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1 hour ago, Delco6467 said:

I'm specifically referring to the ones created by the Boss Monster plugin.
NPCs created by other plugins, such as BotReSpawn, don't damage bases.
How can I prevent the Boss Monsters from damaging bases?

Apologies I misunderstood, I thought you were wanting them to be able to damage a base not stop them from it.

Look for this section of config.

  "Entity Groups": [

Then look for this group.

      "name": "npcs",

Let me know what you have for the two categories of that group.

      "members": "",
      "exclusions": ""

Just to see if maybe there's something else we can add there.

 

Out of curiosity what type of damage are they doing? What are they using?

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Is it possible to have bosses heal back to full HP after not being engaged in combat for a certain amount of time?

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22 minutes ago, orville said:

Is it possible to have bosses heal back to full HP after not being engaged in combat for a certain amount of time?

If you give them medical.syringe they should handle it themselves.

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1 hour ago, orville said:

Is it possible to have bosses heal back to full HP after not being engaged in combat for a certain amount of time?

42 minutes ago, Neighigh said:

If you give them medical.syringe they should handle it themselves.

What they said.

🍻

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      "name": "npcs",
      "members": "ch47scientists.entity, BradleyAPC, HumanNPC, NPCPlayer, ScientistNPC, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie, ZombieNPC",
      "exclusions": ""

This is TruePVE config.

We want to stop this because we are getting reports of stray bullets hitting houses and causing them to collapse. Please tell us how to disable it.

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1 hour ago, siguu said:
      "name": "npcs",
      "members": "ch47scientists.entity, BradleyAPC, HumanNPC, NPCPlayer, ScientistNPC, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie, ZombieNPC",
      "exclusions": ""

This is TruePVE config.

We want to stop this because we are getting reports of stray bullets hitting houses and causing them to collapse. Please tell us how to disable it.

Try adding scientistnpc_heavy to the list and see if that works.
Reload the config and check it out.

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34 minutes ago, Jbird said:

リストにscientistnpc_heavyを 追加してみて、それが機能するかどうかを確認してください。
設定をリロードしてチェックアウトします。

Added scientistnpc_heavy to members, but the damage seems to be the same.

They throw a grenade at us and that damage goes in too...

there is no damage to the scientist that would spawn on a normal road.

 

  "RuleSets": [
    {
      "name": "default",
      "enabled": true,
      "defaultAllowDamage": false,
      "flags": "NoHeliDamage, AuthorizedDamage, HumanNPCDamage, LockedBoxesImmortal, LockedDoorsImmortal, SamSitesIgnorePlayers, TrapsIgnorePlayers, TurretsIgnorePlayers",
      "rules": [
        "anything can hurt dispensers",
        "anything can hurt resources",
        "anything can hurt barricades",
        "anything can hurt traps",
        "anything can hurt heli",
        "anything can hurt npcs",
        "anything can hurt players",
        "nothing can hurt ch47",
        "nothing can hurt cars",
        "nothing can hurt vehicles",
        "nothing can hurt mini",
        "nothing can hurt ridablehorses",
        "npcs cannot hurt anything",
        "cars cannot hurt anything",
        "mini cannot hurt anything",
        "ch47 cannot hurt anything",
        "scrapheli cannot hurt anything",
        "players cannot hurt players",
        "players cannot hurt traps",
        "players cannot hurt cars",
        "players cannot hurt vehicles",
        "players cannot hurt mini",
        "players cannot hurt ridablehorses",
        "guards cannot hurt players",
        "fire cannot hurt players",
        "traps cannot hurt players",
        "highwalls cannot hurt players",
        "barricades cannot hurt players",
        "mini cannot hurt mini",
        "npcs can hurt players",
        "heli cannot hurt anything",
        "junkyard cannot hurt anything",
        "junkyard can hurt cars"
      ]
    },

 

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43 minutes ago, siguu said:

Added scientistnpc_heavy to members, but the damage seems to be the same.

They throw a grenade at us and that damage goes in too...

there is no damage to the scientist that would spawn on a normal road.

Explosive damage is separate and those can be removed from their inventory if you wish.

Can you confirm if they are doing damage other than with the grenades.

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Hi, not sure if anyone has asked this question, but is there a way we can have just one or two bosses up instead of the full list? i ask so that this can be loaded on a much smaller map, having all bosses up is kind of a death trap at the moment

 

Thank's in advance.

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Would love to tell the addon to spawn a max of 2 or 3 but it rotates thru all the NPCs. Ive built 2 custom bosses but would love if sometimes they didnt spawn.

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20 hours ago, Zarayn said:

Hi, not sure if anyone has asked this question, but is there a way we can have just one or two bosses up instead of the full list? i ask so that this can be loaded on a much smaller map, having all bosses up is kind of a death trap at the moment

3 hours ago, Gay Sparkly T-Rex said:

Would love to tell the addon to spawn a max of 2 or 3 but it rotates thru all the NPCs. Ive built 2 custom bosses but would love if sometimes they didnt spawn.


So same answer to both, these have been suggested previously and are under consideration for updates that are currently being worked on.

Stay tuned!

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I have an oddly specific issue: I'm spawning a Boss underground in a sewer. If a player is in the sewer within the Boss's aggro range when it spawns, it works fine. However, if no one is underground when the Boss spawns, it will not aggro players when they enter the sewer, even if they start attacking the Boss. It will use skills, but it won't attack the player with weapons. It behaves as if it is not in combat and just heals itself instead of fighting back. Is there a fix for this?

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3 hours ago, orville said:

I have an oddly specific issue: I'm spawning a Boss underground in a sewer. If a player is in the sewer within the Boss's aggro range when it spawns, it works fine. However, if no one is underground when the Boss spawns, it will not aggro players when they enter the sewer, even if they start attacking the Boss. It will use skills, but it won't attack the player with weapons. It behaves as if it is not in combat and just heals itself instead of fighting back. Is there a fix for this?

Can you confirm the version of and the version of BossMonster you are running? Wondering if anything could be updated especially NpcSpawn. There have been updates at different points regarding their ability to spawn under the water level for example, and may be part of your issue.

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20 hours ago, Jbird said:

Can you confirm the version of and the version of BossMonster you are running? Wondering if anything could be updated especially NpcSpawn. There have been updates at different points regarding their ability to spawn under the water level for example, and may be part of your issue.

I'm using BossMonster version 1.0.9 and NpcSpawn 2.3.6

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2 hours ago, orville said:

I'm using BossMonster version 1.0.9 and NpcSpawn 2.3.6

Try updating NpcSpawn and see if you have any issues still after updating and reloading the plugins.

If you still do have any issue especially the above, let us know, and we can also consider the conditions like triggers for example that might be causing an issue.

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Hey mate, is there any API calls for this plugin?
Looking for something when the boss dies or loot is spawned as I have a request for EpicLoot integration.

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5 hours ago, imthenewguy said:

Hey mate, is there any API calls for this plugin?
Looking for something when the boss dies or loot is spawned as I have a request for EpicLoot integration.

I hit you with a DM in Discord about it.

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3 minutes ago, saintmichel13 said:

is it me or did the new update delete the old configs? i have to remake my boss config 😞 

Always recommend reading update notes.

  • Added - Added 4 types of new boss (Jason, Michael Myers, Frankenstein, Clown)
  • Added - Added a new ability for bosses with melee weapons - Invisibility
  • Added - Added a new animal for the ability - Polar Bear
  • Added - Added the ability to disable damage to the boss at a long distance
  • Added - Added the possibility of bosses appearing below ocean level on the map
  • Added - Removed fire damage to the boss. Many players began to use Molotov cocktails and fire rockets for this
  • Added - Added hooks when the boss appears and when he is killed
  • Added - Added APIs for the appearance and destruction of the boss from other plugins (the first step is to enter bosses into the DefendableBases event)
  • Updated - Now the setup of each boss is located in a separate file of the data folder. Don't forget to move the data folder from the archive to your server. You also need to remove the old plugin configuration from the server before installing the new version of the plugin
  • Added - Added the possibility of bosses appearing on a custom map via separate data files. It works roughly like in the DefendableBases plugin, via the map ID
  • Added - Added the ability to specify in which particular economy plugin you need to give coins
  • Added - Added the ability to specify the type of ammunition for the boss's weapon
  • Updated - Before installing a new version of the plugin, you need to remove the old configuration from your server!!!

He even actually put the note in there twice.

Do you not do backups of your server? If you do just grab a backed up file.

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Hello, is this plugin already preconfigured? So that I can use it without having to adjust anything?

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3 hours ago, Kobani said:

Hello, is this plugin already preconfigured? So that I can use it without having to adjust anything?

Yes there is a default config and they can be set to spawn randomly.

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Hola no se si solo me pasa, pero cargue todo como de costumbre y comence a matar a los Bosse pero no se porque no dejan mochila, incluso fui agregarles los items perzonalizado y siguen sin dar mochila al matarlos.

 

Hello, I don't know if it only happens to me, but I loaded everything as usual and started killing the Bosses but I don't know why they don't leave a backpack, I even went to add the custom items and they still don't give a backpack when I kill them.

Edited by hc4stillo
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The setup looks very confusing and I use a lot of custom maps. Can't you just give us the option to have the boss monster parachute from the center of the map? This way it just lands and starts walking around.

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13 hours ago, hc4stillo said:

Hello, I don't know if it only happens to me, but I loaded everything as usual and started killing the Bosses but I don't know why they don't leave a backpack, I even went to add the custom items and they still don't give a backpack when I kill them.

Ensure that you have the most recent version of the core plugin NpcSpawn. There were several Facepunch updates following the Halloween event update release and some of the changes required updates to that core plugin.

Let me know if you think you have both BossMonster and NpcSpawn up to date, what versions you have, and if you're still having an issue.

 

11 hours ago, Covfefe said:

The setup looks very confusing and I use a lot of custom maps. Can't you just give us the option to have the boss monster parachute from the center of the map? This way it just lands and starts walking around.

Random spawns is already an option. If you do not set up spawn points they will spawn randomly on the map.

 

11 hours ago, Covfefe said:

@KpucTaJlDoes the boss monster have markers on the map? If not, can you please add them with configurable color and name.

This has been a part of the plugin for a very long time now. There are options for each boss to do exactly that.

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