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Everything posted by imthenewguy
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would it be possible to make it compatible?
imthenewguy replied to Nubenegra's Support Request in Support
I cant see any public API settings on there to override damage behavior. Once that is available I can add support for it. It doesn't support tiered prizes directly, only participation rewards based on when they were eliminated. "Prize settings": { "How many prizes should the player receive per claim?": 1, "Prizes": [ { "shortname": "scrap", "min_quantity": 200, "max_quantity": 300, "skin": 0, "displayName": null, "dropWeight": 100 } ], "Economic dollars for winning a match [requires: Economics]": { "min_amount": 0, "max_amount": 0 }, "Server reward points for winning a match [requires: ServerRewards]": { "min_amount": 0, "max_amount": 0 }, "Skill Tree XP given to the player when they win the event [Requires: SkillTree]": 1000.0, "Automatically award the player with their prize (false means the player must type the /sprize command to redeem their prize)": false, "Participation rewards": { "Provide players with a reward for participating in the event?": true, "Modifiers for dying first [1, 1.0 = the first player to die will receive 1x of a random reward]": { "1": 1.0 }, "List of participation rewards [The modifier from the dictionary will multiply the amounts when selected].": [ { "shortname": "scrap", "min_quantity": 50, "max_quantity": 50, "skin": 0, "displayName": null, "dropWeight": 100 } ] } }, -
Changed Status from Pending to Closed Changed Fixed In to 1.0.13
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Changed Status from Pending to Closed Changed Fixed In to 2.0.13
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Hi I am playing around with this plugin. I managed to get the NPC spawning and moving around, but it's state is always set to Roaming. It does not attack me if I go near it or attack it. It's state seems to be stuck in Roaming. What might I be doing wrong? JObject GetNpcConfig(NpcConfig npcConfig) { HashSet<string> states = npcConfig.Stationary ? new HashSet<string> { "IdleState", "CombatStationaryState" } : new HashSet<string> { "RoamState", "ChaseState", "CombatState" }; JObject sensory = new JObject() { ["AttackRangeMultiplier"] = npcConfig.attackRangeMultiplier, ["SenseRange"] = npcConfig.senseRange, ["MemoryDuration"] = npcConfig.memoryDuration, ["CheckVisionCone"] = npcConfig.checkVisionCone, ["VisionCone"] = npcConfig.visionCone }; JObject config = new JObject() { ["Name"] = npcConfig.name, ["WearItems"] = new JArray { npcConfig.wearItems.Select(x => new JObject { ["ShortName"] = x.shortName, ["SkinID"] = x.skinID }) }, ["BeltItems"] = new JArray { npcConfig.beltItems.Select(x => new JObject { ["ShortName"] = x.shortName, ["Amount"] = x.amount, ["SkinID"] = x.skinID, ["Mods"] = new JArray { x.Mods.Select(y => y) }, ["Ammo"] = string.Empty }) }, ["Health"] = npcConfig.health, ["RoamRange"] = npcConfig.roamRange, ["ChaseRange"] = npcConfig.chaseRange, ["DamageScale"] = npcConfig.damageScale, ["AimConeScale"] = npcConfig.aimConeScale, ["DisableRadio"] = true, ["Stationary"] = false, ["CanUseWeaponMounted"] = true, ["CanRunAwayWater"] = Name != "Underwater Lab" && Name != "Train Tunnel", ["Speed"] = npcConfig.speed, ["Sensory"] = sensory, ["AreaMask"] = 1, ["AgentTypeID"] = -1372625422, ["HostileTargetsOnly"] = npcConfig.HostileTargetsOnly, ["States"] = new JArray { states }, }; return config; } [ChatCommand("spawnnpc")] void SpawnNPC(BasePlayer player) { ScientistNPC npc = NpcSpawn.Call("SpawnNpc", player.transform.position, GetNpcConfig(config.npc)) as ScientistNPC; if (npc == null) return; SpawnedNPCs.Add(npc); NpcSpawn.Call("SetHomePosition", npc, player.transform.position); }
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He may be calling my hook to prevent the skill from working: STOnLockpickAttempt or is returning on CanUseLockedEntity.
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Yeah sounds like a conflict.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Yeah can add those to next release.
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Changed Status from Pending to Closed
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Not sure; I don't own it. My plugin simply overrides the standard growth loop to accelerate it and ignore conditions like sunlight, temp, water and soil. It uses the native methods to handle the growth phases etc so all of the standard oxide hooks are called. Assuming autofarm uses those hooks, it should be compatible, but there is noway to tell without running them together.
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What commands specifically
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There isn't any way to achieve this really. This plugin simply provides group access for a temporary period of time when consuming the token. It doesn't restrict token consumption if another token is active.
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If you are not wearing any enhanced equipment or do not have an enhanced weapon/tool active, then nothing will show up. Run the command: /genitem hoodie, equip it, and then access the menu.
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Changed Status from Pending to Closed
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Oops. Updated the download package to include the mechanics quest plugin.
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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I'll add a failsafe to the despawn process in the next release. Reloading the plugin will fix the issue for the moment.
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I'm still waiting for a response to my question from the 4th to clarify exactly what the issue is, because it's not happening to me.
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- 1,290 comments
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- 1
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- #leveling
- #progression
- (and 19 more)
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Changed Status from Pending to Closed
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From memory, no.
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Hey mate, all my plugin does is watch the hook call "OnRaidableBaseCompleted", checks the mode (level), and awards the xp to each raider that RaidableBases feeds through. Not sure what constitutes a completed raid; you would need to find that out from NIvex.