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Npc Random Raids 1.9.4

$22.00
   (7 reviews)

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Fidellcashflo

Posted

I have a lot of solo players that build large bases on my server. Would there be a way to increase raid difficulty not by amount of people on the TC but instead by the amount of foundations or another factor?

  • Like 2
Chloe_Glano

Posted

I would like support for the GUIAnnouncements plugin.
I have made the following modifications and am using the plugin.

version 1.4.5

■Add.1
[PluginReference]
GUIAnnouncements;

■Add.2 (line:1225)
foreach (var player in BasePlayer.activePlayerList.ToList())
  _.GUIAnnouncements?.Call("CreateAnnouncement", String.Format(_.lang.GetMessage("GUIRaidersLeaving", _, player.UserIDString), _.GetGrid(location)), "Green", "White", player, -0.03f);

■Add.3 (line:3407)
GUIAnnouncements?.Call("CreateAnnouncement", String.Format(lang.GetMessage("GUIwarningRevengeGrid", this, TCplayer.UserIDString), GetGrid(raidPos), GetGrid(priv.transform.position)), "Red", "White", TCplayer, -0.03f);

■Add.4 (line:3475)
GUIAnnouncements?.Call("CreateAnnouncement",
  String.Format(lang.GetMessage("GUIgridMessageDirection", this, player.UserIDString), GetGrid(vector), GetDirectionAngle(Quaternion.LookRotation((vector - player.eyes.position).normalized).eulerAngles.y, player.UserIDString), (int)Math.Round(Vector3.Distance(player.transform.position, vector))),
  "Red",
  "White", player, -0.03f);

■Add.5 (line:3955)
GUIAnnouncements?.Call("CreateAnnouncement", String.Format(lang.GetMessage("GUIwarningRevengeGridNpc", this, p.UserIDString), GetGrid(priv.transform.position)), "Red", "White", p, -0.03f);

■Add.6 (line:4397)
["GUIwarningRevengeGrid"] = "<color=orange>[</color><color=red>WARNING!!</color><color=orange>]</color> Ready for Intercepting to {1}! 10 minutes a go",
["GUIwarningRevengeGridNpc"] = "<color=orange>[</color><color=red>WARNING!!</color><color=orange>]</color> Ready for Intercepting to {0}! 10 minutes a go",
["GUIgridMessageDirection"] = "<color=orange>[</color><color=red>WARNING!!</color><color=orange>]</color> Raid Battle Start in grid {0}, {1} of you {2} yards!",
["GUIRaidersLeaving"] = "Raid Battle is Over ! Area {0}"

ToxicRust

Posted

Support for Alpha loot possibly? 

Razor

Posted

1 hour ago, ToxicRust said:

Support for Alpha loot possibly? 

alphaloot does not have an api that im aware of for npc loot

PistOffBastd

Posted

Reupload? Im running 1.4.4  I dont see any change in the change log. Is this just a bump?

Razor

Posted (edited)

8 hours ago, PistOffBastd said:

Reupload? Im running 1.4.4  I dont see any change in the change log. Is this just a bump?

current version is 1.4.5 witch had fixes for the rust update this is one somewhere listed 1.4.6 but its the same just messed up version on the post but file is still 1.4.5

Edited by Razor
Kk

Posted

Why are NPCs invincible in random raids?

Razor

Posted

are you using true pve?

Kk

Posted

yes,TruePVE

Razor

Posted

in truepve are you blocking damage to npc's?

Kk

Posted

I am using default values. Should I remove these NPCs from the entity? Sorry, I'm a rookie

 

{
      "name": "npcs",
      "members": "ch47scientists.entity, BradleyAPC, HTNAnimal, HTNPlayer, HumanNPC, HumanNPCNew, NPCMurderer, NPCPlayer, Scientist, ScientistNPC, ScientistNPCNew, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie",
      "exclusions": ""
    },

copcopekcro

Posted (edited)

I have one problem ,botrespawn bots are not counting at all ... I tryed with scientistnpc_roam/patrol,and they are not counting in data file ...

Edited by copcopekcro
Komorebi

Posted

I couldn't trigger RaidableBases' random raids.image.png.84a7c4f860e02b452421b646779ef5ef.png

Razor

Posted (edited)

Did you get the complete message when you finished the Raidable base raid from Raidable bases?.  also try to set the delay to like 0.1

 

Edited by Razor
Razor

Posted (edited)

Did you get the complete message when you finished the Raidable base raid from Raidable bases?

Send me your hole config.

Edited by Razor
Komorebi

Posted

2 hours ago, Razor said:

Did you get the complete message when you finished the Raidable base raid from Raidable bases?

Send me your hole config.

There are hints of raid completion, but no hints of random raids.

RandomRaids.json

Razor

Posted (edited)

1 hour ago, flysd said:

There are hints of raid completion, but no hints of random raids.

RandomRaids.json 16.99 kB · 2 downloads

i posted an update use the update then send me your data/RandomRaids/PlayerLogRaidableBases.json

It will be logging your completed raidbases..

 

Also with Raidable bases plugin you can not be flying or vanished or it does not count as you completed it

 

Edited by Razor
Komorebi

Posted

36 minutes ago, Razor said:

i posted an update use the update then send me your data/RandomRaids/PlayerLogRaidableBases.json

It will be logging your completed raidbases..

With your newly released version, my problem is solved. Thank you for your help.

Chillzone - PvE

Posted

Should add a little more specificity to the plugin in regards to what Raid/Raider Level it is and Player name with Base location. 

Mercy

Posted (edited)

Tell me how to disable the ability to use the "/currender" command.
During a raid, remove the ability to call off the raid so that the raid ends only when all the bots are killed.

Edited by Mercy
406_Gromit

Posted

6 hours ago, Mercy said:

Tell me how to disable the ability to use the "/currender" command.
During a raid, remove the ability to call off the raid so that the raid ends only when all the bots are killed.

make it not affordable lol 1 billion scrap 😛

Tomb

Posted

im considering buying this plugin, but will there ever be a difficulty calculation based on the total amount of base parts/what they are made of? like, if its a full sheet metal base with solid HQ core and lots of ents it picks hard. If it is a stone 2x2 with some boxes it picks easy, or something like that?
giving options in the Json to set what amount of what dictates the difficulty and what not

Razor

Posted

5 hours ago, Tomb said:

im considering buying this plugin, but will there ever be a difficulty calculation based on the total amount of base parts/what they are made of? like, if its a full sheet metal base with solid HQ core and lots of ents it picks hard. If it is a stone 2x2 with some boxes it picks easy, or something like that?
giving options in the Json to set what amount of what dictates the difficulty and what not

There currently is not and its caculated by the number of players on the tc.. 

Tomb

Posted

On 5/28/2024 at 5:43 AM, Razor said:

There currently is not and its caculated by the number of players on the tc.. 

that is a shame, the server I would use this on is a solo server. is source code provided? if so how complex is it? i thought about maybe adding the functions myself, but don't know the API for oxide, only base unity/c# coding

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