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ZEODE

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Everything posted by ZEODE

  1. Changed Status from Pending to Work in Progress
  2. Yes I am aware of this issue. Because of the massive changes to NPC by Facepunch this plug-in is currently broken. I have started working on a new version but it’s not ready yet. I hope to have a new release in a few days.
  3. A quick look at the prefab list suggests that the each fishing village type is one large prefab rather than made up of component prefabs. e.g. assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_a.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_b.prefab assets/bundled/prefabs/autospawn/monument/fishing_village/fishing_village_c.prefab There are various other platforms which might be suitable though for what you need. You'd have to look at them all and decide which fitted best for you. Alternatively I have seen servers where marketplaces are placed on existing fishing village platforms, they are spawned over the top of existing cosmetic structures which are therefore clipped inside the marketplace, but it still allows people to walk along the platforms and doesn't cover anything important, maybe that would be an option?
  4. ZEODE

    NPCKits

    Yes, I always assumed it didn't, not sure why. But looking further at the Kits plugin, it definitely seems to handle ammo type along with magazine contents. I will try it out later as that would be handy
  5. ZEODE

    NPCKits

    Looks like Kits plugin does handle ammo type. Line 506: ["weapon"] = !string.IsNullOrEmpty(itemData.Ammotype),
  6. ZEODE

    NPC Grenades

    Thanks, glad you like it! Kits is already supported, simply add kit names to "KitList" in the data file, to have NPC spawn with a random kit from the specified list. In the absence of Kits plugin the NPC will spawn with default attire and inventory. If Kits plugin is loaded and only one kit named in the list then they will spawn with that kit only. Remove all named kits from KitList to have them spawn default kit again. Example kits: "KitList": [ "kit1", "kit2", "kit3", "kit4" ], Keep in mind that Scientists should not spawn with melee weapons in their belt, only projectile weapons that shoot bullets. Anything other than this causes odd behaviour and they do not attack correctly. I considered spawning a heli from grenade, but I don't think that will work all that well. Unless it called a heli to that location, but then there are already plugins out there that do that already.
  7. ZEODE

    issues on install

    Changed Status from Work in Progress to Closed
  8. ZEODE

    issues on install

    Changed Status from Closed to Work in Progress Changed Fixed In from 1.1.3 to Next Version
  9. ZEODE

    new issue

    Should be properly fixed now in 1.1.4
  10. ZEODE

    new issue

    Changed Status from Work in Progress to Closed
  11. ZEODE

    new issue

    Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  12. ZEODE

    issues on install

    Changed Status from Pending to Closed Changed Fixed In to 1.1.3
  13. ZEODE

    issues on install

    New update has fixed this I hope, please let me know if you still have issues though. Thanks for the report.
  14. ZEODE

    issues on install

    Thanks for the report, I can see what the issue is, thanks for the error log. I am just finishing work and will fix and update when I get home. Should be a quick fix, I can see what’s causing the error. The plug-in should be working work fine otherwise am I right? But that error pops up sometimes?
  15. Changed Status from Pending to Closed Changed Fixed In to 1.1.1
  16. Just got home and added a super quick fix for this. Any other issues please let me know. Thanks for the report.
  17. Damn, thanks for the report. I am driving home now, when I get there I will fix it and release a fix
  18. Since the Rust update bot aggro seems off. The config hasn’t changed, but now when you approach bots they often do not engage at all, just carry on roaming. Others will engage and then in the middle of a firefight just de-aggro and walk off, others run away after you shoot them one time. This is new behaviour since the latest Rust and Oxide updates.
  19. ZEODE

    NPC Grenades

    It’s doable, watch this space Have you tried the plug-in yet? How’s it working out?
  20. ZEODE

    NPC Grenades

    Enjoy, let me know what you think.
  21. Let me know what you think, any issues let me know on the support section for the plug-in and if you feel like leaving a review on it I’d appreciate it. You need the CustomNPC plug-in (which is free) or scientists won’t spawn, but it will work for animals without it. But I recommend getting it for future compatibility
  22. Plugin is now live, current version has support for Bear, Wolf, Scientist and Heavy Scientist. Let me know what you think.
  23. I have just finished writing this for you, it is kinda fun! I also added the option to spawn Wolf, Scientist and Heavy Scientist. The next update will add the ability to edit a data file directly to add whatever NPC prefab you want. I have submitted the file pending approval. Hopefully it will be available soon for you, or message me on here and I can provide you with a download link to it.
  24. ZEODE

    NPC Grenades

    Version 1.2.7

    1,687 downloads

    Simple plugin to turn F1 Grenades into throwable NPC spawners! Spawn Bears, Wolves, Scientists, Murderers, Scarecrows, Heavy Scientists, Bradley APC and more wherever the grenade lands and explodes! Features: Optional support for Teams, Clans, Friends (Spawned NPC wont target) Enable/Disable different types Optional permissions for greater control Support for Server Rewards, Economics etc MANY configurable options via the config and data file Configure number to spawn, radius, aggression range, kits, option to strip corpse loot or not etc... Set spawned NPCs as Turret, Bradley, NPC & Animal safe Optional Sleeper Safe setting Compatible with NPC plugins such as Zombie Horde, BotReSpawn etc. Permissions: npcgrenades.bear npcgrenades.polarbear npcgrenades.wolf npcgrenades.boar npcgrenades.stag npcgrenades.chicken npcgrenades.scientist npcgrenades.heavy npcgrenades.juggernaut npcgrenades.tunnel npcgrenades.underwater npcgrenades.murderer npcgrenades.scarecrow npcgrenades.mummy npcgrenades.bradley npcgrenades.admin (required to use give command) Universal Commands (Prefix with / when using in chat): npcnade.give <NPCType> <PlayerName/SteamID> (NPCType is the same as the permission but without prefix "npcgrenades.") Information: There are many configurable options within the data file ("/oxide/data/NPCGrenades.json"). Below is an explanation of the different variables: Name - The display name of the NPC (and corpse/backpack for human NPC). Prefab - The path to the prefab for that NPC (Do not change!). Health - The starting health (HP) of the NPC. MaxRoamRange: Maximum distance the NPC will roam from spawn point. SenseRange: Max distance (m) NPC can sense threats. ListenRange: Max distance (m) NPC can hear. AggroRange: Distance NPC will become hostile to threats. DeAggroRange: Distance NPC will stop becoming hostile towards a previously hostile target. TargetLostRange: Distance at which a NPC will stop looking for a target. MemoryDuration: Memory time of NPC in seconds. VisionCone: FOV in degrees of the NPCs line of sight. CheckVisionCone: NPC only becomes aggro on threats within it's VisionCone. CheckLOS: NPC only attacks if has line of sight. IgnoreNonVisionSneakers: Threats crouch-walking outside of the NPC VisionCone are ignored. DamageScale: Damage scale as a percentage. PeaceKeeper: NPC only attacks hostile targets. IgnoreSafeZonePlayers: Players in Safe Zones are ignored. RadioChatter: Scientist radio chatter enabled or not. DeathSound: Scientist death sound enabled or not. NumberToSpawn: Number of NPC to spawn. SpawnRadius: Radius in which NPCs spawn if NumberToSpawn is greater than 1. DespawnTime: How long before the NPCs are despawned if not killed. KillInSafeZone - Kills NPC spawned in any safe zone StripCorpseLoot: Strip corpse of all loot when killed if true. If false, bots will keep their loot/kits. KitList: List of all kits which this NPC can use. If more than 1 kit, they are chosen at random. Speed: Overall maximum speed of NPC (default = 6.2). Acceleration: How quickly the NPC can get up to speed (default = 12.0). FastSpeedFraction: Running speed of the NPC between 0.1 - 1.0 (default = 1.0). NormalSpeedFraction: Normal walking speed of the NPC between 0.1 - 1.0 (default = 0.5). SlowSpeedFraction: Slower walking speed of the NPC between 0.1 - 1.0 (default = 0.3). SlowestSpeedFraction: Slowest walking speed of the NPC between 0.1 - 1.0 (default = 0.1). LowHealthMaxSpeedFraction: Walking speed of NPC when health is critical (default = 0.5). TurnSpeed: How quickly the NPC can turn around (default = 120.0). GrenadeSkinID - The item skin ID for the custom grenades (Do not change!) ExplosionSound - Path to the explosions sound played when the NPC spawns DefaultLoadout - The default items the NPC should spawn with if no Kits specified Bradley Specific: ViewDistance - How far the Bradley can see targets SearchRange - How far the Bradley will search for targets PatrolRange - The size of the area the Bradley will travel within when spawns PatrolPathNodes - When a grenade spawns a Bradley, it will add this many patrol points within the PatrolRange ThrottleResponse - How quickly the Bradley will accelerate CratesToSpawn - How many crates to spawn when destroyed Item SkinIDs (For Shops): Scientist: 2640541557 Heavy Scientist: 2640541496 Juggernaut: 2647297156 Tunnel Dweller: 2676146196 Underwater Dweller: 2676146329 Murderer: 2643502595 Scarecrow: 2647297210 Mummy: 2643385137 Bear: 2647301111 Polar Bear: 2868239755 Wolf: 2647303718 Boar: 2643502513 Stag: 2647297256 Chicken: 2647297056 Bradley APC: 2643385052 Example for Bradley APC Grenade in ServerRewards Shop: "grenade.f1_2643385052": { "shortname": "grenade.f1", "customIcon": null, "amount": 1, "skinId": 2643385052, "isBp": false, "category": 6, "displayName": "Bradley Grenade", "cost": 2500, "cooldown": 0 }, For other grenade types, copy the above but change the relevant SkinID to what type of NPC you want from the list above. If you get stuck, open a Support request.
    Free
  25. ZEODE

    Personal Marketplace

    I am going to make a video later on placement etc, but you can definitely use it with ServerRewards, I do on my servers. You can add it in game while holding the marketplace item in your hand and it will automatically be given the same icon in the reward shop as the item itself, simply using the "/reward add item cost" command. You will then need to edit the ServerRewards data file because it will by default call it a Large Wooden Box. So edit it similar to how @thepiercedweirdo showed you below, changing it to suit your needs. As another example, I have it set like this: "box.wooden.large_2618923347": { "shortname": "box.wooden.large", "customIcon": null, "amount": 1, "skinId": 2618923347, "isBp": false, "category": 3, "displayName": "Personal Marketplace", "cost": 2500, "cooldown": 0 } Note when you used skinned items in Server Rewards it will name it the original item and append the Skin ID, in this case 2618923347. If you don't add the item using the in-game command, then you can just add the above to your SR data file, making your changes to suit your needs and use the full URL to the custom image. You can use the url https://rustynuts.gg/pmicon.png or download and use as you wish:
2m

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Total number of downloads.

9.4k

Customers

Total customers served.

137.3k

Files Sold

Total number of files sold.

2.9m

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