-
Posts
36 -
Joined
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by Cargonia
-
I love the addition of the option to lock the deployed boxes. Unfortunately it seems the boxes are not breakable on PVE. This is caused by the TruePVE plugin and its "LockedBoxesImmortal" flag. There is a fix though, if you add this code in after line 3012: private void OnCollectiblePickedup(CollectibleEntity collectible, CustomPet customPet, Item item) { if (customPet) customPet.CustomBrain.OnCollectiblePickedup(item); } // start new code private object CanEntityTakeDamage(BaseEntity entity, HitInfo info) { if (entity is StorageContainer && info?.InitiatorPlayer != null && !(info.InitiatorPlayer is CustomPet) && PluginEntityComponent.TryGetComponent<DropContainer>(entity, out _)) return true; return null; } // end new code #endregion When any entity takes damage, this hook checks if: The target is a StorageContainer (cheap type check, skips 99%+ of calls early) The damage source is a real player (not decay, fire, animals, heli, etc.) The player is not a CustomPet bot (prevents bots destroying their own boxes) The entity has a DropContainer component (confirming it's an NPC-deployed container) If all conditions pass, it returns true, which tells TruePVE to allow the damage — bypassing the immortal flag. Player-owned locked boxes remain fully protected. I have tested this on my server and it seems to work. If you don't see any issues on the plugin's side with this, I would love if this could be added.
-
- 42 comments
-
- #ultimateleaderboard
- #leaderboard
- (and 20 more)
-
I noticed that the bots will stash their ammo, too. I would like to have limited ammo for the bots but maybe it can be made so they won't stash their ammo or make them prioritze to stash resources before ammo and meds? Also it would be nice if the boxes could be locked with a keylock so you have to break them to get the items.
-
I have an additional question: Right now I give my bot a rock and torch as default loot. For gathering they have this setup: { "Allow to create item if it is not in inventory?": true, "Allow to give item when respawning?": false, "Item": { "Item shortname or ID": "stonehatchet", ... }, { "Allow to create item if it is not in inventory?": true, "Allow to give item when respawning?": false, "Item": { "Item shortname or ID": "rock", ... } } I would've expected the bot to create a stonehatchet now as it is higher in priority and not in inventory, but the bot is still farming with a rock. Did I set some wrong config here or did I misunderstand?
-
Thanks for the blazing fast reply and the explanations! For the "create item" section: What is the practical difference then between "Allow to create item if it is not in inventory?" and "Allow to give item when respawning?"? If I understand this right, the last one will create the item instantly when the bot spawns, while the other one will create it as soon as the bot "decides" to go farming for example? I don't know how difficult this would be to implement, but I think it would be amazing if there was a setting to allow the bots to "craft" items if they have the necessary resources to mimic player like progression. This way they can't simply create the highest priority item out of thin air, but will craft increasingly better tools and weapons if they have the resources. Additionally, did I understand the config correctly that in order to make a bot use a certain weapon in fights that he picked up somewhere, it needs to be listed in the "Items for fights" section, correct? So ideally I would list all weapons there so the bot can use them if he gets his hands on any of them? Last suggestion I have (which likely has already been mentioned), I would love a setting for each bot along the lines of "Spawn bot preset only after X seconds/minutes/hours after wipe" to enable the option to setup increasingly better geared bots but not have them roam with a full kit on the spawn beaches after wipe Edit: Just saw for my last suggestion, there's already an Add-on that does this.
-
Could you please add a more detailed description of what the different settings mean from the config? I would like to know what these settings actually do: "Specify the ID of the bot generator (8 - 15)": 9, "Bot appearance (used if bot's amount - 1, use the id in the range of the specified number of digits for the bot ID generator or leave 0 for random appearance)": 100000000, "Enable periodic bot reinitialization? (can improve performance)": false, "Enable random bot behaviour?": false, "Brain timer tick (0.01 - 1)": 0.1, (in Controller setup) "Controls timer tick (0.01 - 1)": 0.5, (in Controller setup) "Use only NavMesh navigation?": true, (in Controller setup) "Another container prefab (you can leave it empty)": "" (in Box setup) "Allow to create item if it is not in inventory?": false, (in "Items for ore mining", does this mean they will craft this item if they have the necessary resources? Also does the priority mean they will use/craft the items depending on the priority?) Sorry for the many questions, but I really would like to understand the config and the bots possibilities fully. Thanks in advance for the great plugin, it's amazing already!
-
- 42 comments
-
- #ultimateleaderboard
- #leaderboard
- (and 20 more)
-
Any plans to add this in the future?
-
I get that this is a free plugin, but it bothers me immensly that the background color of the icons doesn't match the default ones. Any way to get these adjusted or in case this is a theme issue - to get the icons on a transparent background so I can put them on the desired bg color myself? Really appreciate these already, so a big thank you for providing those for free!
-
Does this plugin support the API for Mevents Ultimate Leaderboard? I would love to track completed NPCRaids. They have a section all the way on the bottom "API for Developers" which shows what's needed to integrate I guess.
-
I noticed that if a player starts a raid, other players (from diffferent teams) can come in and just loot as well. We run a PVE server, so loot should be only accessible by the team who started the raid. I also thought this line in the config was supposed to do that, but I guess I'm missing something? `"Lock Treasure To First Attacker": true,`
-
I also get this error while trying to load the plugin: DeployableNature.cs 2061:37 'BaseVehicle' does not contain a definition for 'IsAuthedForBuilding' and no accessible extension method 'IsAuthedForBuilding' accepting a first argum... ent of type 'BaseVehicle' could be found (are you missing a using directive or an assembly reference?)
-
- 1 comment
-
- 1
-
-
- #gather rates
- #rates
-
(and 1 more)
Tagged with:
-
- 9 comments
-
- #raid
- #raidable
-
(and 21 more)
Tagged with:
- #raid
- #raidable
- #raidable bases
- #base
- #bases pack
- #bases
- #raid base
- #raid bases
- #raid bases package
- #bases package
- #raid base pack
- #raid mega
- #raidable mega pack
- #raids
- #raidablebase
- #raid base mega pack
- #raidable base pack
- #raidable base package
- #base design
- #base pack
- #base package
- #base raidables
- #base packs
-
- 73 comments
-
- #cargo
- #cargo ship
- (and 4 more)
-
Use the command `/quest.saveposition.outpost` in Outpost at the location you want to have the building. This will write the coordinates in your config, where you can also adjust the rotation. Make sure `"Use custom position?":` is set to false, as this refers to the completely free position, not tied to Outpost. Reload the plugin to see the changes, it may take a few tries, before you get the positioning and rotation right.
- 190 comments
-
- 1
-
-
- #customizablequests
- #dezlife
-
(and 5 more)
Tagged with:
-
Thanks for your reply! I thought this would do it, but I still get multiple monuments of each type. Is there other settings that I need to change? Also it says "additionally" so additionally to what? "Ground Monuments": { "Allow automatic spawn? [true/false]": true, "The minimum number of locations": 0, "The maximum number of locations": 7, "List of locations": [ { "Preset Name": "mayanPyramid_1", "Name": "The Mayan Pyramid", [...] "Allow automatic spawn? [true/false]": false, "Probability ": 100.0, "Number of monuments that will spawn additionally (Does not depend on the previous two parameters)": 1, [...] Right now I have it set so minimum and maximum are the amount of different types that exist. I am aware that this would cause multiple monuments of the same type to spawn if one isn't able to so it fills to the maximum (that's what I assume). But like I said I want every monument to spawn just once (if it is able to depending on the map of course).
-
The recent changelog states "Ability to precisely specify the number of locations to spawn for each preset". If I understand this correctly an option was added in the config to set the precise number of how many of a preset should be spawning? Where can I set this up? I can't seem to find the setting to do this, but I want every monument to be there exactly once.
-
@Nivex Thank you, I just didn't realise those were different options, because what I was after is not what a "sphere" is. So I think titling that option might be a bit misleading (atleast to me), especially if the option for the dome also contains the word sphere: "Create Dome Around Event Using Spheres". But I don't want to be picky, that option was exactly what I was looking for. Perfect, I am quite sure the "Hogging" option is what it was. (I still think it is a good option to keep, I just wanted to understand). Thanks again for the great support!
-
@nivex Thanks for the quick reply. Gotta say your support is top notch! So for the zones, that's just a possibility for the domes though, correct? So if I have them disabled (because I don't like the look of them, there's currently no way to have like the less intrusive zone like convoy has? "Player Lockouts (0 = ignore)": { "Apply Lockouts To PVE": true, "Apply Lockouts To PVP": true, "Apply All Lockouts Everytime": false, "Block Clans From Owning More Than One Raid": false, "Block Friends From Owning More Than One Raid": false, "Block Teams From Owning More Than One Raid": true, "Block Players From Joining A Clan/Team To Exploit Restrictions": false, "Time Between Raids In Minutes (Easy)": 30.0, "Time Between Raids In Minutes (Medium)": 30.0, "Time Between Raids In Minutes (Hard)": 30.0, "Time Between Raids In Minutes (Expert)": 30.0, "Time Between Raids In Minutes (Nightmare)": 30.0 } I'm guessing it's this part of the config, that controls all of the settings you mentioned? And then I'm guessing in my confif the "Block Teams" part is the one preventing also solo players from owning multiple raids?
-
May I ask two questions: Is there an option to create a zone around a currently raided base like the Convoy plugin uses? I would like to have an indicator that a base is being actively raided. Afaik the lockout time settings only apply per difficulty. So if a player starts a raid on an easy base, he can't start another easy one before the set time is passed BUT he should be able to switch to a medium right away, is that correct? Because I just got a player report that he has done exactly that but couldn't enter the medium base. If that's intended behaviour I would understand because it probably prevents people to just run around and claim 5 bases without doing anything, I just didn't see this reflected in any settings to set the lockout time for example so I was wondering.