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Everything posted by Steenamaroo
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Oh, I see. Yes, CustomLoot does nothing at all unless you enable profiles within the config and set up a valid loottable to go with them so, simply put, if you just install it on the server and do nothing else, it wont change or interfere with anything. What you'd do is install it, set up RandomRaids config to use a CustomLoot profile name (which you make up), then the first time RandomRaids tries to ask CustomLoot for loot, CustomLoot will create a config entry, under API, of that name. In console you'd see the following as confirmation. CustomLoot had a call for a profile that doesn't exist. Adding profile {NameHere} using loottable 'default'. From there you can set up that new profile as if it was any other. If you need any help beyond that, let me know.
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In the config for each entry you'll find a setting called "gunsWithAmmo" If you set that to true then any guns which spawn will be accompanied with an amount of appropriate ammunition. To directly answer your question, though, no. You can't have multiple loot tables apply to any given container type.
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Ok, I had to watch the videos to find out what these abilities are, unfortunately. That should be in listed in the description. Melee only Fire ammo You can do these at present within your kits setup Slow down players with fire. It's not the same but you can give BotReSpawn npcs incendiary ammo, molotovs, or even flame throwers. With molotovs in their belt they'll switch to, and throw, only when line-of-sight is briefly broken, which means they'll use it in a sort of tactical way and still mainly rely on their main weapon - Whatever you give them. Flame thrower is treated as a close-range weapon, like melee, so you can combine it with a rifle to have the npc use fire up close, then switch to bullets at slightly longer range. The npcs (with guns) do periodically increase, and decrease, their distance to their target, rather than just stick to the target like glue, so this setup can get interesting. Summon other npcs You can sort of do this with the assist range settings, causing nearby NPCs to get involved and help out another. Again, it's not exactly the same thing...I appreciate that. Radiation I could see adding in a radiation element. It's been requested before and in keeping with the vanilla game. Whether it's the npcs themselves which have a radiation radius or their attacks which inflict it, that's something that was requested and considered a long time ago. Summon wolves Invisibility Freeze Electric shock Honestly, I'd be reluctant to pursue any of these. These appear to be the qualities which make that particular plugin different. To incorporate or, let's call it what it is, copy those isn't something I'd want to do. I appreciate the suggestions, though.
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Hi, Would you be willing to give the attached copy a whirl? It's a bit of a hacky solution but I believe it should work, giving unique listings for spawners which were previously ignored, due to having the same name/stats as others. Initial confirmation would be seeing multiple crate/barrel spawners at the Dome where, before, you would have seen one of each. MonumentSpawnControl.cs
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I think the {0} and {1}, name placeholders, were backwards in the PlayerRanks lang file but, if I recall, I've since corrected that. The problem is that lang files only update for new entries - not amendments, so any users who had the plugin before that fix would need to switch those around in the lang file themselves.
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You know, I forgot NPCKits is slightly different, until your post. It's the same, but different. If BotReSpawn wants inv main (or any) wiped, it does it immediately after it gives out the kit. NPCKits waits until the npc is killed, and chooses not to move those contents from npc to corpse (which are two different things). I think I'll change that, some time, so it's the same as BotReSpawn, for the reasons mentioned earlier.
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Is the confusion coming from the fact that these are wipe-on-death options, but I actually carry out the wipe on spawn, immediately after the kit is given? If that's it there's a few reasons I do this. One is that it's possible for other plugins to force the npcs to fall wounded, which would mean if you have some item that you want with a 1% chance of being lootable on death, players could get it 100% of the time from a wounded npc if I'm doing my wipe code at npc death time. Another is that when the npc dies, there's more going on. At that point vanilla loot is happening and third party loot plugins are likely to be doing their thing. Running wipe_main at that stage is likely to trip over what they're doing and mess up vanilla or third party loot. For those reasons I put the wipe code straight after the kit give code, so I can be confident that I'm only wiping npc vanilla gear and/or stuff that was given via kit. For people who want to control % chances of vanilla loot that is given, there's the Allow Rust Loot % chance, and for anyone who wants to control % chances for third party loot plugins, well, that should be configurable in the third party loot plugin. It's done this way so you have maximum control and minimal interference.
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"I already do this with the Trainyard NPCs. I use a kit that has a matching M249 to the clothing it wears. I don't want this NPC using the M249 against players, but I have a 1% chance that it will drop for the player if they are lucky. I have this set by using the setting for Main set to 99 and it loads from the Kit 100% of the time. At no time does it not load." Wipe main/belt/clothing happens the moment the kit is given out, so if you have a kit with m249 in the main container and wipe main set to 99% for that profile, and you're able to peek in vanish to see that m249 100% of the time, I'd say that's the problem - Not the other scenario. Would you mind double checking that profile to make sure you don't have its wipe main option to 1 instead of 99 by mistake?
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I'm sorry, I'm really not understanding the problem. Maybe someone else can clarify, or we can simplify down to bullet points or something? I'm more than happy to help, I just don't see where the issue is. My understanding so far is that you want to give these npcs a kit. The belt should contain x/y/z the wear should contain a/b/c and the main should contain 1/2/3 "I want the player to have a 10% chance to acquire what's in the main inventory. " so you've set "Wipe_Main_Percent": 90 to achieve that. The result is that "They always have the Wearables, They always have the Belt, but only sometimes have the Main." That's exactly what I'd expect, and what your settings are meant to do. "Now, I don't know under what situation someone would want to put something in a kit, only for it not to always be there when you spawned in the NPC, but what I want to do is have it only sometimes be lootable by the player when the NPC is killed." You don't understand why someone would want kit main items to not be there 100% of the time, but that's exactly what you want? There must be a a terminology issue or one of us is making an assumption - I'm sorry, I can't make the leap.
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You're describing what that function does. Setting "Wipe_Main_Percent" to 90 is going to erase the contents of the npcs main inventory container 90% of the time, so if you're giving npcs a kit with items in belt, items in clothing, and items in main, 90% of the time those items in main won't be there.
