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Roaming NPCs 0.4.1

$29.90
   (10 reviews)

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  • Update details
    v0.4.1
    Released
    Download size403.04 kB
    Total versions32
    Time between versions 1 day
    Typical update pace About every 4 days
    Freshness Updated yesterday

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walkinrey

Posted

17 hours ago, BetterDeadThanZed said:

Oh, cool. This happens even if the bots are set to defensive? Right now I'm using Hostile Time (https://umod.org/plugins/hostile-time) to that my players can approach outpost and bandit even when hostile. I assume that would prevent the hostility from working with the Roaming NPC's?

yep it works for all behaviours including defensive

BetterDeadThanZed

Posted

Is there a way to give Rewards Points or Eco coins via the Rust Rewards plugin? I noticed they don't show up in Admin Radar as NPC's.

  • Like 1
walkinrey

Posted

17 hours ago, BetterDeadThanZed said:

Is there a way to give Rewards Points or Eco coins via the Rust Rewards plugin? I noticed they don't show up in Admin Radar as NPC's.

It's because we are not using default Rust's classes for our NPC's

You need to add our CustomPet class in these plugins, for RustRewards i think it can be done via config, maybe same for AdminRadar 

BetterDeadThanZed

Posted

4 hours ago, walkinrey said:

It's because we are not using default Rust's classes for our NPC's

You need to add our CustomPet class in these plugins, for RustRewards i think it can be done via config, maybe same for AdminRadar 

So just add "CustomPet" to the configs? For example, Rust Rewards:

 

```  "RewardTypes": {
    "Kill": {
      "NPCs": {
        "Airfield": 3.0,
        "APCScientist": 3.0,
        "APCScientistHeavy": 3.0,
        "ArcticResearchBase": 3.0,
        "BanditTown": 3.0,
        "BotReSpawn": 1.0,
        "CargoShip": 3.0,
        "CompoundScientist": 3.0,
        "DesertScientist": 3.0,
        "DungeonScarecrow": 1.0,
        "Excavator": 3.0,
        "Gingerbread": 1.0,
        "HeavyScientist": 3.0,
        "JungleScientist": 3.0,
        "JunkPileScientist": 3.0,
        "LaunchSite": 3.0,
        "MilitaryTunnelScientist": 3.0,
        "MountedScientist": 3.0,
        "NuclearMissileSilo": 3.0,
        "OilRig": 3.0,
        "ScareCrow": 1.0,
        "Trainyard": 3.0,
        "TunnelDweller": 3.0,
        "UnderwaterDweller": 3.0,
        "ZombieHorde": 1.0
      },

I would insert "CustomPet" under "ZombieHorde" or anywhere in that config?

BetterDeadThanZed

Posted

Now that I've had time to play around with the settings, I have some questions:

Is there a way to set up a list of clothing that can be chosen at random to spawn on the NPC's?
How can I edit the loot they drop? With BotReSpawn, you can use the loot of the "container" to spawn loot. Would AlphaLoot integration, setting up a config option to use the loot of the specified container, or an array that picks up at random be possible?

For example, BotRespawn's "Death" section for the NPC's:
 

      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 10,
        "Lock_Death_Crate_To_Killer_Player": false,
        "Corpse_Duration": 3,
        "Corpse_Has_Skull": true,
        "Skull_As_Loot": false,
        "Weapon_Drop_Percent": 5,
        "Min_Weapon_Drop_Condition_Percent": 50,
        "Max_Weapon_Drop_Condition_Percent": 100,
        "Wipe_Main_Percent": 100,
        "Wipe_Belt_Percent": 100,
        "Wipe_Clothing_Percent": 100,
        "Allow_Rust_Loot_Percent": 100,
        "Rust_Loot_Source": "Default NPC",
        "Remove_Vanilla_Scrap": true,
        "AlphaLoot_Profile": "",
        "RustRewardsValue": 0.0,
        "XPerienceValue": 0.0
      },

Lots of options there, including "Rust_Loot_Source", which in this case is set to "Default NPC" so basically the look you'd find on a junk pile scientist.

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