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Covfefe

Posted

Can you post a video of how this works? Does the plugin spawn junkpiles along the roads with scientists? Or does it add scientists to existing junkpiles?

Krungh Crow

Posted (edited)

Each time a junkpile spawns it will do a random 10% like vanilla to add a scientist(s) or scarecrow roaming that pile.

Just like vanilla used to do

 

Added a video to the description page @Covfefe

Edited by Krungh Crow
Covfefe

Posted

22 hours ago, Krungh Crow said:

Each time a junkpile spawns it will do a random 10% like vanilla to add a scientist(s) or scarecrow roaming that pile.

Just like vanilla used to do

 

Added a video to the description page @Covfefe

Ohhh I see. I thought you literally restored the junkpile scientist behavior with geiger counters checking the radiation of the junkpile and only shooting if you get too close

Krungh Crow

Posted

no they broke the junkpile scientists from spawning this make them spawn again and can spawn scarecrows walking around piles now too

Covfefe

Posted (edited)

How do i get the scarecrows to toss bean cans? They just stare at me

Can you make them dormant? My server loses 20 frames just from this plugin, but I have even more npcs out using botrespawn with much less performance loss

Can you also remove the random names. I only want them to be called whatever I name them in the prefix. Not my custom prefix + random name

Edited by Covfefe
Krungh Crow

Posted

they have basic behaviours but i could check the beancan stuff out same for dormant and naming. 20 frames is allot are you setting it to 10% spawn rates ?

Covfefe

Posted

4 hours ago, Krungh Crow said:

they have basic behaviours but i could check the beancan stuff out same for dormant and naming. 20 frames is allot are you setting it to 10% spawn rates ?

100% scarecrows, but I only have around 150 junkpiles. That's why I'm thinking they're not dormant.

Krungh Crow

Posted

they are not so you have 150 junkpiles that have at least 150 npc ?

Covfefe

Posted (edited)

52 minutes ago, Krungh Crow said:

they are not so you have 150 junkpiles that have at least 150 npc ?

Yes, that's correct. Please add a dormant option. I like to keep all my junkpiles populated

Thank you

Edited by Covfefe
  • Like 1
survivors

Posted

Когда исправите этот конфликт ? спам в консоли бесконечный (

[09:16:23] Вызов хука OnNpcTarget привел к конфликту между следующими плагинами: JunkpileNPC - True (Boolean), Invisibility (False (Boolean)

Enchantress

Posted

Is there a way to add custom loot to these npcs?

Krungh Crow

Posted

with betternpcnames plugin they can use the kits equiped.
or i could add a lootintegration for that (still need the betternpcnames plugin tho)

Enchantress

Posted

ok so i can just use betternpcnames n put stuff in there inventory and they will drop it? if so that works just fine. 🙂 ty very much.

  • Like 1
Krungh Crow

Posted

you can allready assign Kits to the junkpile npc 🙂

humboldt.scott420

Posted

Can you guys add "radiation chance (0-100)" 1.0    This would be awsome for sure.

Krungh Crow

Posted

add radiation zones on junkpiles ?

humboldt.scott420

Posted

nah like if a zombie hits you the have a chance to give radiation 😀

humboldt.scott420

Posted

we have another plugin that spawns zombies and we noticed that turrets attack them however they do not attack these zombies do you know why ?

Krungh Crow

Posted

cause they are seen as player on the other plugin

humboldt.scott420

Posted

Please give us an option to remove Loot or at very least remove Frankenstein parts

Krungh Crow

Posted

your loothandler does that

humboldt.scott420

Posted

Can you add a feature where AI ignore the zombies in Safe zones / outpost

humboldt.scott420

Posted

I know i asked this but still would be nice "Can you add a feature where AI ignore the zombies in Bandit / outpost"

humboldt.scott420

Posted

Error while compiling JunkpileNPC: Cannot convert type 'BasePlayer.EncryptedValue<ulong>' to 'int' | Line: 789, Pos: 68

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