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Everything posted by Neighigh
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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!
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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.
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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!
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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?
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This tends to happen randomly, had it happen with all types of lootables now. - I've reverted back to 2.0.6 for now so players have full functionality. Otherwise, loving that 2.0.7 stopped the excessive console spam and it definitely is lowering lag on the server!
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Getting this in console and preventing from further looting: 05/12 22:29:11 | NullReferenceException: Object reference not set to an instance of an object This locks the last looted object's icon on screen and prevents the looting of other objects until the plugin is reloaded.
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- 43 comments
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Curious about this, any chance you plan on making an option for use anywhere so long as the player is off ground? I'm having an issue with it failing to recognize me jumping from a heli as is, figure if it wasn't looking for that we'd be good to get past that object not set to instance flag I'm getting.
- 43 comments
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Sorry I forgot about this! I was also unable to reproduce it after the incident. The original issue was actually produced when the player had used multiple tcs in an overlapping privilege build so I'm beginning to suspect this was the actual cause. For now, the only time a base seems to not take damage with our setup is when it started without a TC. Players just place their own to initiate the raid and all goes well. Any time a TC is broken, the raid continues as it should, which is perfect!
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Sorry my bad I didn't mention; I'm using custom inventories I want for their looks and drops with Raidable Bases Profiles. NPCKits is overwriting the kits and causing the conflict because it's trying to overwrite all general Scientists on the map and not looking for the ones plugins are spawning.
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- 55 comments
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Any chance we can have the plugin omit NPCKits from affecting the NPC loadouts? Steenamaroo had me check in with you to see if we can get this supported. Currently we've got a little conflict back and forth depending on which spawns first. Here's the convo I had with Steen on the subject: https://codefling.com/files/sc/1718-api-non-null/?tab=comments#comment-8302
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Copy! I'll relay it over to Nivex's territory and see what we come up with. In the end it comes down to who's plugin loads 2nd. If RaidableBases comes in 2nd, everything works great except we get some double loot spawning action on deaths. whereas if NPCKits comes 2nd, we overwrite the spawned loot intended. - Either way it's a conflict, but it's cool to see different results XD
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Hi! Great plugin, everything's working well on my end, just one little conflict with another plugin I'm utilizing for it's NPC Loadouts. I'm Using Raidable Bases by Nivex: Looking to make sure the defined loadouts for these NPCs aren't being overwritten by NPCKits. I see the tag about the API needing to "return non null" - Not sure what this means as I haven't played with API stuff at all with any of our plugins. Can you help me out with this? Assuming it's the ticket to resolving the conflict I'm seeing.
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Perfect! Thanks so much! I've been having a lot of fun editing the tables and bringing in the DLC items or some oddballs like duct tape and maps for giggles. I'll be able to edit the full list with a lot more confidence knowing the method behind it now, appreciate the speedy reply! ALSO: Unrelated, but is there a chance we could see functionality for your other plugin - FacePunch - To be able to damage open the lootables? It's become a staple in our server and would love to keep it's functionality mainstreamed with this too.
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Trying to understand the methodology to the spawn chances here: "SpawnChanceTimes": 4, "SpawnChanceScale": 5 Is this like 'rolling' on the loot table? Right now my assumption is SpanChanceTimes = how many times the system can include it in total "rolls" for a possible spawn. Second assumption is SpawnChanceScale = the 'weighting' of a possible spawn in a loot table compared to other possible items listed. Would this mean lower numbers = less chance of the item spawning? - For now I cannot tell whether this is the case and it is making it difficult to modify my own loot tables accurately.
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Found a small issue with tool cupboards. I imagine this may be a bit tricky, but we found once a cupboard was destroyed, we could no longer damage the base or the entities attached. Once we were able to place our own, we could destroy as normal again. So for now, we have an ingame workaround, and thanks to the ingame message it seems to be something any player could figure out how to resolve on their own. I've looked at the cs file in an attempt to find what's calling on this function but I've been unlucky finding the proper edits. I'm feeling it has something to do with a privilage function like priv == null but I'm pretty lost at this point on making a no tc base damageable. Thoughts?
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Thanks! This worked too, except I couldn't delete the whole string without causing an error with the plugin loading: Error while compiling: AbandonedBases.cs(2157,82): error CS0103: The name `center' does not exist in the current context So now my file reads this instead: var center = GetCenterFromMultiplePoints(foundations); if (EventTerritory(center)) { } All seems to work fine like this
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That worked perfectly!! We now have a fully PVE server that allows people to defend and attack bases within an acceptable range, while also keeping specified structures indestructible. You've been a major part of this as we use quite a few of your resources, so thank you very much! You've got our continued support for the foreseeable future