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Jbird

Posted

3 hours ago, copcopekcro said:

hello .. Is it posibble to make custom path ? or they can only spawn on radnom places ? tnx

Currently they are set at random no custom location or path, but you can configure the amount and such.

Yuki

Posted

Hi,

im thinking about buying the plugin.

Can you set the npcs to neutral, so that they only attack players if they attack first ?

Chit Show

Posted

Players will just drive up and c4 the boat.

Jbird

Posted

3 hours ago, Yuki said:

Hi,

im thinking about buying the plugin.

Can you set the npcs to neutral, so that they only attack players if they attack first ?

Currently that isn't an option but I'll bring it up with the developer as a suggestion. My recommendation would just be to have a low amount of patrols or the amount of NPCs in each patrol to make them less troublesome. In my opinion having them set as neutral unless attacked somewhat defeats the purpose of having them, still I will bring it up as perhaps others might like that idea for various reasons as well.

 

9 minutes ago, Grumbles said:

Players will just drive up and c4 the boat.

Do you have any video of this happening? Are you saying that they are able to do this without the NPCs fighting back or that this is a tactic being used to fight them? There just isn't much context here to know if you're saying that this is an issue or more details on it in general but let us know a bit more to go on.

Chit Show

Posted

If the NPCs are made passive that's what will happen.

Flint Monkey

Posted

I tried toning down the damage the patrol boats do by replacing the HE grenades with ammo.grenadelauncher.buckshot, but they still appear to be using ammo.grenadelauncher.he ammo. Is there something I need to do for this change to take effect beyond 1) updating the config file and 2) reloading the plugin?

Chit Show

Posted

Weird, I put smoke in mine to be an a-hole and it works. 

          {
            "ShortName": "multiplegrenadelauncher",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [],
            "Ammo": "ammo.grenadelauncher.smoke"
          },
 

  • Like 1
Jbird

Posted

1 hour ago, Grumbles said:

If the NPCs are made passive that's what will happen.

That makes so much more sense, apologies. I didn't realize you were replying to the other comment. Good point though.

 

1 hour ago, Flint Monkey said:

I tried toning down the damage the patrol boats do by replacing the HE grenades with ammo.grenadelauncher.buckshot, but they still appear to be using ammo.grenadelauncher.he ammo. Is there something I need to do for this change to take effect beyond 1) updating the config file and 2) reloading the plugin?

        "Belt items": [
          {
            "ShortName": "multiplegrenadelauncher",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.flashlight",
              "weapon.mod.holosight"
            ],
            "Ammo": "ammo.grenadelauncher.buckshot"
          },

Should look like this in that section. Were you adding it to their held items? (This is an edited version of the default config supplied so yours may look different but it's to show where the Ammo section is and how to change it.

Flint Monkey

Posted

12 hours ago, Jbird said:

That makes so much more sense, apologies. I didn't realize you were replying to the other comment. Good point though.

 

        "Belt items": [
          {
            "ShortName": "multiplegrenadelauncher",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.flashlight",
              "weapon.mod.holosight"
            ],
            "Ammo": "ammo.grenadelauncher.buckshot"
          },

Should look like this in that section. Were you adding it to their held items? (This is an edited version of the default config supplied so yours may look different but it's to show where the Ammo section is and how to change it.

I was adding it to the belt items. Here's my version of the above code:

 "Belt items": [
          {
            "ShortName": "multiplegrenadelauncher",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.flashlight",
              "weapon.mod.holosight"
            ],
            "Ammo": "ammo.grenadelauncher.buckshot"
          },

It's identical. Some plugins require unloading them before making changes to the config file for the changes to take effect. I wasn't sure if I had to do this with Water Patrol. 

Jbird

Posted

2 hours ago, Flint Monkey said:

I was adding it to the belt items. Here's my version of the above code:

 "Belt items": [
          {
            "ShortName": "multiplegrenadelauncher",
            "Amount": 1,
            "SkinID (0 - default)": 0,
            "Mods": [
              "weapon.mod.flashlight",
              "weapon.mod.holosight"
            ],
            "Ammo": "ammo.grenadelauncher.buckshot"
          },

It's identical. Some plugins require unloading them before making changes to the config file for the changes to take effect. I wasn't sure if I had to do this with Water Patrol. 

The above should work.

If you're adding it to their belt (it's own category it's own slot) it's not going to work. This ammo parameter was added to the config to allow different ammo types but they won't recognize separate belt items unless it is a healing item, throwable, or a weapon. That's a bit confusing though because I see that everything is technically a belt item, I just meant if you were to place it outside of the ammo config option for the weapon it is being used with.

I blame lack of sleep for my poor explanation but hopefully I'm at least starting to make sense.

You would not need to unload it but you would need to reload it once you saved the new config version. Just the plugin. Otherwise it is good practice to unload to make changes and load again after.

jaybee3

Posted

Added the ability to specify custom places of appearance of boats on the map in the configuration

Do you have an example of this config? Don't think the current pastebin example on the front page has it.

Is it possible to specify them to patrol around LOIL/SMOIL or the Underwater Bases? Or is it co-ordinate based (and therefore would need an update each wipe for procedural maps?). Would also love to have these flanking cargo.

Also are there respawn timers on the boats, or if you specify min/max of 6, there will always be 6 on the map? (kill one, another pops up instantly somewhere?)

jaybee3

Posted (edited)

EDIT: Post duplicated by mistake, feel free to delete this one.

Edited by jaybee3
Jbird

Posted

2 hours ago, jaybee3 said:

Is it possible to specify them to patrol around LOIL/SMOIL or the Underwater Bases? Or is it co-ordinate based (and therefore would need an update each wipe for procedural maps?).

Coordinate based. They are not able to spawn near or go too close to monuments due to the fact that most of the monuments they could reach, they could get stuck on.
 

2 hours ago, jaybee3 said:

Would also love to have these flanking cargo.

This is actually in the roadmap for the plugin but there is no time window at the moment of when that might happen.

10 hours ago, jaybee3 said:

Also are there respawn timers on the boats, or if you pecify min/max of 6, there will always be 6 on the map? (kill one, another pops up instantly somewhere?)

Depends partially on the min max. If min and max is the same number then it will work to maintain that number. If there is variance in the min and max then perhaps there will not immediately be a replacement in some instances.

 

LaernuTairos

Posted

On 11/25/2022 at 7:32 PM, Grumbles said:

If the NPCs are made passive that's what will happen.

 

Perhaps Peacekeeper settings then, because you're right, if they're passive people will abuse that LOL. For sure

Peacekeeper would work though, if player CarryingWeapons or CarryingExplosives = true, then hostile = true

Check player bigbackpacks plugin as well = True

 

If someone is just out there fishing with no guns, then no harm

  • Like 2
KingSizeKevin

Posted (edited)

Playing on a large 5000 size map and all the patrol boats are spawning mostly along 1 side of the map and are not evenly dispersed around.  Is there any way to improve this?  

Edited by KingSizeKevin
Jbird

Posted

On 1/19/2023 at 1:10 AM, LaernuTairos said:

Perhaps Peacekeeper settings then, because you're right, if they're passive people will abuse that LOL. For sure

Peacekeeper would work though, if player CarryingWeapons or CarryingExplosives = true, then hostile = true

Check player bigbackpacks plugin as well = True

If someone is just out there fishing with no guns, then no harm

Forgot to actually reply to this before but did take note of the suggestion and just wanted to say thanks for the feedback.

 

7 hours ago, KingSizeKevin said:

Playing on a large 5000 size map and all the patrol boats are spawning mostly along 1 side of the map and are not evenly dispersed around.  Is there any way to improve this?  

Perhaps simply finding a larger number of patrols that fits better might work. There is likely a reason they are preferring that side, would need to see the map to know though so just a guess. But perhaps a larger number would fill in the gaps.

SugarHunny

Posted

Are the boats supposed to Patrol? mine seem to not patrol very much if at all.

Jbird

Posted

1 hour ago, SugarHunny said:

Are the boats supposed to Patrol? mine seem to not patrol very much if at all.

They do not patrol around in that sense so I suppose in that way the name might be misleading. Instead they spawn into random locations and wait around for players to come nearby. There are config options however to increase their effectiveness.

KingSizeKevin

Posted

Can you make it ignore players on cargo ship?  We keep having patrol boats chase players down then the patrol boat gets clipped onto cargo ship and stuck

  • Like 1
Jbird

Posted

23 hours ago, KingSizeKevin said:

Can you make it ignore players on cargo ship?  We keep having patrol boats chase players down then the patrol boat gets clipped onto cargo ship and stuck

What version of the plugin are you running?

KingSizeKevin

Posted

51 minutes ago, Jbird said:

What version of the plugin are you running?

I see I am 1 version behind and missed that last fix.  My mistake.  I'll give that an update thank you.

Jbird

Posted

3 hours ago, KingSizeKevin said:

I see I am 1 version behind and missed that last fix.  My mistake.  I'll give that an update thank you.

No worries, won't have that problem on the updated version.

🍻

Grecords

Posted

Not working after today's update

KpucTaJl

Posted

14 hours ago, Evgeniy Popov said:

Not working after today's update

Why?

image.png.b8991226bb5798be4e22ed97896a11e7.png

Grecords

Posted (edited)

Когда появляется событие с грузовым кораблем, патруль подплывает к грузовому кораблю и самоуничтожается. Как это можно исправить? That is, a boat with bots explodes.

Edited by Evgeniy Popov

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