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Everything posted by Steenamaroo
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- 447 comments
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Hi, The BotReSpawn UI only shows alternative vanilla tables as replacements for default scientist loot. CustomLoot can provide loot instead of that, or as well as it, but they don't show up in the BotReSpawn UI. All the setup for them is just done within CustomLoot files. If you want to disable any vanilla loottable in favour of CustomLoot, set 'Allow_Rust_Loot' to false in the UI for your BotReSpawn profile. I can see you've already enabled entries per BotReSpawn profile in CustomLoot config, found the Airfield entry, and created a loottable called test.json. All you need to do now is balance some categories/items in that test.json loottable then reload CustomLoot. For every item CustomLoot puts in a container, it chooses a category first, based on your probabilities, then an item from that category, also based on your probabilities. If you had Weapons 4 Food 1 Resources 5 Everything else 0 Then the item would be a weapon 4 times in 10...food 1 time in 10...resource 5 times in 10. Say it chooses resources, the same now applies for choosing a specific resource. You could have Wood 1 Stone 8 Scrap 2 Everything else 0 Same thing - There's a 1 in 10 chance of wood, 8 in 10 for stone, 2 in 10 for scrap The minimum to make it work is to open test.json and set 1: Probability for at least one category to greater than 0 2: Probability for at least one item in such a category to greater than 0. There's no maximum range or limit, so you can make items as rare as you like by balancing probabilities as drastically as you want. Wood 100 Stone 1 Scrap 200 Everything else 0 That would make stone very rare, for example.
- 226 comments
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- 447 comments
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Hi, You can choose a different vanilla source, like some crate or barrel, through the BotReSpawn UI, or you can use my free CustomLoot plugin to make a totally custom table for either all BotReSpawn npcs, or some specific profile. I think other loot plugins should work fine too, as long as they can give loot to ScientistNPC/HumanNPC/scientistnpc_roam.prefab
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Hi @Lei_Wong I got a bit mixed up earlier with the CustomLoot question but CustomLoot is support for BotReSpawn npc corpse loot. The management is done at the CustomLoot config end, though, since there are more options such as min/max item amounts, etc. Would have been cool to pick a loot-table right in the BotReSpawn UI but since CustomLoot needs more info it wouldn't really work. The preset export/recall is a great idea. I sort of have that in already, although not as ergonomically as you describe. If you change DataPrefix in your BotReSpawn config file then reload the plugin, you'll be working with three new data files of that name. As it stands you could set up a prefix for WeekOne, WeekTwo, etc, although there's no UI method of switching between them. That's something I should do ^. Great idea.
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Hey, I think I misread, or misunderstood this. You always had the option to allow, or disallow, rust's vanilla scientist corpse loot. You also had the option to use CustomLoot to supply the corpse loot, or add to the existing vanilla scientist corpse loot. The new option just allows you to change the loot type from vanilla scientist to some other vanilla container/barrel loot table, but it doesn't change the old mechanics at all. If you want CustomLoot to be supplying the loot, with or without vanilla scientist loot, you can still do that. If you haven't made any changes to the profiles, loot wise, everything should work exactly as it did before.
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@Lei_Wong- @Covfefeis correct - Thanks for that. Melee weapons used to be OP, not by choice. I've balanced out weapon damage across the board now so nothing's OP, but understand some people will still want greater than normal melee damage. That's what that option is for. @pookins- I could bring in CustomLoot profile as an option, for sure. The focus, for now, was other existing loot containers from the game, by request. Thanks! @Snivel- Use of grenades and meds are both automatic. The npcs will use them at strategic times, when line of sight is being broken/unbroken.
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Yeah, looks like Target_Noobs:false and use of NoSash.cs don't play well together. Having Target_Noobs:true as default would have been ideal but that ship has sailed, so in the next update I'm just going to have the Target_Noobs option ignored if NoSash is installed. The result would be that noob players are targeted regardless of the setting, rather than the current setup where presence of NoSash (and Target_Noobs false) means all players get ignored.
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They're meant to respond if they're attacked from distance. In previous versions they'd return fire regardless of their weapon but in the latest version you have an option called Limit_ShortRange_Weapon_Use which you can set true if you don't want npcs with pistols only, for example, to return fire over very long distances. In that case, and with the limit option true, the npcs will attempt to move closer before firing. You can, of course, still give them a rifle or bolty or something and they'll return fire from where they are.
