Jump to content

1 Screenshot

Recommended Comments



Neighigh

Posted

1 hour ago, Flint Monkey said:

@Steenamaroo and others - do you know if there is a way to pull a list of the default kits for existing NPCs today so I can modify what exists instead of doing a blind replace?

@Flint Monkeyunder oxide/config/NPCKits.json will have the list of the kits you are using. oxide/config/Kits will be where the actual Kit builds are. 

Or is it that you are looking to see what the default scientists use? I actually don't know what they normally have for weapons but it does change depending on location. 

  • Administrator
Steenamaroo

Posted

I haven't looked into it much but I think some of them have slightly randomised loadouts.
Not 100% sure but I think the weapons can be different, within the same prefab - mp5/lr300, for example.

  • Like 1
Flint Monkey

Posted

11 hours ago, Neighigh said:

@Flint Monkeyunder oxide/config/NPCKits.json will have the list of the kits you are using. oxide/config/Kits will be where the actual Kit builds are. 

Or is it that you are looking to see what the default scientists use? I actually don't know what they normally have for weapons but it does change depending on location. 

I'm looking for what the default kits are for NPCs (Facepunch's settings, not the modified ones). Does this info get sucked into NPCKits.json? I haven't installed NPCKits yet and suppose I could just install it and take a look myself.

  • Administrator
Steenamaroo

Posted

No, NPCKits doesn't do anything with the default gear that npcs have.

It does have an option to wipe, or not wipe, the default stuff, so you could use it to have vanilla npcs with their vanilla gear supplemented with additional gear from your - giving them an extra gun, for example.

But no...It doesn't save down or show you what an npcs default loadout would have been.

8o8 Designs

Posted

Anyone know what the RustEdit 'Scientists' are named as in rust? I can't seem to get them to wear a kit.

  • Moderator
Mals

Posted

40 minutes ago, 8o8 Designs said:

Anyone know what the RustEdit 'Scientists' are named as in rust? I can't seem to get them to wear a kit.

From: https://www.corrosionhour.com/rust-scientist-command/

There are five different scientist NPCs that can now be spawned in:

scientist

scientist_gunner

scientist_junkpile

scientistpeacekeeper

heavyscientist

  • Like 1
8o8 Designs

Posted

1 hour ago, Mals said:

From: https://www.corrosionhour.com/rust-scientist-command/

There are five different scientist NPCs that can now be spawned in:

scientist

scientist_gunner

scientist_junkpile

scientistpeacekeeper

heavyscientist

The NPC Kit config lists Scientist, mounted Scientist, Junkpile Scientist and neither show the kit I set to the RustEdit Scientists.

Chit Show

Posted

{"scientistnpc_roam", "Scientist"},

Add that to the list at line 200ish

  • Like 2
rrex

Posted

IDK if YOu missed that my message but I will make a request here 🙂

Scientists at Launch Site are ignoring this plugin and keep wearing those ugly blue suits without Kits I set in config 🙂

  • Administrator
Steenamaroo

Posted

Hi,
Can you confirm you've set `Wipe_Default_Clothing` to true for that profile?

rrex

Posted

1 hour ago, Steenamaroo said:

Hi,
Can you confirm you've set `Wipe_Default_Clothing` to true for that profile?

    "LaunchSite": {
      "enabled": true,
      "Kits": [
        "SpaceNPC",
        "SpaceNPC2"
      ],
      "Health": 100,
      "Weapon_Drop_Percent": 1,
      "Min_Weapon_Drop_Condition_Percent": 100,
      "Max_Weapon_Drop_Condition_Percent": 100,
      "Dropped_Weapon_Has_Ammo_Percent_Chance": 100,
      "Wipe_Default_Clothing": true,
      "Wipe_Default_Weapons": true,
      "Wipe_Main_Inventory_Percent": 100,
      "Wipe_Clothing_Percent": 100,
      "Wipe_Belt_Percent": 100,
      "Default_Rust_Loot_Percent": 100
    }

 

Viktorvill

Posted

Hi

I have such a problem that I want to modify the oilrig npc through the graphical interface. Let me give him a kit.
In spite of the fact that the other npc are not enabled in the plugin, all the npc still apply the settings.

Kits only applying to all npcs, from one npc config

Does anyone have any ideas for this?

  • Administrator
Steenamaroo

Posted

Hi,
I'm pretty certain there's no crosstalk possible in NPCKits.
Are you certain that the npcs you're looking at are all vanilla, and not from some other plugin perhaps?

Failing that, it may be helpful to know that NPCKits doesn't restore live npcs to vanilla if you turn a profile off.
You'd have to turn the profiles off, reload the plugin, then kill off the existing npcs, before you'd start seeing them as vanilla again.

Maybe you had some of these profiles enabled at some point?

Let me know if that doesn't solve your issue. 👍

mofokk

Posted (edited)

Just a quick one before i update, I see the change notes state" Automatically ignore ZombieHorde npcs."

is this an enable/disable option please ?  I have zombie horde reskinned as an alternate faction that are in conflict with local NPC's. i'll need them to engage one another.

 

Edited by mofokk
  • Administrator
Steenamaroo

Posted

Hi,
Perhaps that was badly worded - NPCKits now ignores them, meaning the plugin doesn't give kits to ZombieHorde npcs.

The combat behaviour is unchanged.

Viktorvill

Posted

Hi!

My problem is that if I enable the oilrig and give 150 hp to the npc, it gives 150 hp to all existing npc and they are all enabled no matter what I say 😞

  • Administrator
Steenamaroo

Posted

I'm not aware of any such issue @Viktorvill
Are you using the UI to make your changes?

It's possible that many of the vanilla npc types may have 150HP by default, but I don't know for sure.

Viktorvill

Posted

 

Hi

Yes, I use the UI to change the oilrig, and as soon as I exit back from there, all the npc are enabled and the hp is also changed to the settings for the oilrig

 

  • Administrator
Steenamaroo

Posted

Ok, I'll look into that shortly.
Thanks for letting me know, @Viktorvill

Viktorvill

Posted (edited)

Thank you 🙂

I use botrespawn together.

Edited by Viktorvill
  • Administrator
Steenamaroo

Posted (edited)

@Viktorvill- I'm on my server right now, unable to replicate this.

When I made modifications to the OilRig profile, none of the other profiles is changing.
What version of NPCKits are you on?
I mean, I don't think this was ever an issue but please ensure you're on the latest V1.1.6

Edited by Steenamaroo
Tomato_Jesus

Posted

Is there a way to set the kits seperately from each monuments? Not sure why all of them are wearing the same kits. I only did config on launch site for testing.

  • Administrator
Steenamaroo

Posted (edited)

Something funny going on here.
@kosuke09211 - Would you mind disabling Launch Site and testing some other profiles?

@Viktorvill - Would you mind disabling Oil Rig and testing some other profiles?

I'm wondering if you guys have some plugin that's replacing all the vanilla npcs with a specific npc prefab, because I couldn't replicate this and it went out to testing on a few servers long before the last few updates.

Edited by Steenamaroo
Tomato_Jesus

Posted

36 minutes ago, Steenamaroo said:

Something funny going on here.
@kosuke09211 - Would you mind disabling Launch Site and testing some other profiles?

@Viktorvill - Would you mind disabling Oil Rig and testing some other profiles?

I'm wondering if you guys have some plugin that's replacing all the vanilla npcs with a specific npc prefab, because I couldn't replicate this and it went out to testing on a few servers long before the last few updates.

No other plugins that is indicated with spawning/changing vanilla npcs. The thing is the profile seems to be "shared". When i enable on launch site. Other monument all use the setting from the launch site config. When i tried to edit kits for lets say artic base. It will show the kits for launch site is selected under artic base profile. When I disable artic base launch site profile is also disable.

  • Administrator
Steenamaroo

Posted (edited)

I think I've spotted it.
If you reload the plugin, then try to make some changes again, does the issue go away?

Edited by Steenamaroo

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 8
  • Haha 1
  • Love 6

User Feedback

1.4m

Downloads

Total number of downloads.

6.8k

Customers

Total customers served.

101.5k

Files Sold

Total number of files sold.

2m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.