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Pumpkin Head 1.2.0

$8.50
   (2 reviews)

5 Screenshots

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Krungh Crow

Posted (edited)

testing some graphical stuff like when npc is killed to explode with water effects (low serverimpact)
sound test is succesfull so i can add that soon @Flammable

explode water.png

Edited by Krungh Crow
Krungh Crow

Posted (edited)

      "Sound and visual FX": {
        "FX used when npc spawns (at npc position)": "assets/bundled/prefabs/fx/explosions/water_bomb.prefab",
        "Spawn soundeffect (at player position)": "assets/bundled/prefabs/fx/player/howl.prefab",
        "FX used when npc dies (at npc position)": "assets/bundled/prefabs/fx/explosions/water_bomb.prefab",
        "Death soundeffect (npc deathsound)": "assets/rust.ai/agents/bear/sound/death.prefab"
      }

currently setting something up like this and if users like it i can gradually add this to other plugins i have

Edited by Krungh Crow
Krungh Crow

Posted

updated with above FX additions

Flammable

Posted

I will test it later when can today or tomorrow. Not sure if my players will like the sounds but I will see... that's why asked if they can be toggleable in the config... anyways sounds good and I love the water visual effect.

Krungh Crow

Posted

yeah tested and all just make them blanc " " to use nothing 🙂 i personaly like the water effect on spawn and death so i added the FX on npc transform and death locations 😄

 

Krungh Crow

Posted

Yeah thats what i thought too so using this setup aswell 😁😁😁

Flammable

Posted

Idk if you gonna like this suggestion. I know plugin was made to spawn PumpkinHead only when gather pumpkin, that's the original feel/vibe but while I test the plugin now and walk around the river only gathering pumpkins thought about the Corn... Why we ignore it? People won't ignore it cuz corn = free HP/food source it but it's default pickup while pumpkins trigger this cool mini event : (
So is there any chance to make spawning other NPC on corn pickup (ex named CornGhost) and have separate kits for the clothings like Ghost Costume or whatever else... I do not care for the loot, can share same backpack loot configuration with PumpkinHead, I use already AlphaLoot for this part. Also for people that do not gonna like this can be toggle option or just set spawn chance to 0?

  • Love 1
Krungh Crow

Posted

that is in the planning 🙂

  • Love 1
Krungh Crow

Posted

13 hours ago, Flammable said:

Idk if you gonna like this suggestion. I know plugin was made to spawn PumpkinHead only when gather pumpkin, that's the original feel/vibe but while I test the plugin now and walk around the river only gathering pumpkins thought about the Corn... Why we ignore it? People won't ignore it cuz corn = free HP/food source it but it's default pickup while pumpkins trigger this cool mini event : (
So is there any chance to make spawning other NPC on corn pickup (ex named CornGhost) and have separate kits for the clothings like Ghost Costume or whatever else... I do not care for the loot, can share same backpack loot configuration with PumpkinHead, I use already AlphaLoot for this part. Also for people that do not gonna like this can be toggle option or just set spawn chance to 0?

done 🙂

  • Like 1
  • Love 1
Flammable

Posted (edited)

Rly? Greaaat : ) coool : )

Edited by Flammable
Flammable

Posted

Sounds weird probably but can the NPC model somehow become invisible either if you can add toggle option if possible or via other plugins? I use for now invisible pants and boots but because I do not know invisible full gloves it's like not so cool... Here's what I try to do for one or another crazy reason...

image.thumb.png.d31bddcbc6f4bb97e1b3054f73bb2d13.png

Flammable

Posted (edited)

Also Am I stupid or plugin is broken somewhere? image.thumb.png.e7f4cbbc9f360f4f2a6c83b5774ce797.pngJust added the new 1.1.0 version and added kit for CornHead. Spawns with default kit and this error happens.
EDIT: I guess this massive error is not related to plugin but just at first saw it under the message when killed one CornHead. Anyways still defaultcornhead kit comes... Same for PumokinHead (checked right now)... Have 7 kits but spawns with default one.

Edited by Flammable
Krungh Crow

Posted

i look into it

 

Krungh Crow

Posted (edited)

Kits are working again in 1.1.1
Regarding invisible npc to show the ghost costume only i am not sure how-to

Edited by Krungh Crow
Flammable

Posted (edited)

Yeah do not worry about this with the invisible NPC's its somehow fine for now, added something other...
Thanks for fixing the kits and I will edit this commend when remember what suggestion/issue I was about to ask today but forgot... Damn : (

EDIT: Not sure if was that what I was going to ask but how to display the HP bar on top of my screen with the NPC Hit points. I guess it's another plugin just randomly got caught on the screenshots you made for the preview?

Edited by Flammable
  • Like 1
Krungh Crow

Posted (edited)

Yeah its a different plugin 🙂

Edited by Krungh Crow
Flammable

Posted (edited)

Ahh then nope... I have other Hit Marker one but thanks for reply... image.thumb.png.dbf8cae606495779e4310e90e0be2477.pngBtw plugin is now amazing with when CornHead bots added... Also I use your plugin for Frankenstein and it's more usefull. Not sure if have to type it here or under the Frankenstein plugin category but can Frankenstein have hostility to murderers somehow? Like Scientist do target dwellers for example. Currently in vanilla only if you select CombatMode (you attack or get attacked) pet will actually do something. I try to make it auto attack spawned murderers around the map even if you do not (attack or get attacked). Only PumpkinHead spawns this murderers on my map and people will use Franky as helper.

Edited by Flammable
Krungh Crow

Posted

ye i am diving into the frankensteinpet stuff its a new consept so still puzzeling their behaviour and releasing small plugins on the go like with the weapons.
The game wipes the frankstein npc inventory by default.

stuff like that

  • Like 1
Flammable

Posted (edited)

Yeah this npc is new and it's normal to be not modified instantly. Just lets end my questions here for now. You only released small plugin to change Sickle to random Weapon. Simple and cool. But wonder if Frankenstein uses the real weapon damage for that random weapon. For example PumpkinHead with cleaver on naked deals 50+ damage when tested... Not sure if noticed right but Frankenstein do not do the 50+ damage when I suppose have to deal even more when used longsword which is like 75 dmg.

Edited by Flammable
Krungh Crow

Posted

well i see it has a dmg cap of 20 ish but noticed he is speedy gonzales if he is using a spear

Flammable

Posted (edited)

Wow lol.. Same for light frank + long sword (dmg of 20 as you said) but still swing the longsword like bone knife xdd.
Fast as hell so funny and useful at the end : )

Edited by Flammable
  • Like 1
Flammable

Posted (edited)

Possible to make seperate HP config option for CornHead and PumpkinHead? Because I use Frankenstein parts + other clothes my CornHeads have more protection than PumpkinHead so HP set to 100 makes cornhead die in 4+ HS while PumpkinHead dies in 2-3hs... So I want to balance this by setting different HP for each Head and make them equal to be killed at the end.

Edited by Flammable
  • Like 1
The Friendly Chap

Posted

O Mighty ZombieLord Krungh Cow, I haz suggestification for you to heave your mighty coding skills at:

Berries :
Can you detect WHAT berry was picked? If so, another spinoff : 
Berry Bruisers? Ability to assign different NPC kits for each type of berry? The same permission required to activate the spawning, a spawning chance %, loot (MOAR berries?)

Hemp:
Oooooh another spinoff?! Angry Hippies, that appear when you harvest Hemp and/or Mushrooms!

  • Haha 1
byond1991

Posted

I just bought this  plugin,  and does not work ....

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