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Everything posted by Et3rn47
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I'm hoping there's another config somewhere i need to adjust. These are NPCspawn settings, the zombies will target, run to, and attack NPC. There is no damage, and the military (non-zombie) npc's will not attack back. I've also added the zombiehorde plugin config for review. Any help would be greatly appreciated
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- 1,131 comments
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- #loot
- #customloot
- (and 13 more)
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- 1,131 comments
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- #loot
- #customloot
- (and 13 more)
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- 1,131 comments
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- #loot
- #customloot
- (and 13 more)
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- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
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- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
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- 1,131 comments
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- #loot
- #customloot
- (and 13 more)
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If by yellow you mean green edit button, and if "select menu" is where you're selecting the container to edit from under the different category tabs... that doesn't help in regard to what I'm talking about. Since I have created that new custom item, it now lives under any container edit option and I can't get rid of my custom added item. As you'll see this is kitchen sink vs the toilet_b. Every container I want to edit what items can appear in them, when I select the "custom" category, the item I mistakenly duplicated is there. At a minimum, I'm asking how this is saved within the game files I guess, so I can remove their entries all together
- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
-
- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
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- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
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Thanks for the reply -- I might be missing something then as if that's the case, what's the point of being able to establish quantities on each item, when adding the item? Forgive me if I'm not understanding how these 2 different sets of number do, or don't correlate. Does the associated quantities added upon item add, over-ride the quantities of the tiers they belong to?
- 1,131 comments
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- #loot
- #customloot
- (and 13 more)
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Ah, okay. I was under the impression if you left those values default, it would take into consideration all of their percentages to drop, compared to one another, and then after probability takes it's part you'd get the executed loot(s). ie, green has 14 items with a 50% chance to drop, blue with 6 that have 33, yellow 5 @25% etc etc. The algo would calculate then what should drop. Not that it has individualized the percentages to drop from the drop rate % tier they belong to. I understand the logic now, but at the point of the more rare tiers having both lower percentages, and lower amounts of items in it, seems a bit counter intuitive. Let's say there's only 2 items at a 2% chance to drop, if you set the minimum items to drop at 1 - 1, in theory if you have 6+ items in your drop wouldn't that make the drop rate 100% ? If then you placed it 0-1, the drop rate would still be 50% Please correct my understanding on this
- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
-
- 1,131 comments
-
- #loot
- #customloot
- (and 13 more)
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Great plugin man, I appreciate your time on it. Is there a way to have only the locked crates spawn, without any drops? It appears as though they're tied together in some fashion, and I may be over looking how to do this. Setting the "drops amount : 0" only makes a strange 1 drop 1 crate appear, even when "crates per drop: 3" What I'm looking to do, is have 0 drops, but still have 3 locked crates spread out across the landing strip of the airfield. This gives opportunity for sneaky loots during engagements vs forcing fights at middle when 1 drop has 3 locked crates spawn next to it. It's more inclusive. Thanks in advance.
