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Everything posted by Krungh Crow
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- 225 comments
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- #bradley
- #krunghcrow
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"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
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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.
- 225 comments
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- #bradley
- #krunghcrow
- (and 4 more)
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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
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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.
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walkthrough Using Frankensteins with BotReSpawn or Rewarding Kits
Krungh Crow replied to Krungh Crow's topic in General
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) -
walkthrough Using Frankensteins with BotReSpawn or Rewarding Kits
Krungh Crow posted a topic in General
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 } ], -
- 49 comments
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- #zombie
- #krungh crow
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(and 5 more)
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