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andremelo90

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Everything posted by andremelo90

  1. i bind the command "siren" to a key and walk backward while pressing the key, i can see it. Or maybe its related to the entity sound im using, here goes my config file: { "Command": "siren", "AlarmSoundTime": 1.0, "SirenSoundPath": "assets/prefabs/deployable/playerioents/app/smartalarm/smartalarm.prefab", "NotificationMessage": "The siren has been triggered!", "EnableNotification": false, "Debug": false, "Version": "1.1.5" }
  2. hi there, ur plugin is awesome for roleplay, but i noticed it spawns the entity that emits the sound right at player character model head height. If we walk back we can see the item floating in the air. If possible could this height be adjusted to spawn the item a little bit below the character model feet? so it gets spawned under the terrain. Or spawn an invisible version of that entity? Thanks!
  3. also, "rifle.ak": { "probability": 1, "minStack": 1, "maxStack": 1, "blueprintChancePercent": 0, "skins": [ 4369864484, 3456788992 ], "IncludeAllApprovedSkins": true, "MinConditionPercent": 90, "MaxConditionPercent": 100 }, is "IncludeAllApprovedSkins": true, an override for: "skins": [ 4369864484, 3456788992 ], ? or do i have to set it to True only if i add any workshop approved skins to the above group?
  4. andremelo90

    Enable custom skins drop

    { "GlobalSettings": { "allowDuplicates": false, "corpseTypePerBotReSpawnProfile": false, "Include_DM_Crates": true, "Show_Skins_For_All_Items": true, "AllowSkinsFor": [ "rifle.ak", "rifle.semiauto" ] }, hi, is "Show_Skins_For_All_Items": an override for "AllowSkinsFor": [] ?
  5. hi, can i use multiple loottables? for instance, in weapons cat i would like to have weapons spawn with a random quantity stack of their proper ammo. Like shotguns, would spawn only with any kind of shells, Pistols ~ pistol ammo, and so on. For this i assume i would have to configure every weapon/ammo a specific loottable. Just like dm loot crates works.
  6. andremelo90

    npc prefab names

    also a nice addition would be a group to "scientistnpc_arena" they r good npc to set high places, they don't warp down like junkpile_pistol do
  7. andremelo90

    npc prefab names

    would like to be able to see what prefab names are referenced to each group. For instance, the group "Scientists" below "Scarecrow" would like to know what group of npcs it applies. i have seen some inside the code, but others are missing: Dictionary<string, string> names = new Dictionary<string, string>() { {"oilrig", "OilRig"}, {"excavator", "Excavator"}, {"peacekeeper", "CompoundScientist"}, {"bandit_guard", "BanditTown"}, {"_ch47_gunner", "MountedScientist"}, {"junkpile", "JunkPileScientist"}, {"scarecrow_dungeon", "DungeonScarecrow" }, {"scarecrow", "ScareCrow"}, {"military_tunnel", "MilitaryTunnelScientist" }, {"scientist_full", "MilitaryTunnelScientist"}, {"scientist_turret", "CargoShip"}, {"scientistnpc_cargo", "CargoShip"}, {"scientist_astar", "CargoShip"}, {"scientistnpc_bradley", "APCScientist" }, {"scientistnpc_bradley_heavy", "APCScientistHeavy" }, {"scientistnpc_heavy", "HeavyScientist"}, {"tunneldweller", "TunnelDweller"}, {"underwaterdweller" , "UnderwaterDweller"}, {"trainyard" , "Trainyard"}, {"airfield" , "Airfield"}, {"scientistnpc_roamtethered", "DesertScientist" }, {"arctic_research_base", "ArcticResearchBase" }, {"launch_site", "LaunchSite" }, {"nuclear_missile_silo", "NuclearMissileSilo" }, {"gingerbread", "Gingerbread" }, {"missionprovider_fishing", "MissionProviderOutpost" }, {"missionprovider_outpost", "MissionProviderFishing" }, {"missionprovider_stables", "MissionProviderStables" }, {"missionprovider_bandit", "MissionProviderBandit" }, {"boat_shopkeeper", "BoatShopkeeper" }, {"bandit_shopkeeper", "BanditShopkeeper" }, }; thanks!!
  8. andremelo90

    NPCKits

    hi, would love to be able to see the corresponding prefab name of each npc type/group on the Ui npc types panel for instance: NPC Types ~ Prefab Names ScareCrow ~ scarecrow DungeonScarecrow ~ prefabname (dunno xD)
  9. andremelo90

    Probabilities Example

    k thanks for the fast reply!
  10. andremelo90

    Probabilities Example

    nice! one more question, can i use decimals? for example: "Food": { "apple": { "probability": 0.1, "minStack": 1, "maxStack": 5 }, "apple.spoiled": { "probability": 0.75, "minStack": 1, "maxStack": 5 },
  11. andremelo90

    Probabilities Example

    "AlwaysSpawnList": [ "scrap" ], "Spawn_Vanilla_Scrap": false, "Categories": { "Ammunition": { "probability": 50, "allowBlueprints": true }, "Attire": { "probability": 1, "allowBlueprints": true }, "Component": { "probability": 1, "allowBlueprints": true }, "Construction": { "probability": 1, "allowBlueprints": true }, "Electrical": { "probability": 1, "allowBlueprints": true }, "Food": { "probability": 100, "allowBlueprints": true }, "Fun": { "probability": 1, "allowBlueprints": true }, "Items": { "probability": 1, "allowBlueprints": true }, "Medical": { "probability": 60, "allowBlueprints": true }, "Misc": { "probability": 1, "allowBlueprints": true }, "Resources": { "probability": 1, "allowBlueprints": true }, "Tool": { "probability": 30, "allowBlueprints": true }, "Traps": { "probability": 1, "allowBlueprints": true }, "Weapon": { "probability": 10, "allowBlueprints": true } Hi, in this example above i want to set the category Food to always drop, is it correct? using it for NPCs Also below, inside Food category: "Food": { "apple": { "probability": 3, "minStack": 1, "maxStack": 5 }, "apple.spoiled": { "probability": 10, "minStack": 1, "maxStack": 5 }, lets say i want to have spoiled apple to always drop, do i have to use the same interval i used on Categories probabilities (0-100) or can i use other like 1-10? thanks!
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