in the near future.

  • Like 2
JET SLAP

Posted

@KpucTaJl Do you know since this last update the boss monsters aren't showing there names only saying vending machine on the map?

Jbird

Posted

3 hours ago, JET SLAP said:

@KpucTaJl Do you know since this last update the boss monsters aren't showing there names only saying vending machine on the map?

Yes he is aware. An update will be out soon. He has had to update every plugin that uses map markers since the update. Boss Monster will be coming as soon as he gets to it.

JET SLAP

Posted

@Jbird thanks for the info bud, this plugin is awesome

 

Jbird

Posted

21 minutes ago, JET SLAP said:

@Jbird thanks for the info bud, this plugin is awesome

You are quite welcome. We are glad you are enjoying it! It is a lot of fun for sure. Facepunch just throws us curveballs sometimes.

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