aimacak
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Everything posted by aimacak
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@Kreavles Hello again, you can use PveMode, it will partially or completely solve your problem. I have specified two parameters below, the first from the BossMonster configuration, you need to enable PveMode operation mode, the second from the PveMode configuration, you can specify a time equal to the Bosses' lifetime there, this parameter is responsible for how long the NPC, in this case the Boss, should NOT take damage so that the damage statistics are reset. I'll also clarify that this time will work for all NpcSpawn NPCs (all NpcSpawn plugins that use NpcSpawn), but I don't think it's critical because NPCs don't live long I will also clarify that at the moment, even if you are with someone in a team, the damage is calculated individually, perhaps later a total calculation of the damage caused by the members of the same team will be implemented upon the death of the Boss. "Use the PVE mode of the plugin? (only for users PveMode plugin)": true, "The time to clear the information of the players' damage to NPC after NPC has take the last damage [sec.]": 180.0,
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Hello, I have conveyed your wishes to the developer, there is no additional information yet.
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Hello, I have conveyed your wishes to the developer, there is no additional information yet.
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Could you provide your files for testing? files configurations: NpcSpawn, BossMonster data files: either the entire data folder, or the folders that are in it: NpcSpawn, BossMonster You can send them to PM if you don't want everyone to have access to them.
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@Bear Grills Hello, I have attached a description of the BossMonster plugin, it contains information about what an ID is and how to get it yourself for custom maps, sometimes they are provided somewhere when buying a map, but you can always use this example to calculate them yourself using plug-ins that show information about entities, for example, EntityOwner from umod by command /prod when you look at the entity. I have also attached an Example file slightly modified according to this description, which is located in the BossMonster archive at the path data/BossMonster/CustomMap/Example.json, I also added the syntax of coordinates to it, global coordinates, to get the coordinates you need in the game, stand at the place where you want the boss to appear and write `printpos` in the console. Also, do not forget to check that the names of the Bosses correspond to the data files (presets) in the folder data/BossMonster/Bosses. All files for custom maps are stored in the folder oxide/data/BossMonster/CustomMap. You don't have to delete files from there, the plugin will understand by itself which map is currently installed on the server and will download only the necessary file if there is one in this folder. The plugin will tell you about this process in the console during the plugin loading. It will write in the console what file works on the current map, and what ones don’t work If you want to create a custom place for the boss to appear on your custom map or on a map that is not in this list, you have to create the ID of this custom map. After that you need to place an item such as a RAND Switch on your map. It must be placed randomly, where it will not be visible to other players. You will get the identifier, if you add up the three coordinates of the position of this object from RustEdit (x, y and z) and write the resulting value in the parameter of your file (an example file can be taken from ready-made files) - ID As an example, let's take the coordinates (26.896, -456.158, 527.258), then our identifier is 26.896 - 456.158 + 527.258 = 97.996 Then you need to indicate a list of bosses that will appear on your map. You need to copy the configuration data block for each boss. In the database parameters you will specify the name of the boss and a list of positions where it can appear Example.json
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Hello again, fixed in PveMode 1.2.5.
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So, for bosses with ranged weapons, this setting is disabled, but they sometimes become invisible forever. For bosses with melee weapons, the setting is enabled and they also sometimes become invisible forever. Did I understand correctly?
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Hello, has this been fixed yet?
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Hello, are you using PveMode? in main config BossMonster: "Use the PVE mode of the plugin? (only for users PveMode plugin)" I agree with you, I'll tell the developer, I think sooner or later he'll do something about it.. but that's not accurate
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Hello, are you using this parameter in data/BossMonster/Bosses/? "Use the invisibility ability? (use only for bosses with melee weapons) [true/false]"
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Hello, you can customize each Boss in `data/BossMonster/Bosses`, and the parameter you were looking for is called: "Do you use the Marker? [true/false]"
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Hello, NPCs or Scarecrows? I was only able to replay 1 phone call, after CH47 arrived and player killed one of the Scarecrows.
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Hello. Let's take it in order: This command literally means a delay before CH47 appears on the edge of the map after the spawn event. "Delayed departure of CH47 after the start of the event [sec.]" If on your map CH47 will fly to the event in 5 minutes, the departure delay of CH47 is 0.0, the time of the event is 1 hour (3600), and the notification time before the end of the event is 120.0, then when starting the event without any interaction with it, CH47 will arrive in 5 minutes, scarecrows will enter it and he will fly away, the timer for the end of the event will change to 120 seconds. Based on these data, I believe you need to choose the right values depending on your wishes. "Duration of the event [sec.]" "Notification time until the end of the event [sec.]"
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Hello, in theory yes, but I don't have any additional information. You need to convert the desired sound to JSON and correctly replace the contents with yours. Files: sound_ru / sound_en in oxide\data\Satellites\Event\
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Hello, it's fixed in version 1.8.8 of Armored Train, right?
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Hello, is the problem still there? Does this happen every time the two of you attack the boss or sometimes?
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Hello, an interesting find, I don't quite understand its usefulness, but I will share this information. Thank you.
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I mean a really big difference, for example 50 points and 8 boats, this will clearly happen less often)
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The thing is, randomness already exists. If you set 3 coordinates next to each other and set min-max 1-1 and kill the NPCs on the boat, you'll see that randomness occurs. But sometimes there are situations when a boat appears on a boat. So, as a temporary solution, you can make the number of spawn points much higher than the maximum number of boats, this will reduce the frequency of this situation.
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I learned that rocket launchers are designed only for raiding buildings, if you insert a house next to this NPC and stand in it, it will shoot, but only in this scenario..
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for rpg i think u need look in config NpcSpawn and add shortname like others weapons, and it will work)
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np) pay attention to these parameters in all presets, try to avoid random spawn if possible, in my procedural map they are used only on Quarries, i.e. in more or less open terrain, because they can appear in textures, etc., etc., it is impossible to foresee all these situations.
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sorry, its my bad.. wrong algorythm first this: /SpawnPointAddPos 1 test1 1 - means the sequence number of the NPC preset in the test1 file second this: "Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1, because in my first case u dont have custom coordinates for own spawn
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try this: "Type of appearance (0 - random; 1 - own list) (not used for Road and Biome)": 1, and this in your wishes position for spawn: /SpawnPointAddPos 1 test1
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you tried to change this parameter? "Type of navigation grid (0 - used mainly on the island, 1 - used mainly under water or under land, as well as outside the map, can be used on some monuments)"