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Mals

Posted (edited)

Video link is not working for me.  I was able to use the watch on Youtube and it worked.

Edited by Mals
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Covfefe

Posted

Can you make it where the vent is always active until completed? Once it's completed, it spawns somewhere else right away.

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Jbird

Posted

17 hours ago, Covfefe said:

Can you make it where the vent is always active until completed? Once it's completed, it spawns somewhere else right away.


If you want it to remain active until players complete the event, then this timer needs to be set to a length that this is possible.
If you restart your server at certain intervals, as long as the timer is long enough to remain active until a server restart, the event will remain active.
For example 86400 seconds is 24 hours. If you do daily restarts then set the timer to 86400 and the event will never end because a restart will happen 1st.

  "Duration of the event [sec.]":
Hawkhill

Posted

Its kinda ridiculous amount of C4/Rockets that drops in this event.
Takes just 1 c4 to blow up an armored door.....
Would be better if the doors were unlocked and possible to open and make c4/rockets rare.
More than enough loot anyway, 

  • Like 2
Kleementin

Posted

42 minutes ago, Hawkhill said:

Its kinda ridiculous amount of C4/Rockets that drops in this event.
Takes just 1 c4 to blow up an armored door.....
Would be better if the doors were unlocked and possible to open and make c4/rockets rare.
More than enough loot anyway, 

You can and should adjust these things all by yourself in the config and not use the default settings if you don't like them.

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  • Haha 1
Hawkhill

Posted

4 hours ago, Kleementin said:

You can and should adjust these things all by yourself in the config and not use the default settings if you don't like them.

Yeah.... loot i can do something about and i will.... but would be great to have an option to have the doors unlocked.
But i can "solve" that by reducing HP on the doors so i can shoot a few explosive bullets on them

  • Like 1
Jbird

Posted

1 hour ago, Hawkhill said:

Yeah.... loot i can do something about and i will.... but would be great to have an option to have the doors unlocked.
But i can "solve" that by reducing HP on the doors so i can shoot a few explosive bullets on them

Almost everything is configurable as was already expressed. So definitely have at it customizing this to your liking.

I have to say I am confused on why unlocking the doors makes sense though. Where is the challenge at that point? There is almost no cost to the player at so you will definitely want to lower the loot in my opinion if you are moving in the direction of making it that easy to get inside.

Hawkhill

Posted (edited)

Yep... lower the loot is what i want to do.
Im running a pve server with a XP system, and the players wont need to be thrown alot of loot at. 
XP to unlock perks and something more to spend their time online on is what the players on my server need.
So what i thought i could make of this event is the challenge clearing ai's and turrets and get some loot and XP in return.
Just like clearing the cargoship / oilrigs.....
So that you will need to blow up every door on the sub with c4 will make it challenging to configure the loot table to drop the right numbers of c4s.
Thats why i want to unlock the doors. Think its better to have a small chance that a few c4/rockets drop in the elite crates and timed crates
But.... can fix it by lowering the hp on the doors so they are easy to open with explosive bullets.

Edited by Hawkhill
  • Like 1
Jbird

Posted

Fair @Hawkhill as long as you see that the config is able to be adjusted to suit your server.

I think removing the locks makes it a bit too easy and takes away from the story of having to break in. But I understand it being easier or harder depending on the server. That part makes sense.

Covfefe

Posted

On 7/15/2022 at 4:31 PM, Jbird said:


If you want it to remain active until players complete the event, then this timer needs to be set to a length that this is possible.
If you restart your server at certain intervals, as long as the timer is long enough to remain active until a server restart, the event will remain active.
For example 86400 seconds is 24 hours. If you do daily restarts then set the timer to 86400 and the event will never end because a restart will happen 1st.

  "Duration of the event [sec.]":

Will it automatically respawn the event when someone completes it?

Jbird

Posted

1 hour ago, Covfefe said:

Will it automatically respawn the event when someone completes it?

  "Minimum time between events [sec.]": 6600.0,
  "Maximum time between events [sec.]": 7200.0,
  "Is active the timer on to start the event? [true/false]": true,

It needs set true as above and then set the minimum and maximum to a length that you'd like in seconds.

Hawkhill

Posted

Ive changed the doors hp to 20
Is it possible to make the speargun be able to destroy the doors underwater?
Tried to add this: "speargun.entity": 500.0  into the config under  "Setting the doors damage coefficient", but didnt work.

Jbird

Posted

1 hour ago, Hawkhill said:

Ive changed the doors hp to 20
Is it possible to make the speargun be able to destroy the doors underwater?
Tried to add this: "speargun.entity": 500.0  into the config under  "Setting the doors damage coefficient", but didnt work.

It's just speargun you don't need to add entity to the end.
 

"speargun": 500.0

I think that should work otherwise we can try the speargun.spear to cover the projectile but I don't think it goes off of that the way that it is written.

Hawkhill

Posted

Didn't work... no damage to the door.
Im also trying to tweak the loot abit so there is a chance a few c4/rockets may drop in the crate_ammunition crates,,,,,
I thought i could use option 5 on loot to combine prefab loot and my own loot.
But there is no option to add dropchance on the custom items. 
i guess i can fix a 50/50 chance by adding 1 rocket and 1 c4 with min/max item 0 to 1
I would like to have abit control over how much drops....

Another thing.... do the developer have any plans on making the NPC's move?
Now they are just like static turrets that shoots and throws grenades.....
Would be more challenging if they moved around and rushed you.
 

Jbird

Posted

4 hours ago, Hawkhill said:

Didn't work... no damage to the door.

Interesting, can look and ask into this a bit. To be honest it's a little silly for a speargun to take down an armored door but still, it should be possible using one of the short names above, surprised it didn't.

 

On 10/12/2022 at 7:14 PM, Hawkhill said:

Im also trying to tweak the loot abit so there is a chance a few c4/rockets may drop in the crate_ammunition crates,,,,,
I thought i could use option 5 on loot to combine prefab loot and my own loot.
But there is no option to add dropchance on the custom items. 
i guess i can fix a 50/50 chance by adding 1 rocket and 1 c4 with min/max item 0 to 1
I would like to have abit control over how much drops....

The custom items literally have the following option.

            "Chance [0.0-100.0]": 50.0,

And there is also a minimum and maximum so I'm not sure why you were having problems there.

            "Minimum": 100,
            "Maximum": 200,

 

On 10/12/2022 at 7:14 PM, Hawkhill said:

Another thing.... do the developer have any plans on making the NPC's move?
Now they are just like static turrets that shoots and throws grenades.....
Would be more challenging if they moved around and rushed you.

Yes if possible but naturally the NPCs do not move on some terrain that players can. Since these are building blocks in a custom place without proper topology, they have not been able to move for some time. It is like this with the AirEvent as well. However this is a suggestion that has come up a few times and it is something that K is considering sorting out. There are projects that will come before that but if he has a lightbulb or gets the free time this might be looked into and made to happen.

Hawkhill

Posted

I have adjusted the doors hp down so they are easy to break, cause i dont want them to be hard......
I think the turrets and npc's is what should be the challenge.... Let it be another version of the cargoship.
And the loot im trying to balance so you get enough loot so players think its worth doing.
Think its difficult to adjust it proper if im gonna depend on c4 to break doors..... Then you gonna end up getting too many c4's/rockets or too few to get through all doors and finish the event. Depending which way you choose to enter the sub.

So my sollution has been to lower the doors hp so i can break them with 5 shots of explosive 5.56 bullets.
But i cant shoot under water with ordinary guns, so my idea was to increase the damage on the speargun to make it break the doors there.
But it doesent seem to damage the doors at all....
I can try to make the jackhammer break them instead.... 

About the lootdropchance...... i might have removed it from the config file....
When i first set up this plugin i went through the config and removed "unnessesary lines" to make the config more clear.
Combining own loot and prefab wasnt my first intention.....

Here is how the ammunition crate look like in my config:

"List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab"
          }
        ]
      },
      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 0,
        "Maximum numbers of items": 0,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": []
      },
      "Item Multipliers": {}
    },

But if its suppose to be an option to control dropchance and such, i'll add it back in where its needed. No problem.....

 

Jbird

Posted

1 hour ago, Hawkhill said:

And the loot im trying to balance so you get enough loot so players think its worth doing.
Think its difficult to adjust it proper if im gonna depend on c4 to break doors..... Then you gonna end up getting too many c4's/rockets or too few to get through all doors and finish the event. Depending which way you choose to enter the sub.

Well the only thing about that idea for me is that it's easy enough to just increase the C4 you get as a reward in the crates, to compensate for what's needed to break the doors. Or to keep them at a low rate of drop but do make it easier to destroy them. There are ways to balance it no matter what way you go with it.

 

1 hour ago, Hawkhill said:

So my sollution has been to lower the doors hp so i can break them with 5 shots of explosive 5.56 bullets.
But i cant shoot under water with ordinary guns, so my idea was to increase the damage on the speargun to make it break the doors there.
But it doesent seem to damage the doors at all....
I can try to make the jackhammer break them instead....

I can get with KpucTaJl and discuss the speargun idea. I'm not sure it would be popular because to be honest, the realistic thought enters my mind immediately. I'd never think of or expect to take an explosive door with a speargun. They are intended to be taken out with the submarine torpedos to be fair. Jackhammer should work with lower HP. I don't mind bringing this idea up though as it's even given me a couple ideas of my own.

 

1 hour ago, Hawkhill said:

About the lootdropchance...... i might have removed it from the config file....
When i first set up this plugin i went through the config and removed "unnessesary lines" to make the config more clear.
Combining own loot and prefab wasnt my first intention.....

Yes you gutted the item list so if you removed everything then you wouldn't have an example to go off of without looking at the default config in the CS file or somewhere else. I don't blame you for simplifying the config but in the process you removed something you ended up looking for later is all.

 

1 hour ago, Hawkhill said:

Here is how the ammunition crate look like in my config:

"List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab"
          }
        ]
      },
      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 0,
        "Maximum numbers of items": 0,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": []
      },
      "Item Multipliers": {}
    },

The "List of items" would be the most helpful information for what you were looking for. In the description of the plugin there's a link to a default version of the config which you extract this bit of code from.

    {
      "Prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab",
      "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5,
      "Loot table from prefabs (if the loot table type is 4 or 5)": {
        "Minimum numbers of prefabs": 1,
        "Maximum numbers of prefabs": 1,
        "Use minimum and maximum values? [true/false]": true,
        "List of prefabs": [
          {
            "Chance [0.0-100.0]": 100.0,
            "The path to the prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab"
          }
        ]
      },
      "Own loot table (if the loot table type is 1 or 5)": {
        "Minimum numbers of items": 2,
        "Maximum numbers of items": 2,
        "Use minimum and maximum values? [true/false]": true,
        "List of items": [
          {
            "ShortName": "explosive.timed",
            "Minimum": 1,
            "Maximum": 2,
            "Chance [0.0-100.0]": 100.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          },
          {
            "ShortName": "ammo.rocket.basic",
            "Minimum": 2,
            "Maximum": 4,
            "Chance [0.0-100.0]": 100.0,
            "Is this a blueprint? [true/false]": false,
            "SkinID (0 - default)": 0,
            "Name (empty - default)": ""
          }
        ]
      },
      "Item Multipliers": {
        "explosive.timed": 1.0
      }
    },

 

1 hour ago, Hawkhill said:

But if its suppose to be an option to control dropchance and such, i'll add it back in where its needed. No problem.....

Correct. Feel free to use the example above and go from there.

Hawkhill

Posted

i just deleted the config from server and reloaded plugin...... then a new config file was created....  just copied it from there before i added my old config back in 🙂
Just wasnt assure if there was a option to control the droprate, since i was an smartass and removed it all 🤣
But thanks.....

Gonna see if i get the jackhammer to work later today.
The speargun idea was just to get a way to get in, and it only works for the underwater doors....
Realistic? Nope.... i know.... 
An alternative could be lesser doors and divide the sub into sections that is locked behind keycard doors...
But this works for me. And if i get the balance of the loot right  and players get enough xp doing it aswell, i think they will enjoy it.

 

HowlingWolf

Posted

Is this working or been updated ? Not working at my end

Jbird

Posted

4 hours ago, Hawkhill said:

i just deleted the config from server and reloaded plugin...... then a new config file was created....  just copied it from there before i added my old config back in 🙂

I dig it, that works too!

 

4 hours ago, Hawkhill said:

Just wasnt assure if there was a option to control the droprate, since i was an smartass and removed it all 🤣
But thanks.....

Doesn't hurt to ask. Now you know! No problem at all either.

 

4 hours ago, Hawkhill said:

Gonna see if i get the jackhammer to work later today.
The speargun idea was just to get a way to get in, and it only works for the underwater doors....
Realistic? Nope.... i know.... 

Cool feel free to let me know how that goes. I already mentioned a bit of the conversation to K but I'll update him with anything else we find out that could be of interest or potentially addressed in a future update.

Also don't take my criticism of the idea the wrong way at all, I think if anything I was just explaining why that hasn't been thought of yet most likely. I don't think too many peoples heads have gone to lemme break this armored door with a speargun haha but it's all good. It was a unique idea but just kinda kicking the thought around a bit with you, even partially out of curiosity.

 

4 hours ago, Hawkhill said:

An alternative could be lesser doors and divide the sub into sections that is locked behind keycard doors...
But this works for me. And if i get the balance of the loot right  and players get enough xp doing it aswell, i think they will enjoy it.

Worth adding to the suggestions collection for sure. Some of that would require a good deal of reworking the plugin and code, it's possible but some of it especially the keycards would require quite a few changes including the data file.

Hopefully with the additional information and clarity though you're able to get a balance that you and your players like! Have fun with it!

 

 

1 hour ago, HowlingWolf said:

Is this working or been updated ? Not working at my end

Yes. Ensure that you have the most recent version of NpcSpawn as there was an updated needed with that core plugin when the Halloween update(s) were released.

HowlingWolf

Posted

2 hours ago, Jbird said:

I dig it, that works too!

 

Doesn't hurt to ask. Now you know! No problem at all either.

 

Cool feel free to let me know how that goes. I already mentioned a bit of the conversation to K but I'll update him with anything else we find out that could be of interest or potentially addressed in a future update.

Also don't take my criticism of the idea the wrong way at all, I think if anything I was just explaining why that hasn't been thought of yet most likely. I don't think too many peoples heads have gone to lemme break this armored door with a speargun haha but it's all good. It was a unique idea but just kinda kicking the thought around a bit with you, even partially out of curiosity.

 

Worth adding to the suggestions collection for sure. Some of that would require a good deal of reworking the plugin and code, it's possible but some of it especially the keycards would require quite a few changes including the data file.

Hopefully with the additional information and clarity though you're able to get a balance that you and your players like! Have fun with it!

 

 

Yes. Ensure that you have the most recent version of NpcSpawn as there was an updated needed with that core plugin when the Halloween update(s) were released.

I do have it.. yet, too be working.. 😞

Jbird

Posted

7 minutes ago, HowlingWolf said:

I do have it.. yet, too be working.. 😞

What version of WaterEvent do you have?
What version of NpcSpawn do you have?

In what ways is it not working? I need a lot more detail to be able to be of any assistance here.

Reload the plugin and let me know what you get in console.

oxide.reload WaterEvent
Hawkhill

Posted

Jbird: Jackhammer didnt work either.... seems like it need to be explosive dmg to do anything to the doors...

Covfefe

Posted

Can you add an option to make the entire submarine raidable? So sick and tired of players asking how to raid the submarine.

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