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Krungh Crow

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Everything posted by Krungh Crow

  1. weird nothing changed with animals testing it now
  2. Ah can be done aswell
  3. Yeah thats what i thought too so using this setup aswell
  4. They changing the lootpanel again so i have to check after work tonight
  5. Oh it can be done but skinandbones and fisher handle the bone and skull id's
  6. yeah tested and all just make them blanc " " to use nothing i personaly like the water effect on spawn and death so i added the FX on npc transform and death locations
  7. updated with above FX additions
  8. "Sound and visual FX": { "FX used when npc spawns (at npc position)": "assets/bundled/prefabs/fx/explosions/water_bomb.prefab", "Spawn soundeffect (at player position)": "assets/bundled/prefabs/fx/player/howl.prefab", "FX used when npc dies (at npc position)": "assets/bundled/prefabs/fx/explosions/water_bomb.prefab", "Death soundeffect (npc deathsound)": "assets/rust.ai/agents/bear/sound/death.prefab" } currently setting something up like this and if users like it i can gradually add this to other plugins i have
  9. testing some graphical stuff like when npc is killed to explode with water effects (low serverimpact) sound test is succesfull so i can add that soon @Flammable
  10. thx for the reminder ^^
  11. nice one i am allready testing some sound changes when it is killed
  12. Have to figure that out since i only found a api to populate a crate true false on the website. I own alphaloot but it took to long to setup so never used it ill chec the plugin for the hooks. its widely used but not the most used one since for starters the loot setup is long dredded to set up but allot has changed since i bought it so who knows But dont get your hopes on for now i decline alphaloot support.
  13. if they are the only murderer npc then yes. scientists and murderers are all commonly used with most plugins. Not a fix or issue either way for a lightweight plugin as this.
  14. that is beceause they are not scarecrows
  15. Patched wounded state and added small spawn radius on version v1.0.3
  16. in current version yes u need to cycle between kits having diffrent weapons or assign multiple weapon in the belt bar in 1 kit(this should change weapons during the lifetimg as in weapon changing of the npc). Not adding weight or rates to loot to keep these plugins as light as possible for now but i will update that eventualy
  17. Ah yes brief wounded state makes npc get lootable (good find i need to block it or temp remove the wounded state ). Ah the nice backpack drops are kind of my signature but it can be added to corpse instead if needed by config options in the future. and yes like in any other plugin where u assign kits to npc u need to include a weapon in the kit.
  18. think old kits uses item id's instead of shortnames in the data ill look them up just incase and update the Post updated the topic with itemid's (for use with old kits)
  19. https://codefling.com/forums/topic/354-using-frankensteins-with-botspawn
  20. Cheers ye without some magic those dont stack at least not on players same with the frankenstein gears. Fits npc but not on players
  21. Some outfits dont stack with a head wearable item
  22. i have a couple thousand npc running haven't got this error(yet)
  23. Create kit with 3 wearables or 4 if you want glowing eyes and weapon or whatever you want in the belt/inventory. Edit the kits_data.json file and change the 3 wearable items to the Frankenstein wearables. Can mix them around if you want more different looks The following item shortnames can be used : frankensteins.monster.01.torso [itemid : -1624770297] frankensteins.monster.01.head [itemid : -134959124] frankensteins.monster.01.legs [itemid : 106959911] frankensteins.monster.02.torso [itemid : 1491753484] frankensteins.monster.02.head [itemid : -1732475823] frankensteins.monster.02.legs [itemid : 835042040] frankensteins.monster.03.torso [itemid : 1614528785] frankensteins.monster.03.head [itemid : -297099594] frankensteins.monster.03.legs [itemid : -2024549027] Example cfg section from Kits [New Version] : "WearItems": [ { "Shortname": "frankensteins.monster.01.head", "Skin": 0, "Amount": 1, "Condition": 0.0, "MaxCondition": 0.0, "Ammo": 0, "Ammotype": null, "Position": 0, "Frequency": -1, "BlueprintShortname": null, "Contents": null }, { "Shortname": "frankensteins.monster.01.torso", "Skin": 0, "Amount": 1, "Condition": 0.0, "MaxCondition": 0.0, "Ammo": 0, "Ammotype": null, "Position": 1, "Frequency": -1, "BlueprintShortname": null, "Contents": null }, { "Shortname": "frankensteins.monster.01.legs", "Skin": 0, "Amount": 1, "Condition": 0.0, "MaxCondition": 0.0, "Ammo": 0, "Ammotype": null, "Position": 2, "Frequency": -1, "BlueprintShortname": null, "Contents": null } ],
  24. yeah its in its weapon list

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