BigCountry
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Everything posted by BigCountry
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I got Pro working with this code (replace the function CalculateSpawnPosition and add isOnGround bool function) It's not perfect, but it will work private Vector3 CalculateSpawnPosition(Vector3 center) { for (int i = 0; i < 15; i++) { float dist = UnityEngine.Random.Range(config.spawn.spawnMinDist, config.spawn.spawnMaxDist); Vector2 rand = UnityEngine.Random.insideUnitCircle.normalized * dist; Vector3 targetPos = center + new Vector3(rand.x, 0, rand.y); if (targetPos != Vector3.zero) { if (WaterLevel.GetWaterLevel(targetPos, false) < targetPos.y && isOnGround(targetPos)) { return targetPos; } } } return Vector3.zero; } private bool isOnGround(Vector3 pos) { RaycastHit hit; if (Physics.Raycast(pos + Vector3.up * 2f, Vector3.down, out hit, 5f, LayerMask.GetMask("Terrain", "World", "Default"))) if (hit.collider.gameObject.layer == LayerMask.NameToLayer("Terrain")) return true; return false; }
- 11 comments
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- #ai zombies apocalypse plugin
- #custom npc
- (and 8 more)
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Please help. Pro version: the auto spawns are not spawning anymore. This function returns 0 private Vector3 CalculateSpawnPosition(Vector3 center) { for (int i = 0; i < 5; i++) { Vector2 r = UnityEngine.Random.insideUnitCircle.normalized * UnityEngine.Random.Range(config.spawn.spawnMinDist, config.spawn.spawnMaxDist); Vector3 f = SampleNavMesh(center + new Vector3(r.x, 0, r.y)); if (f != Vector3.zero) return f; } return Vector3.zero; } Vector2 r = UnityEngine.Random.insideUnitCircle.normalized * UnityEngine.Random.Range(config.spawn.spawnMinDist, config.spawn.spawnMaxDist); Vector3 f = SampleNavMesh(center + new Vector3(r.x, 0, r.y)); Manual spawns still work, though; I have not looked at that code.
- 11 comments
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- #ai zombies apocalypse plugin
- #custom npc
- (and 8 more)
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- 13 comments
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- #raidable
- #base
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(and 46 more)
Tagged with:
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- #base
- #bases
- #raid
- #raidables
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- #raidablebse
- #building base
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- #raid loot tables
- #raidable base package
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- #raidable bases and loot tables
- #build
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- #raidable bases pack
- #easy to nightmare
- #raid base full package
- #halloween
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- 13 comments
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- #raidable
- #base
-
(and 46 more)
Tagged with:
- #raidable
- #base
- #bases
- #raid
- #raidables
- #raidbase
- #raidablebse
- #building base
- #base pack
- #mega pack
- #raid base packs
- #raid base full pack
- #raid base mega pack
- #raid loot tables
- #raidable base package
- #raidable base pack
- #base and loot
- #raidable bases and loot tables
- #build
- #builder
- #buildings
- #building
- #building bases
- #raiding base
- #raidbases
- #hard bases
- #nightmare bases
- #expert bases
- #easy bases
- #medium bases
- #base loot tables
- #base loot
- #loottables
- #raid base loot tables
- #build base
- #raidable base easy
- #raidable base medium
- #raidable base hard
- #raidable base nightmare
- #raidable base expert
- #all raidable bases
- #full pack
- #mega package
- #raid base pack
- #raidable bases pack
- #easy to nightmare
- #raid base full package
- #halloween
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I found what was killing me. If I set these values in the config- "Minimum time to event start(in seconds)": 300, "Maximum time to event start(in seconds)": 500, "Minimum event duration(in seconds)": 2000, "Maximum event duration(in seconds)": 3000, It wipes the event every 5 minutes, with no warning; it just ends, and you die, for example, regardless of an event duration of 33 minutes, even when I open the door and go inside ("starting" the event). So there must be a bug somewhere if those start values are lower than the event duration values Basically, I wanted to start/stop the event randomly all over the map in 5 min intervals, and when someone opens the door to trigger the event start, then it would freeze the event and start/last for 33 minutes, etc. At least, I was assuming how it would work configuration-wise?
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Oh, if you wanted to add a config to "Reset Dungeon Timer Once the Door is FIRST opened" true or false that would help a lot. This would be the same c# method call that only lets the person or group in and out of the dungeon, I think, looking at the code. Sometimes it takes a while to actually get to the dungeon on the map and stuff. And when you get in there, you don't have any time to actually complete it, etc. I did add a GUI Announcement (a different mod) to the warning on the dungeon event end. So it flashes on the actual screen; that should help warn players that it's about to end, perhaps if (duration == Configuration.warningMessageTime) { foreach (BasePlayer player in dungeonPlayers) { SendMessage(player, GetMessage("WarningMessage", player.IPlayer)); GUIAnnouncements?.Call("CreateAnnouncement", "Warning! Dungeon closes in 5 minutes!", "Black", "Red", player); } } This is actually a really great mod for role play/pve, like really good
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Basically, when the event ends and the player(s) are still in the dungeon, teleport the player(s) to a safe location (I suggested the coordinates of the entrance door since that is always above ground and safer cords). What's happening is the players are underground (under safe world coords) when the event ends, and the game itself kills them because the mod just destroys the base and the game does not know where to put them, and they cannot get back to their loot bags after they die (making it pretty bad). It's a server admin's nightmare
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Yeah I must of missed it, did not see it. So if you die and lose all your stuff when the event ends (insta-pop!), I cannot put this on my server. The player wrath I would get would be insane. Is there not a way to just code in the cords of where the entrance door was and teleport the player there when it ends? Versus killing them with their bags underneath the ground?
