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Everything posted by JustANoob
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Thank you!
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I've done what I can to try to solve the issue. Any help would be awesome to fix this issue. Thank You! TreasureMaps.json
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Monster said that he doesn't support 3rd party plugins. Now the only thing I need to know from your plugin is how I can choose other NPC Shortnames that are spawned, so I can zero in on where I want certain NPCs at the locations I need them to be tracked correctly and have the correct Kit. As it stands they would be in the same place as the Circles and the Triangles, besides them being at oil and bradley they are mixed in with the others. I don't know how to set them to the ones I need. Tier 1 - Circles - Heavy Scientists Tier 2 - Triangles - Heavy Scientists Tier 3 - Squares - Heavy Scientists From what I see is that BetterNPC only spawns in the Heavy scientist as the spawned in NPC everywhere they spawn. Monster's plugin tracks the Shortnames of each scientist of the type and if I wasn't using BetterNPC then it would have all the default NPCs. My admin said she spent 6 hours getting them to work this way and this is the Stats with her work, and they are all tracked correctly now, but Circles "My mastake, I copied the the same Kit into every config in BetterNPC", but Each plugin from what I can see on top of BetterNPC chooses to use Heavy Scientist in place and that makes it hard to track. Say if I could choose NVG for the config for the monument for Silo then they would all match. And if for Gas Station I could choose "Scientist NPC Any" or what its supposed to be at that Tier then it would match. Convoy. GasStationEvent, BetterNPC all spawn Heavy Scientist from what I can see. If there was a way I can change the Heavy Scientists in the config that I'm not aware of, that be so awesome and solve the issue of the tracking of each NPC in the stats. I don't know if I should even care now that she fixed it, but I'm that type to see if there is a solution. I check out the NPCSpawn plugin config also. Thank You again!
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so the plugin tracks kills of the NPCs and BetterNPCS uses the heavy scientist to spawn the new npcs on the map, but if they are all heavies then I can't track the different tier monuments that have 1 2 3, circle, triangle square in that order, because every monument would have the heavies and not be able to choose the different npcs to match the tiers or the npcs that are default at the monuments.. XStatistics.json
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Dictionary<string, string> names = new Dictionary<string, string>() { {"oilrig", "OilRig"}, {"excavator", "Excavator"}, {"peacekeeper", "CompoundScientist"}, {"bandit_guard", "BanditTown"}, {"_ch47_gunner", "MountedScientist"}, {"junkpile", "JunkPileScientist"}, {"scarecrow_dungeon", "DungeonScarecrow" }, {"scarecrow", "ScareCrow"}, {"military_tunnel", "MilitaryTunnelScientist" }, {"scientistnpc_roam", "RoamScientist"}, {"scientistnpc_full_any", "FullAnyScientist"}, {"scientistnpc_full_mp5", "FullMP5Scientist"}, {"scientistnpc_full_lr300", "FullLR300Scientist"}, {"scientistnpc_full_pistol", "FullPistolScientist"}, {"scientistnpc_full_shotgun", "FullShotgunScientist"}, {"scientistnpc_full_patrol", "FullPatrolScientist"}, {"scientist_full", "MilitaryTunnelScientist"}, {"scientist_turret", "CargoShip"}, {"scientistnpc_cargo", "CargoShip"}, {"scientist_astar", "CargoShip"}, {"scientistnpc_bradley", "APCScientist" }, {"scientistnpc_bradley_heavy", "APCHeavyScientist"}, {"scientistnpc_heavy", "HeavyScientist"}, {"tunneldweller", "TunnelDweller"}, {"underwaterdweller" , "UnderwaterDweller"}, {"trainyard" , "Trainyard"}, {"airfield" , "Airfield"}, {"scientistnpc_roamtethered", "DesertScientist" }, {"arctic_research_base", "ArcticResearchBase" }, {"launch_site", "LaunchSite" }, {"nuclear_missile_silo", "NuclearMissileSilo" }, {"scientistnpc_roam_nvg_variant", "RoamNVGVariantScientist" }, {"gingerbread", "Gingerbread" }, {"missionprovider_fishing", "MissionProviderOutpost" }, {"missionprovider_outpost", "MissionProviderFishing" }, {"missionprovider_stables", "MissionProviderStables" }, {"missionprovider_bandit", "MissionProviderBandit" }, {"boat_shopkeeper", "BoatShopkeeper" }, {"bandit_shopkeeper", "BanditShopkeeper" }, };
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XStatistics requires the right Shornames to track them from what I can see and all your NPCs are Heavy Scientists. so all get tracked as those. If you have a solution, I'm all ears.I have different kits also and I use NPCkits for the ones not controlled for BetterNPCs. Thank You!
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What i have noticed is that if they spawn in a block somewhere the player can not reach, they de-spawn and there isn't an opportunity to finish or find them ever again.
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The image isn't working it says... VirtualQuarries was compiled successfully in 1221ms Unloaded plugin VirtualQuarries v2.4.7 by ThePitereq Calling 'OnServerInitialized' on 'VirtualQuarries v2.4.8' took 881ms Loaded plugin VirtualQuarries v2.4.8 by ThePitereq Image failed to download! Error: Cannot resolve destination host - Image Name: crude.oil_0 - Image URL: virtualquarries.crude Thank You!
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Please Update!
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Alrighty Then!
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So this one differs from the Custom Buttons plugin. and much more from what I can see.... Players can make their own buttons from the HUD... Plus have Server Buttons also that are default when a player joins.... The players disable or enable the default server buttons when they want.... I wish I would have seen this one before I got the other one.
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Convoy Ent Killing Traveling Vendor when it touches it.
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I think it works only with the default button to get out of a team, but it doesn't catch the clan leave command. But it happens on my server too, it definitely needs to be fixed. A fix for if you want to patch it, is have it reload the plugin on a timer.
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here is my data file for MonumentAddons "PrefabName": "assets/bundled/prefabs/hapis/npcvendingmachine_hapis_hapis.prefab", Thank you! GreenZone101.json
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I use assets/bundled/prefabs/hapis/npcvendingmachine_hapis_hapis.prefab for ScrapVendingExchange as to keep the atms separated from others. but the gui cui isn't coming up either when the vending is opened. now I had to fix the vending machine not showing also, whats weird is the atm was the only one that would spawn like the other vending machines and I had to trick the plugin data file by changing the prefab to something else and then back to hapis. I could use some help fixing it please and thank you!
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Same issue.