
Hawkhill
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Everything posted by Hawkhill
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Think i found a sollution for it....... Ive set the dropchance on all other items to 0.5% Then the plugin probably have to "roll the dice" multiple times on every items before it chooses which items to drop..... Dunno if this is the best way to do it performance wise..... but seems to work Edit: Still it happends a few times that the scrap doesent drop..... happends maybe 1-2 times of 50 kills..... Not that big deal, but maybe the dev could take a look at it.... Plugin should pick the 100% drops first before the random loot that dont have 100% drop is choosen....
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Ive tried combination of prefab and own loot before and its not working proper...... Thats why im now trying to make my own list of items that should drop instad...... For me, it seems like the plugin dont prioritizes the 100% drops first and ends up choosing 3-4 other items before it comes to the scrap that has 100% chance..... Then it cant choose that cause its already choosen max items allowed.....
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As i said in my post..... i got 95 items in the list........ Scrap ive set 100% chance on drop and the rest 10% Pasted only the 2 first items from the config file....... Would be unnessesary to post the whole list here...... And yes.... ive set loot table to 1 in config...... It chooses 3 or 4 items randomly from the list, but scrap dont always drop...... It seems like the plugin dont care what i define as chance to drop......
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Hi again...... im still struggling with loot table.... Now ive created a loot table with 95 items and changed in the config that only the "own list" shall drop.... Ive set it to pick minimum 3 and maximum 4 items from the list..... Thats working fine..... But then it comes to dropchance again....... Ive set scrap to have 100% chance to drop from 10 to 30 scrap, and rest of the items equal chance to drop..... 10% Still scrap wont drop every time as its suppose to do..... After 30 npc kills, none of them dropped scrap, but dropped 3-4 items from the list..... "Own loot table (if the loot table type is 1 or 5)": { "Minimum numbers of items": 3, "Maximum numbers of items": 4, "Use minimum and maximum values? [true/false]": true, "List of items": [ { "ShortName": "scrap", "Minimum": 10, "Maximum": 30, "Chance [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "lowgradefuel", "Minimum": 10, "Maximum": 30, "Chance [0.0-100.0]": 10.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, Is it just me that are stupid? When ive configured loot tables in other plugins ive never experienced these problems......
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Been puting this on hold for a while..... But started messing around with it again today..... Tried now to set 0.1% chance for a item in the own list to spawn.... still there is a shitload of spawns on that item....... Didnt notice any difference if i set 50% chance or 0.1% chance in the own list settings..... So it seems like i actually need to add all the prefab items to own list and disable the combination of own list and prefab to make this right.....
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Got this list with the oilrig scientist dropchances.... https://rustlabs.com/entity/oil-rig-scientist#order;sort=3,1,0 I see most of the dropchances are below 1%...... Does the prefab loot share the same dropchances as i specify in "Own loot"? Or does the "Own loot" list have their own dropchance I see there are just like 15 items or so in the prefab list that has 5% or higher drop chance. Ive been using 5% on the "own loot" items..... So if they share the same dropchances i can maybe just lower it....... most of the items has 0.2% droprate and lower. Sorry... this was pretty hard to put into words with my english skills..... hope u understand.
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Hi! Sorry for late response.... Ive now set 2.5% chance any of the level 3 bluprints drop in the "Own Loot"....... Still its quite normal to get 2-3 bluprints each time i clear the abandoned millitary camp with only 10 NPC's. Here is a screenshot of a part of the configfile..... The prefabloot i can define a 0-100% chance for that loot drops...... But the "Own loot table" i can only set Min / Max items. And the chance on each individual item seems to be just a way to define if some of the items in that list should have higher / lower chance than others to drop. So what i want is a "Chance [0.0-100.0]" on the own loot list aswell..... then i can easily set for example 5% chance that any of the items from the list drops. Does this make any sense?
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Hi! Im trying to make the "Own loot table" work proper along with prefab loot.... Could you add a "Chance [0.0-100.0]" option so i can define a percentage chance that any of the items on the list will drop? Now there is just a maximum and minimum number of items option on that list and a individual chance of each item. My plan is to give some of the NPC's a 5% chance of dropping a level 3 bluprint. But i think they drop too often. But it seems like its 50/50 chance now if there drops a item from the list if i set minimum 0 and maximum 1 on "own loot table". If i modify the chance on each individual item, it seems like it just favorites one item above others. Hope i explained myself good enough
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- 1,260 comments
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- #leveling
- #progression
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- 1,260 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,260 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,260 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,260 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,260 comments
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- #leveling
- #progression
- (and 13 more)
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- 1,260 comments
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- #leveling
- #progression
- (and 13 more)
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Now you gave me a bunch of new ideas..... By the way.... I see you have solved the issue that annoyed me with the latest update.... Items that moves back to the backpacks after you transfer them to your main inventory. Good job Was kinda annoying that i had to turn on and off gather mode to prevent it.
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Just want to prevent players from respec skills after they have upgraded the bags so they can spend their points on something else to save points. Then the bags will be useless unless they place their skills back on the backpack to get the permissions needed again. Its a PvE server so the backpacks is unaccessable to other players anyway. So players wont be picking up others backpacks. Think its just a matter of time until players find out how to cheat. Bag kits are just a way to give the players a way to get the smallest bags after they have fully upgraded their umod backpack so they can start upgrading them., Also gonna set a limit on how many category bags u can have. And if players have their bags in the backpack, then they wont loose them when they die.
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Thx for the advice.... Other thing..... Im nearly finished setting up the backpack skills in the skilltree. Installed the Backpacks plugin from uMod, so i can have the keep on death ability as a skill aswell.... So ive added one skill with 8 points to unlock backpack with 1-8 rows. And a another skill to unlock the feature keep backpack on death.... Then ive made a kit that unlocks when you unlock the 8th row on the backpack. That kit gives you the aditional category bags Then ive added a skill on each of the category bags for upgrading them from 6 to 42 slots. That gives 6 skillpoints per backpack. Then i started thinking..... This might give the players a way to get around this..... by upgrading all the bags, then respec the skills and use skillpoints somewhere else. Then they still got the category bags fully upgraded..... Is there a way to set a rule on them so they for example require a permission to be opened?
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Just me that made a mistake in the config file, so the plugin reloaded the default config...... Then the orginal skins were loaded..... Then ofcourse tactical skin dont work ........
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Hi again.... I experienced something now and im not sure why this happend..... I have just added Backpacks plugin and removed the restriction on opening bag of holding bags inside backpack...... Then all my bags started to act like halloween bags and giving me loot and consuming the bag instead of opening backpack..... Skin ID havent been changed.... All i did was removing Ui Belt button, removing scrap upgrade cost (will cost skillpoint), add Backpacks plugin and removing restriction on opening bags inside backpack..... Tried to open bags both in backpack and main inventory..... Any clue why this happends? Same happend when i changed the default skin to the tactical ones the day i bought this plugin. But that i assume was cause i changed the skins in configfile..... This cant be happening after i open up BagOfHolding plugin to the players on my server. Then they are going to be mad.....
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- 1,260 comments
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- 1
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- #leveling
- #progression
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You can set what vehicles that spawn in each difficulty in the settings.... Here is an example of my easy convoy preset. "Convoy Presets": [ { "Name": "easy", "Name displayed on the map (For custom marker)": "Easy Convoy", "Automatic startup": true, "Probability of a preset [0.0-100.0]": 50.0, "Enable the helicopter": false, "The number of Bradleys ahead the truck": 1, "Number of Modular cars ahead the truck": 0, "Number of Sedans ahead the truck": 0, "Number of Sedans behind the truck": 1, "Number of Modular cars behind the truck": 1, "The number of Bradleys behind the truck": 0, "Bradley preset": "bradley_e", "Sedan preset": "sedan_e", "Truck preset": "truck_e", "Modular preset": "modular_e", "Heli preset": "heli_1" }, It should also be possible to set a custom route. Commands you can find in the documentation on this plugin.