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Everything posted by Mankus
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I have nothing against Adem, I'm not disrespecting his work, I appreciate it, Adem knows this, you know this. I appreciate the fact that this is free and all the work that they do. I am not attacking the work here, critiscism should be welcomed as much as positivity. I am not being impatient, or upset, I merely sharing my opinion. My opinion is simple, I don't like that this is a dependency, currently it creates much more work for me and ruins my workflow.
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I'll second that, it's working very nicely indeed. The accuracy of those details on a custom map is very high. The tags are neat, display and organisation of the info and the overall informaiton itself makes choosing a custom map far easier, well done.
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Hi @Adem Would you consider supporting Karuza's custom entites in Caravan, like you have in Convoy? Karuza has horse wagon custom entities and as you are aware many other vehicle types - some of them would work brilliantly in Caravan too! If it is possible, we only need to add them to the caravan driving-road logic so that they follow and can have loot containers and maybe have an NPC sitting on the chair, like in Convoy.
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Hello, is anybody else having problems with elevators in the dungeons ? @Fruster Have you noticed any issues with elevators since Forcewipe ? Facepunch changed some things with elevator behaviour recently and it seems the default base designs elevators dont turn on or off anymore, players cant use them.
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Heay Kiiiing, Is is possible for me to add more keys manually for more vanilla Npc types? for example some these exist in your default config: "Custom NPC Clothing": { "scientistnpc_junkpile_pistol": [ "scientistnpc_heavy": [ "bandit_conversationalist": [ but I'd like to add the other Scientistnpcprefabs like Cargo, or other MissionproviderNpcs and Safezone Scientists to give them more outfits too. Another nice option for config would be to be able to adjust the speed of the NPC's for example to set the zombies to move very slowly. I like to set zombies to have movement speed of 3 (in NpcSpawnApi terms) So far testing the plugin has been really nice, thanks!
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Heya, sounds like your NPC's all have different attack, aggression and detection ranges. Which I would expect overall, but if they are very diffierent within each convoy preset then this can have the result you described. To have the whole convoy come to the attacking player(s) You will want to make sure the "chase range" is as far as the "sense range" and that thsoe numbers match your damage limit distance. If you want the NPC to always detect the player then also make sure the below option is set to False: "Detect the target only in the NPC's viewing vision cone?": true, Hope that helps
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IT would be very cool, it would definitely be possible but I don't want to step on any toes and speak for Adem I know its not exactly what you were thinking but you can partially achieve this with Convoy aggression level and Bradley targeting and Damage settings in the config. Of course it depends if a player is fighting from their base or not If it there was a setting target a player TC, that would be very interesting (performance might be an issue depending on scan radius)
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the Event zone colour and settings are configurable, if that's what you meant? you can see here at the end of the config: "Event zone": { "Create a PVP zone in the convoy stop zone? (only for those who use the TruePVE plugin)[true/false]": false, "Use the dome? [true/false]": false, (Set this to True) "Darkening the dome": 1, "Use a colored border? [true/false]": true, (set this to True) "Border color (0 - blue, 1 - green, 2 - purple, 3 - red)": 3, (choose the colour you prefer) "Brightness of the color border": 3 (a value of Three is quite bright but you can experiment)
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Greetings @The_Kiiiing Is there a way to get the Prefab ID's so I can manually input the data into the .json file in oxide/data/EntityLimitUi.json ? I like the ui but I sometimes need to edit it outside of the game client. I dont know how to get the prefab ID's or are these genrated by the plugin ? The numbers in the config file, I though they were item ID's but they are not. It takes a very long time to edit in game, as every prefab path must be typed manually and saved. For example in my attached screenshot there is a farming group, I have 5 tiers for each permission group including default In this farming group example I must type every prefab path manually and save it. Then unload the plugin. and edit the json directly to get the prefab number ID's - add them to the other groups then reload the plugin. The problem is that it takes very long and defeats the UI a little bit, requiring a long long amount of work in the ui or combining both editing in the ui and the manual .json editing to save some time. I need to have many groups, so its very tedious and risky (if a misclick is made all the the edits in the ui group can be lost, or when looking at another group in the ui) So to edit without being able to copy or duplicate the prefab paths from the in game ui is difficult. So to add a new item to any group it must be done, very carefully and slowly in the ui - making it a bit redundant. If I can get the prefab number ID's then this would be simple and I can edit the .json directly. It would save lots of time. Do you know how I Can get the number ID's for the prefabs in the game ? Many thanks, Manky
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