Jump to content

Jackelmyer

Member
  • Posts

    152
  • Joined

  • Last visited

Everything posted by Jackelmyer

  1. Jackelmyer

    Raidable Bases

    moved this to support, please disregard.
  2. Jackelmyer

    Raidable Bases

    as a note of feedback there... lol. a command with no params usually pushes back a list of params to use with the command. /rbe with no params is REALLY dangerous. X-D Thanks Nivex! I'll see what happens. lol
  3. Jackelmyer

    Raidable Bases

    Ummm... I don't suppose there's a way to undo a base that spawned by typing /rbe in chat is there? Kinda spawned a base literally in the middle of my own base. X-D
  4. Nevermind. I've customizations and didn't update the fix from the latest update properly. Found the issue.
  5. Is anyone else noticing that NPC's are dropping their full kits now? They didn't used to. And the "CustomLoot config profile name" config isn't working.
  6. Jackelmyer

    Raidable Bases

    So... It it won't change the material tier (wood won't upgrade to stone). But will it apply a Brick skin to a Wood Tier wall? Or will the configurations only apply a skin if the material is compatible with the skin?
  7. Jackelmyer

    Raidable Bases

    Thanks! Not getting any errors from Raidable Bases so I don't know if there's a JSON error. I'm also using the Raidable Bases Tier 3 pack. Assuming those would have room for NPC's to spawn inside. I'll circle back to this once I work through some other stuff. Thank you!
  8. Jackelmyer

    Raidable Bases

    Eh sorry i didn't mean it like that. I was just confused by your response. Appreciate your help!
  9. Jackelmyer

    Raidable Bases

    So setting Enabled to False would enable spawning NPC's indoors? That sounds weird.
  10. Jackelmyer

    Raidable Bases

    Not following you. Was looking for pointed answers instead of I think what you're showing as example config, but I don't know what you're config is supposed to do. Still looking for more Yes or No answers and hopefully some elaboration on how those configs work.
  11. Jackelmyer

    Raidable Bases

    Can you explain how Spawn Inside Bases is supposed to be configured? I can't seem to get that to work. "Spawn Inside Bases": { "Sleepers": { "Enabled": true, "Unwakeable": true, "Spawn Kit In Corpses Inventory": false, "Spawn Loadout In Corpses Inventory": false }, "Spawn On Floors": true, "Spawn On Beds": true, "Spawn On Rugs": true, "Spawn On Rugs With Skin Only": 1, "Bed Health Multiplier": 1.0, "Rug Health Multiplier": 1.0, "Spawn Murderers Outside": true, "Spawn Scientists Outside": true, "Minimum Inside (-1 = ignore)": 1, "Maximum Inside (-1 = ignore)": 3 },
  12. Jackelmyer

    Raidable Bases

    Hey Nivex! For "Use Random Skin For Whole Base"... Will that setting change the building material? Say from wood to stone or wood to metal? Does that setting require the "Random Building Skin List"? And if so, do you know where we can find a list of building skin ID's?
  13. Jackelmyer

    NpcRaiders

    Nevermind... figured out the issue.
  14. Jackelmyer

    NpcRaiders

    Eh Razor, I submitted an update via DM for the plugin to you to allow setup of Door Campers. Not sure if you saw the message or not. But all code is included as well as change details. Also wanted to put in for a feature request. TC Depletion. I know the code example below is incomplete and not proper, but it convey's the idea I believe. Basically, this adds an element to a PVE NPC server that's really missing on PVE. Where resources are just "lost" due to raid attempts. TC Depletion: true/false (enable disable) TC Depletion Tick Rate Every X Seconds: 30 (range from 10 seconds to 5 minutes) TC Depletion Per Tick: 0.01 (recommended 1%-10%, ex: 0.01-0.10) If Enabled = True: For (EveryTCDepelectionSeconds) { TCDeplectionTickCalc(obj tc) { tc.HQM = tc.HQM - (config.DepletionPerTickRate * tc.HQM); tc.HQMOre = tc.HQMOre - (config.DepletionPerTickRate * tc.HQMOre); tc.MetalFrags = tc.MetalFrags - (config.DepletionPerTickRate * tc.MetalFrags); tc.MetalOre = tc.MetalOre - (config.DepletionPerTickRate * tc.MetalOre); tc.Stone = tc.Stone - (config.DepletionPerTickRate * tc.Stone); tc.Wood = tc.Wood - (config.DepletionPerTickRate * tc.Wood); } }
  15. Jackelmyer

    NpcRaiders

    I've found if a player builds on an Ice Lake and there's any kind of cliffs around, this happens a lot. Ice Lake's seem to break this so might be worth looking to see if you're running into the same thing.
  16. I don't know if I'm missing it, but is there a way to enable/disable profiles used for Random Raid Timer? I don't want to randomly send nightmare or hard raids at people. But I would like to be able to use the Random Raid Timer. A simple "Enabled for Timer" at the profile level would be amazing if it exists. Or even a CSV at the main config level of just profile names to use for the Random Raid Timer to use.
  17. I really want to buy this. The one thing holding me back is that I feel this needs something more than # of people authorized on TC. Like... Does the player base have auto turrets? Add Amount of Additional NPC's per turret config. Add Max Amount of Additional NPC's for Turrets to spawn config. int turretNPCsToSpawn = CEIL(playerTurretsCount * npcsPerTurret) int additionalTurretNPCs = lesser value of turretNPCsToSpawn and MaxAdditionalNPCsPerTurret Add Can Place Wooden Wall Deployables to Config (true/false) Place wooden walls around the target base being attacked near spawn points of NPC's for NPC cover. Add a mechanism to calc a bases weighted value. List TC's player is authorized. Foreach tc (calcTotalUpkeepCost) wood weighted value of 1. stone weighted value of 2 metal weighted value of 3 HQ weighted value of 4 Use weighted value to target potential main base. Use weighted value to determine severity of raid against base (easy/med/hard/etc) (maybe) Use Upkeep Amounts to determine modifiers to what NPC's can use on the base. So a wood base doesn't get hit with 20 rockets. Wood Base Rocket Modifier = if mostly wood upkeep = rocketsToUse = AmountOfRockets * Wood Base Rocket Modifier (0.25 example value) Stone Base Rocket Modifier = if mostly stone upkeep = rocketsToUse = AmountOfRockets * Stone Base Rocket Modifier (0.50 example value) Metal Base Rocket Modifier = if mostly metal upkeep = rocketsToUse = AmountOfRockets * Metal Base Rocket Modifier (1.0 example value) HQM Base Rocket Modifier = if mostly hqm upkeep = rocketsToUse = AmountOfRockets * HQM Base Rocket Modifier (2.0 example value) Max Amount of NPC's per Authorized Person on TC. (maybe as part of weight to determine raid severity) But overall, I don't really want this to be overwhelming on players to a severe degree. I also don't want it to be a farm. Ya know? hm. Probably still gonna get this. lol. It looks awesome and just what i've been looking for!
  18. Adding the Probability to the editor made a MASSIVE difference in how quickly these loot tables can be edited and reviewed. And the color coding was a great idea! Incredibly helpful! Thank you!
  19. Feature Request: Summary Screen. Select Base Loot file. Select Difficulty Loot file. Summaries probabilities and min/max amounts of entries. Noting that double entries may exist in the loot tables. For example, a loot table with the opportunity to have low amount of loot spawning and high amount of loot spawning in the same table like the example below. Easy Base Loot Table { "shortname": "grenade.beancan", "name": null, "amount": 3, "skin": 0, "amountMin": 1, "probability": 1.0, "stacksize": -1 } Easy Difficulty Loot Table { "shortname": "grenade.beancan", "name": null, "amount": 15, "skin": 0, "amountMin": 3, "probability": 0.8, "stacksize": -1 }, { "shortname": "grenade.beancan", "name": null, "amount": 25, "skin": 0, "amountMin": 10, "probability": 0.05, "stacksize": -1 }
  20. Feature Request: If the item has been selected to be added to the loot table, don't show the icon as available to be selected or allow an option for this. Will make finding things that have not been added to the loot table much easier.
2.3m

Downloads

Total number of downloads.

10.5k

Customers

Total customers served.

152.4k

Files Sold

Total number of files sold.

3.2m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.