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Neighigh

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Everything posted by Neighigh

  1. Neighigh

    Repeating Loot Items

    My reason for using this method is to make sure items don't end up in super stacks. So I guess to get around this issue without too much trouble we could add a feature that forces the items into stacks but still obeys the 'maximum amount of items' by stack count too?
  2. Neighigh

    Repeating Loot Items

    Curious! I adjusted my loot tables and seems when a boss is killed, they crash the server. I reverted back to my previous loot and it works again. It appears when the plugin is calculating multiple of the same item in a table, it gets too heavy for what I've got here. My attempt was to have from 1-5 stacks of certain items drop with less and less %chance per extra drop. This has been a great way to balance drops in other plugins but seems this one might be thinking 'too hard' about it? I don't get any errors, the boss falls to the ground, doesn't turn into a bag, and everything locks up until the server just restarts out of pure struggle.
  3. Neighigh

    Boss Monster

    Also very interested in tying these bad bois in with server rewards!
  4. Neighigh

    NPC Kits Conflict

    I forgot to post back here again! Everything works great! Thank you!!
  5. Neighigh

    API Non Null

    Nivex has the two working together now! Now the kits designed for each difficulty in Raidable Bases can be manually configured while still having NPC Kits functioning on all other NPCs without conflicts.
  6. Neighigh

    IQBearRide

    Couple other thoughts for the future! I've got some custom storage items on the server I could do with blacklisting from the bear storage. And thinking about TruePVE, it seems when riding the bear it can hurt players in PVE zones. Given it's a bear I don't know how easy that's going to be to prevent though.. The safe zones work perfectly though!
    Works perfectly! Config is set to a very well balanced default and the command can be added to GUI Shop's config to sell to players very easily. I have mine selling from HumanNPC vendors with in game currency, I sell only the bear cub and let them place and watch it 'mature'! Makes for a very balanced gameplay on my server and I'm loving it!
  7. Neighigh

    IQBearRide

    I think HumanNPC got it right when they did their names. Displayed like a player's name would be great, that way when people walk up to them it's visible on screen. I've made mine purchasable from a custom HumanNPC Vendor for in game currency and I'm loving it! Very good job!
  8. Neighigh

    IQBearRide

    This works amazingly!!! I made a new NPC to sell these guys immediately! Any chance there's future plans to let players name their bear? Or maybe just a random name list we can edit in config?
  9. Neighigh

    Market Items Quantity/Cost

    AWESOME! Great work man, updating mine now!
  10. Neighigh

    Market Items Quantity/Cost

    I'm running into an issue seeing quantity changing cost on my end, using ECONOMY setting in config with a HumanNPC. 1/5/10/20 settings all cost the same amount set in config and not multiplying costs.
  11. Loving setting this up, big thanks! Any plans to add auth for admins to place outside TC range? I'd personally love to have players only able to inside TC but admins able to anywhere to prevent spamming in PVP situations and such. Edit: Also thinking about- - Custom Currency Support - Console Command Call for the Chat Command - giveprefab
  12. Woot! Thanks so much! Looking forward to the next update!
  13. Neighigh

    IQParachute

    Any plans to do: -Cut Parachute -Deploy Secondary Chute Would be cool if the secondary chute was permission based so players could buy 'upgrades' from ingame stores/npcs.
  14. Thanks man, it's odd to me too, never had a problem with my campers or any vehicle in a zone yet either. Been working fine for months but I've also got more players recently so more chance for error I guess.
  15. Had some issues with RVs and players getting kicked under terrain when inside the Base Zones. They get in the vehicle or switch seats and randomly get hit with the following: 08/12/2021 11:48:34 | Ancient_Aeon[76561198067842907] was suicide by Suicide 08/12/2021 11:48:34 | Killing player due to invalid dismount point :Ancient_Aeon / 76561198067842907 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatsidewayleft.prefab I've edited a .cs to keep them from getting kicked for terrain violation at this point - It seems when terrain violation kicked in, one player wasn't able to log back in at all because it still thought he was under the map! For now I've prevented all cars from entering the zones to mitigate the issue - Is this something we can fix plugin-side or is it Facepunch's problem? - I feel they wouldn't look into it as it's a zone conflict so asking you first.
  16. Neighigh

    NPC Kits Conflict

    Nice! I'll do that tonight before restart!
  17. Neighigh

    Raidable Bases

    @thepiercedweirdo That makes sense to me too. I've gone with a minimalist approach with chat messages, turned off a lot of zone notifications too and we use a plugin called 'Bottom', I put all our 'notifications' in that one. You could also use 'CountDownClock' - Count's down to a specific time, it's set to say 'WIPE' but a little editing and you can make it say anything you want, we use it for 'PVP Events'.
  18. Neighigh

    Raidable Bases

    @thepiercedweirdo Do you use RustAdmin? I use the Scheduled commands to warn my players: restart 600 "Make sure to get your body indoors or to a safe location. <color=red>Server restart is imminent!</color>" I have this run every night, you can configure the time to be longer so they have more warning. -This also counts down in smaller intervals as it gets progressively closer to restart.
  19. Neighigh

    NPC Kits Conflict

    You're awesome dude! Any chance we can have the option to swap between heavy/roam loot too? That would be super for hard+ base drops!
  20. Neighigh

    NPC Kits Conflict

    No worries! So the default scientist loot - like the components and random guns scientists drop: -They no longer drop this loot, which is a minor thing I liked to have them continue dropping as it can be a form of minor random additional loot, but am happy as long as the NPC Kits loot isn't dropping. -When they were dropping the default loot this wipe, they were suddenly dropping items the Heavy Scientists drop, rather than the regular roaming scientists in the game. -My junkpile scientists are completely missing on my server, the ones that guard barrels/boxes - I think this could be related, but maybe not to this plugin.
  21. Neighigh

    NPC Kits Conflict

    You're direction worked great! I've got them despawning the kits loot and keeping their assigned RaidableBases data kits. They are not keeping the scientist loot at the moment, but this is actually a good thing at the moment as they want to spawn Heavy Scientist loot without it. - After some thinking, this may actually be due to some bug somewhere else, my junkpile scientists aren't spawning at all!
  22. Neighigh

    NPC Kits Conflict

    Hey so I'm revisiting this today as the players should be busy getting ready for our raid grace period to lift. I'll try your suggestion there, here's the goals for getting a clean/desired drop off these NPCs: -Regular scientist loot drops when killed -RaidableBases config kit drops when killed -NPC Kits loadout does not drop/duplicate any items -NPC Kits does spawn and drop off of regular scientists at junkpiles Side Note: I've noticed since the last update that the NPCs have somehow become heavies and are dropping Heavy related items-grenade launchers, m39s, etc. - Any way to go back to the good ol' science bois?
  23. Neighigh

    Raidable Bases

    @nivexThanks! Must not have noticed it before lol So far I'm not having any Wandering NPC issues, just the delightful chase out of zone mechanic and it's definitely caught my players by surprise this wipe! Must have had it off before the update or something XD
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