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Lei_Wong

Posted

Hi Steenamaroo.
Can you put in the plugin better aim, maybe in the config the aim cone to us to config.

Thank you very much.

Greywolfe

Posted (edited)

Why do i have the issue, when i assign a Kit to my Scientist via Kit plugin they don't wear the clothing. The clothing and Armor get put into their inventory and they wear default Blue Hazmat still

NPCKit Error_04192024.jpg

Edited by Greywolfe
  • Administrator
Steenamaroo

Posted

Hi,
Set Wipe_Default_Clothing for that profile to true.
That'll get rid of the hazmat suit and solve the problem.

DeadGirl

Posted

I haven't been able to get any regular scientists or scarecrows to drop their weapons even if I have it at 100.  EXCEPT the ones at oil rig.  I haven't set any custom kits yet.  Any advice?

  • Administrator
Steenamaroo

Posted

HI @DeadGirl
I'm not aware of any issues.
Maybe test with all other plugins unloaded to see if the problem persists?

DeadGirl

Posted

Will they still drop weapons if wipe belt is set to 100%?  Or do their wipe chances have to be less than 100% for the weapon drop % to make a difference?

I unloaded other plugins that mess with NPC profiles (raidable bases, zombiehorde, and NPCmovingcontrol) but still can't get them to drop any weapons apart from scientist on cargo.

  • Administrator
Steenamaroo

Posted

No, the belt wipe chance doesn't affect weapon drop chance.
The weapon drop % chance makes them drop the weapon they're holding in their hands to the ground or, at least, it should.

I'd unload all other plugins to test - not just ones you think might be relevant.
I'll test on my home server too, in case something's changed in Rust.

  • Administrator
Steenamaroo

Posted

Oh, I think I might know what it is.
Right now NPCKits only makes them drop their weapon if it's a bullet weapon.
It doesn't make them drop melee/tools.

If that's what the problem was, I can easily make them able to drop either in the next update.

DeadGirl

Posted

I'd love it if we could include melee/tools as well!  I live on the macabre side of things so I'll always have zombies/murderers on my maps and getting a chainsaw here and there would be great.  I've done a bit more messing with all the settings and they do seem to be dropping guns again.  Oddly enough though even scientists I don't have "enabled" are also dropping their weapons at Arctic Research.  The whole reason I am using this plugin was because I was using NPCDropGun but didn't want Heavies to drop these primo weapons (m249s, military flame throwers, so on).  I haven't tested yet to make sure that they aren't anymore but will go do that now..

I played around a little yesterday with creating kits for them and totally messed them all up.  Created 3 to cycle through for the zombies but they ended up having a wild amount of stuff on their bodies/belts/clothing when they died.  I think when I add a kit to scarecrows for example it just puts clothes on top of the ones they already had instead of wiping what they already had but that's probably in your settings to change it and I just have been overwhelmed lmao.  So I deleted all the kits, and at least now the NPCs are dropping guns here and there as I wanted 🙂  One day I'll give the kits a go again.

This plugin was probably a ton of work!  Thank you for doing this for us.  And thank you for helping me even though it's a free plugin!

DeadGirl

Posted

No drops from the heavy scientists, yay!  2 of them had LRs in their inventories upon death which I don't remember seeing before but hey that's fine 🙂 

  • Administrator
Steenamaroo

Posted

My pleasure. Thanks for the kind words!

 

Yes, there are options there per profile for Wipe_Default_Clothing and Wipe_Default_Weapons.

That gives you the flexibility of being able to give additional weapons/attire via a kit, or start from a clean slate.
Note that to give kit attire to hazmat wearing scientists you will need to have Wipe_Default_Clothing true, otherwise it wont work,
the same way you can't drag tshirt/trousers on to your own player whilst wearing hazmat.

I've just updated to V1.2.1 which allows melee/tools to be dropped, and introduces APCScientistHeavy profile.

If you're not 100% sure about your kits, it's a good idea to strip your character 100% then redeem the kit,
or if you're using a Kits plugin with UI you should be able to see the contents in full when editing (even if you don't intend to make changes).

DeadGirl

Posted

Loaded in the update and it's working perfectly 🙂  You're awesome.  Thank you again.

  • Like 1
DeadGirl

Posted

Well, I just raided a base (raidable bases) where the heavy scientist put a military flame thrower in his inventory upon death... is that vanilla where they give military flame throwers do you know?

  • Administrator
Steenamaroo

Posted (edited)

I'm afraid I don't know.
It could be from vanilla, or it could be coming from another plugin.

If it's a RaidableBases spawned npc, that could be giving it loot,
or some other loot plugin....BetterLoot, MagicLoot, CustomLoot, etc

If it turns out to be vanilla loot and you don't want it there, NPCKits does have an option for Default_Rust_Loot_Percent,
which you could set to zero.

A good test, maybe, would be to make sure there is nothing in your kits main containers, for that npc group, and set Default Rust Loot Percent to zero, then test.
If there's loot in a dead npcs main container then it's coming from some loot plugin.


I do also have a Wipe_Main_Inventory_Percent but I can't guarantee that will override loot plugins, as it becomes a matter of timing.
If the loot plugin uses a brief delay so it's filling the container after I wipe it, then there's not a lot I can do,
although you can always work it out then just disable the loot plugin for that npc type.

Edited by Steenamaroo
  • Love 1
Chit Show

Posted

8 hours ago, DeadGirl said:

Well, I just raided a base (raidable bases) where the heavy scientist put a military flame thrower in his inventory upon death... is that vanilla where they give military flame throwers do you know?

In data/RaidableBases/Profiles you'll want to remove Heavy from Default Scientist Loot. They drop miniguns like candy too. 😬

    "Spawn Alternate Default Scientist Loot": {
      "Prefab ID List": [
        "cargo",
        "excavator",
        "oilrig"
      ],
      "Enabled": true,
      "Disable All Prefab Loot Spawns": false
    },

  • Like 2
DeadGirl

Posted

Hey 🙂  Ever since force wipe my zombies no longer drop their melee weapons.  I've tried sifting through plugins to see if any have updates I missed that might interfere now but can't seem to find anything.  Is it still working for you by chance?  Thanks!

  • Administrator
Steenamaroo

Posted

Hi,
I'll test at my end today and see what they're doing.

humboldt.scott420

Posted

Hey I noticed an issue. For some reason the skins/kits are not being applied to the new APC scientists.

  • Administrator
Steenamaroo

Posted

Hi,
You know there's two separate profiles?
There's APCScientist and APCScientistHeavy since the last version.

  • Administrator
Steenamaroo

Posted

I'll check this and @DeadGirl's issue tomorrow. 👍

  • Administrator
Steenamaroo

Posted

On 6/15/2024 at 2:14 AM, humboldt.scott420 said:

Yes set both of them.

Is this sorted in the most recent update?

  • Administrator
Steenamaroo

Posted

On 6/9/2024 at 5:21 AM, DeadGirl said:

Hey 🙂  Ever since force wipe my zombies no longer drop their melee weapons.  I've tried sifting through plugins to see if any have updates I missed that might interfere now but can't seem to find anything.  Is it still working for you by chance?  Thanks!

Hey, sorry I didn't get back to this sooner.
I've just tested and my NPCs are dropping their melee weapons on the ground no problem,
with Death > Weapon_Drop_Percent set to 100.

DeadGirl

Posted

1 hour ago, Steenamaroo said:

Hey, sorry I didn't get back to this sooner.
I've just tested and my NPCs are dropping their melee weapons on the ground no problem,
with Death > Weapon_Drop_Percent set to 100.

Hmm, must just be me then.  Ironically, I have spent about the last hour looking at your BotRespawn plugin 🙂  looks really cool... considering giving that a shot and just removing the other NPC plugins I have to see if that helps with conflicts.  Thanks for looking into that for me.

  • Like 1
  • Administrator
Steenamaroo

Posted

It could be a number of things - Maybe zone settings?
If the issue is isolated to one type of npc / area that might be a clue.

Is it a specific weapon you're having the problem with?

 

Oh, cool. Well, if you have any questions just ask! 👍

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