Hawkhill
Member-
Posts
378 -
Joined
-
Last visited
-
Days Won
2
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Hawkhill
-
- 1,344 comments
-
- #leveling
- #progression
- (and 19 more)
-
Im willing to pay for it if you make it. Would make a great addition to my server. Just need a simple plugin where i can right click on research paper to get xp in the skilltree. One researchpaper gives one xp. Then players on my server can get rewards from other plugins in form of research papers to get xp and even buy xp for scrap. I bet there is others than me that would love this..... hope you are willing to make this in the near future.
- 1,344 comments
-
- #leveling
- #progression
- (and 19 more)
-
I mentioned an idea earlier about getting xp from rightclicking researchpapers. Im running a pve server. and want more things to do on my server. There are alot of plugins that i can use, but not many gives xp in the skilltree, since skilltree is using its own xp system and are depended on that they support eachother. Most of the plugins is supporting for example economics or / and server rewards so you can get RP / items as reward to complete quests etc. Adding the feature so you can get xp from for example research papers would make an huge improvement on my server. We can then also buy xp for scrap. Hope you can add this feature.
- 1,344 comments
-
- #leveling
- #progression
- (and 19 more)
-
I noticed something today. The NPC's doesnt have correct HP, and the attack range is wrong. Example...... the snipers in the towers at airfield..... In configfile i have set: "Health": 100.0 "Attack Range Multiplier": 1.0, "Sense Range": 75.0, Shouldnt this mean that the npc have 100hp and are not shooting at you over 75m? Headshotted one of them with L96 with HV Bullets..... didnt die and he was shooting back at me. Runned combatlog in console and it tells me that i was firing at the NPC from 165m, NPC had 300hp before i hit it, and got 70hp left after i headshotted him. Same with another sniper across the airfield 271m away...... Anything ive done wrong in config?
-
- 1,344 comments
-
- #leveling
- #progression
- (and 19 more)
-
Only thing i can point out is that you have set 150 points is max you can place and your level limit is 100.... Are you guys over level 100? If thats not the case.....have you reset the skillpoints after the update? The whole skillsystem have been reworked in this update, so maybe skills that was already placed before the update is messed up... Sugguest you maybe try to type /stresetskills in chat and try placing your skills again
- 1,344 comments
-
- #leveling
- #progression
- (and 19 more)
-
What an amazing update @imthenewguy lots of my wishes came through in one big update. 10 / 10. But one thing im noticing now with the new update where i can add my own skills with permissions. Would have been nice to be able to choose how many skillpoints you need to use for each skill and not just a global setting that affects all skils. I found it quite challenging to customize the different skilltrees so they had enough skillpoints to trigger the new ultimate skills. Ended up with reducing it to 20points to unlock the ultimate skill. Some of the skills ive made with permissions is quite powerful, and should cost more than others to unlock. Would also have been awesome if i could set level requirement for some of the skills. The XP Pumpbar is also abit messy, but i see in chat that others have mentioned it. Keep up the good work! EDIT: Other thing.... i sugguested earlier that i wanted the possibility to buy xp for scrap, by for example gettng xp for clicking on research papers. Then my players will have more they can spend their scrap on, and alot more plugins can give xp as rewards..... Now the xp from other plugins is very limited, since there is just a few that supports the xp system in the SkillTree plugin. Then it would be an easy fix to just reward players with an ingame item..... for example research papers.
- 1,344 comments
-
- #leveling
- #progression
- (and 19 more)
-
Nah.... they wouldnt move. Even tried to copy some lines from BetterNPC into the pluginfile
-
Lol... this explains alot.... I just noclipped inside for testing purposes so i didnt have to break doors.... Didnt know you actually had to break the doors to make them spawn. Damn..... it have been hours with frustration..... Thanks alot for the explaination. Is it these location settings that triggers the NPC' spawns? "Position of doors (not edited)" If yes...... can i for example edit them so i make all NPCs on that floor spawn by breaking a spesific door? Or will that break the plugin? Can figure out which doors to make the spawn trigger myself. Last thing..... isnt it possible to make the NPC's move? Now their just like stationary NPC turrets with grenades..... I use NpcSpawn for another plugin on my server (BetterNPC) to spawns NPC's on monuments. In that im able to change these settings to make the NPC's move. "Roam Range" "Chase Range" "Is this a stationary NPC? [true/false]" I see the NPC settings in the WaterEvent plugin is exact the same as BetterNPC, exept the settings that makes them move is missing from the config. Will it work if i just add these settings into the config myself? Would be great if they actually rush you instead of being stationary. More challenge with a moving target. But i guess there is a reason why they are stationary and they maybe will fall through the floors if they run around.
-
Hi! Amazing plugin you have made, and a incredible design job on the submarine! Im really impressed. Im trying to get this plugin up and running with my configuration, but somehow only the NPC's outside will spawn. Have no clue what ive done wrong in the config. Ive changed the outfits / skins, cleaned the loot table of unnessesary items, and renamed the inside NPC's to "Mariner1" to "Mariner16" so i can easily locate each NPC so i can change their settings and gear depending on where they spawn. Plugin loads as normal and json file comes with no errors when i validate. Cant see any difference on the configuration of the inside NPC's than the outide NPC's. Could you take a look at my json and try to locate where the problem is so i dont need to delete the config and start over again? Best Regards Hawkhill WaterEvent.json
-
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.
-
Easy Bases ive made very easy to raid. Small honeycombed stone bases with wooden doors and wooden external walls..... Raidable with just explosive bullets / molotows / flamethrowers and are not not meant to go hard with rockets and c4's on. Made them this easy so new players with few resources can start raiding early and get gear and stuff for their bases. But there isnt guaranteed C4/Rocket drops as i have on the medium and above bases, since its that easy.
-
Doesent seem like its randomly picked as long as i set it to 100% dropchance. So far every single item ive set to 100% drop in the difficulty loot table has dropped every time. The rest is randomly picked until the Min / Max limit of items has been reached. If this hadnt worked, i would use the baseloot. But i dont see any reason to put it into a separate loot table as long as i got it working the same way. Only thing i need to remember is if i want 50-70 random items to drop, i have add the number of guaranteed items in addition to that number. If i got 30 guaranteed items, i just need to set the min/max to 80-100 instead. Then 50-70 random items will drop.
-
Just did a raid on hard difficulty on my server. Worked fine for me with just the difficulty loot table. The items i defined with 100% drop, dropped as they was suppose to do. Rest of the loot table was random with the dropchances i defined...... Only difference as i see is that i have to increase the amount of items that drops since ive defined both 100% drop and random drop in the same loot table. Got 200+ items that doesent have 100% drop So i will stick with my sollution for now and just balance the amount that drops so it matches each difficulty. But to do that i need to keep raiding to have some more numbers to work with. Need to know how much it costs me to raid each difficulty to get the numbers right.
-
Ive actually disabled baseloot and defined in each difficulty how much of each item i want to spawn with 100% dropchance. Seems to work pretty well. Thought it was confusing with multiple loot tables. Now i have just 1 for each difficulty. Loot gets better and better the higher the difficulty is, and the worst items get lower and lower droprate and dissapears on the higher difficulties. I thought that through. But finding the balance on how much loot is pretty hard. Specially on C4 / Rockets. Some players goes in hard and others goes more economical. I dont want people to get too much, but at the same time they need to get enough so its worth their time. Im running a PvE server with XP system and the SkillTree plugin found here. So the players dont have the rush to get loot fast to raid other players and protect their bases. XP is what they want, so they can unlock features and perks.
-
Hi! Amazing plugin you have made! Im wondering if you could add a feature to the airdrop event. Would be great to have the option in the configfile to turn on a map marker where the supplydrop lands, and maybe posts a message in chat where it landed. Im currently using another plugin to do that on my server, but it cant tell the difference between a supply signal and a ordinary drop, and places a marker and notify in chat where it lands. But Better NPC can tell the difference and wont spawn NPC's on supply signals.... Is this something you could do?