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Everything posted by PistOffBastd
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And even if you take it to this extreme, [AlphaLoot] The item autoturret was not found in any loot profiles They will build a wall of shotgun traps, There really needs to be an option to make them trap and turret safe so that the players have to defend the raid, un assisted and within TC/ Building priv distances, because you'll also find they will build a 1x1 and farm the raid from 100m away. Raz has a great Plugin, but players cheese it, and its frustrating.
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Cant get the loot to behave, could use a little direction.
PistOffBastd replied to PistOffBastd's Support Report in Support
Got it worked out, Thank You -
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Aight yall , what am i missing here? I plea exhaustion. I get default loot no matter what. [Info("JetEvent", "Razor", "1.8.0")] "Crash Settings": { "Use Jet Crashes": true, "Total Plains To Crash": 3, "Spawn Dead Pilot": true, "How Many Loot Crates On Crash": 1, "Crates On Fire For x Seconds": 180, "Crate Loot From CustomLoot Profile Name": ["Jet_Event"], "Crate Loot Table File Name And Total Item Slots To Use": {} }, [Info("CustomLoot", "Steenamaroo", "1.2.5", ResourceId = 16)] }, "API": { "JetEvent": { "lootTable": "Jet_Event", "maxItems": 11, "minItems": 11, "gunsWithAmmo": false, "noGuns": false, "MaxBps": 3, "WaterPreFillPercent": 20, "ClearContainerFirst": true } Jet_Event.json 162.55 KB Modified 02/04/2026 12:14:40 AM
- 191 comments
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Am I doing this correctly? This is a question more than a support ticket, because i may not be using this field correctly, so here goes. The NPCs are being killed with top tier weaponry in their loot, who knows where there finding it. To prevent this i am using this option in the config, and have created a list: "List of items that won't drop on death": [ "rifle.ak", "rifle.ak.diver", "rifle.ak.ice", "rifle.ak.jungle", "rifle.ak.med", "rifle.bolt", "rifle.l96", "rifle.lr300", "rifle.lr300.space", "rifle.m39", "rifle.semiauto", "rifle.sks", "t1_smg", "smg.2", "smg.mp5", "smg.thompson", "hmlmg", "lmg.m249", "krieg.shotgun", "shotgun.double", "shotgun.m4", "shotgun.pump", "shotgun.spas12", "pistol.semiauto.a.m15", "pistol.m92", "pistol.prototype17", "pistol.python", "pistol.revolver", "pistol.semiauto", "rocket.launcher.dragon", "multiplegrenadelauncher", "rocket.launcher", "rocket.launcher.rpg7" ], That list is creating an error, so im not sure its even working. (after reload) Unloaded plugin Roaming NPCs v0.3.0 by walkinrey & Max39ru [RoamingNPCs Error]: Error converting value "rifle.ak" to type 'Oxide.Plugins.RoamingNPCs+ItemSetup'. Path '['Bots settings'].bob_resources_farmer['List of items that won't drop on death'][0]', line 17, position 20. [RoamingNPCs Error]: Error converting value "rifle.ak" to type 'Oxide.Plugins.RoamingNPCs+ItemSetup'. Path '['Bots settings'].bob_resources_farmer['List of items that won't drop on death'][0]', line 17, position 20. [RoamingNPCs Warning]: The configuration has been restored from the reserve copy [RoamingNPCs Warning]: The configuration has been restored from the reserve copy Loaded plugin Roaming NPCs v0.3.0 by walkinrey & Max39ru ``` But the plugin does load and the NPCs are active the, error does not prevent function. If they are looted in the wounded state, these weapons would still be lootable, because the field prevents drop on death. Would you consider an inventory blacklist of sorts next update?
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- 266 comments
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- #event
- #cargoplane
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So if you want the event to run forever to replace the Bradley you'll need to duplicate the following: Set convar: bradley.enabled "false" Then use the following config, with the duration being the most important: "Schedule Setting": { "Enable auto event schedule": true, "Minimum player requires to start event": 1, "Minimum time between events [sec.]": 1800, "Maximum time between events [sec.]": 1800, "Duration of the event [sec.]": 2147483647, "Time before the starting of the event after receiving a chat message [sec.]": 0, "Notification time until the end of the event [sec.]": 600 if you have a plugin such as Monument Bradley, you can relocate your Bradley to another monument.
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Just for clarity. If i do this: /addprefabspawnpoint rustedGates_npc_1 Then when I do this: /removemonumententity, /removemonumententity command, /removemonumententity rustedGates_npc_1, or /removemonumententity spawnpoint I get this Failed to delete entity So what exactly should be typed in to delete the npc? Many of them are passing through he floor and i need to get rid of them.
