jestermgee
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Everything posted by jestermgee
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I would like to know before I purchase. I plan to add this to trigger a raid against players after so many NPC kills however I use the "BetterNPC" plugin and would like to know if these are (or can) be counted as NPC kills. I'd like to have maybe a count of 100 of ANY kind of NPC then a raid is triggered. Is this possible? Looking at the example confog it appears to list only the official Rust NPCs.
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I just wanted to ask a question on this plugin (or maybe a similar plugin) I am sure at some stage in my trawling for plugins I noted a NPC raid style plugin that could be auto triggured against a player when they killed X number of NPCs in the world. I think the way it would work is player kills a certain number of NPCs and when they return to their base, an NPC raid team spawns outside their base area and starts raiding the players base (player is authed on the TC) Is that possible with this plugin or maybe another plugin? I'd love an element of surprise instead of having to call a raid.
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Great plugin but needs a lot of work to make it usable... I will open by saying this is a full featured plugin that can really offer some great extra challenge to low pop or PVE styled servers by populating the map with challenging NPCs however, there are issues and out of the box it is far from good and should IMHO offer a couple of different preset packages... The Good So it uses the NPC Spawn system to generate endlessly styled NPCs at all monuments and events with the option to replace existing NPCs. I ahve tested a few NPC plugins and this one by far is the better one mostly because it doesn't just drop NPCs around the edge of a monument, it has spawn locations within rooms, atop of roofs and even snipers in towers. NPCs may charge you, they may respond to sound so several may rush you and with such variety of presets for the weapons and behaviours, they may throw grenades, flash banks, smoke bombs or even attack you in your base with explosives and rockets if you try hide. Each NPC can be fine tuned using the preset files to adjust how the behave, what weapons they carry, if they can heal themselves, how fast they move and even if they can attach other NPCs or animals around them. The Not So Good Out of the box every NPC is armed with a gun making it impossible to get to ANY monument to get basics when starting including mining outposts, gas stations and supermarkets. Additionally, all NPCs are ramped up in run speed that when they rush you often you are just dead since you cannot run and cannot reload fast enough to take out more than 1 at a time. Accuracy is also far too dialled up with snipers having silencers and hitting you from a mile away. It takes a LOT of adjustment and on my server I removed all guns from roaming NPCs, ones stationed at the basic monuments like mining outpost, supermarket, gas station and electrical sub stations so starter players can find at least something before being killed. It is also needed to tune most of the NPCs run speed down to 5 or 4 instead of hte preset 7.5-10 as that is just stupid. Increasing the Aimcone to about 2.5 for most NPCs makes them less accurate and so easier to fight in numbers. All of this has to be done or the challenge is just frustrating as all hell. Another issue I find is the cargo ship no matter how I try the NPCs I replace on there are usually useless and easier to take out than the default ones. I filled cargo with heavy scientists and other NPCs and most of them will not engage you if you are not right up close to the ship. Heavies will engage if you give them a chaingun and snipers will engage but I add in a mix of extras and keep the originals as I find the original NPCs often function far better than these ones which seem to have a simple program of attack player by running directly at them, that is it. So it's a neat plugin that can add value but does have its weaknesses
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Yeah this ticket can be closed, I cannot find "cargoshiptest" in the prefab list which is the issue. I will have to dig on it as I can find all other assets of the cargo just not that model for some reason, just doesn't appear to be listed but that's another issue.
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Thanks for the info. I figured Cargo was a little more complex than standard monuments due to the fact there are 2 variants so the top deck can differ and it's a moving monument. Not up to speed using RustEdit or how to add local spawn points so will have to dig into that a bit. The extra template you provided is probably enough for me to make something work for the moment, quick test adding an extra heavy NPC and they appear in decent locations so I think I will use the default NPCs as normal with some extra roaming ones from the template mixed with these heavy stationary gunners just to make it a bit more of a challenge. Gives me something to work with at least.
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I will add that I have upgraded the NPCs to Heavy Scientists with a minigun and that does add some challenge but really would like to find out how to get a spawn point on the rear of the ship and more in the hold since many will bypass the deck and just hit the hold where there are just 2 lazy scientists
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So I have things working and the Cargo Ship I hoped would be more difficult now but find it's probably easier as it stands. The stationary NPC replacements no longer shoot at a sniper from harbor even if I increase their listen range. Also, I find often no spawns of NPCs in the cargo hold areas. Workaround currently is to disable the stationary spawns and allow the default NPCs to also spawn so there are just more roaming ones but this is not difficult still, just requires a lot of ammo. I would like to generate a few new spawn points on the ship notably one at the rear where people will usually fly a mini to land. I'd also like to add some in the bottom area of the cargo hold. I cannot figure out how to generate a new spawn coordinate local to the current monument. I have tried to generate a spawn in a test file using /SpawnPointPos Test and this creates a custom file with a spawn location however this location appears to be a global position and not local to the current monument/event I am standing in. Is there a way to set additional spawn locations for cargo or suggestions to make it more challenging?
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Thanks, yes I found this. I find for my tastes and the few friends on my server most of the aimcones are far too accurate resulting in death too quickly so tuning those down a bit.
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Ok, I think I ahve managed to find the answers here but maybe if I can just have it confirmed (tho some tests will likely confirm this for me) The control of how each NPC will 'despawn' is set in the NPC profile it looks like: "IsRemoveCorpse": true, It also appears that NPCs do trigger group attacks using these variables: "GroupAlertEnabled": true, "GroupAlertRadius": 50.0, "GroupAlertReceivers": "", So I guess there will be a lot of configuration needed to mkae things a little more realistic
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I just wanted to confirm if there is a way to not have the NPC instantly turn into a loot bag when killed? I'd like the usual behavior of a body which eventually turns to a loot bag since bodies are easier to see from a distance Also, I have switched from RESpawn and while it was not the most configurable plugin it did offer a somewhat better NPC experience around monuments mostly because attacking an NPC would alert others close by and they would begin to push and in some cases, flank around. I find many NPCs just run back and forth on a line until you get close to them then by default they shoot with too much accuracy which I will have to tune
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NPCs are not spawning inside the base (Spawn Inside Bases) — 3.1.6
jestermgee replied to MiniKao's Support Report in Support
So I just want to add to this. I noted the same before the latest update and have now installed the latest update and NPCs now spawn in a base however there appears to be an issue now with the correct number spawning outside IF any are set to spawn inside. Example: On extreme bases I ahve a total of 12 scientists and 10 murderers set to spawn and if I do not set any to spawn inside, they all appear roming around outside. If I set to spawn just on floors or rugs for instance and limit inside to only 4 scientists that should leave 8 that should appear outside however I see none outside and only murderers -
Raidable Bases (Tier 3 Package) - Plugin sold separately. Bundle available.
jestermgee commented on nivex's file in Bases
Cheers for the reply. Yeah I was a little confused as to what comes in each of the tiers and I have some friends who love building so the idea was each wipe we play I can snapshot their base, set the container layouts and then use it as a "real world" style of raid base for the next time which I like the idea of so sounds like maybe Tier 1 would be a good starter. Might set about investing in this. -
Raidable Bases (Tier 3 Package) - Plugin sold separately. Bundle available.
jestermgee commented on nivex's file in Bases
I am setting up a private server at the moment for testing, likely will just be a small server for friends and trusted players running off my own server. I have played on a server for years that used this plugin and it was a nice option to offer some raidable loot but I always found the tiers a little too "fake" such as Easy is almost always 'too easy' wood, medium is always a small stone base and hard upwards on a populated server is almost never bothered with as the cost to raid usually is less than the rewards.. Also the raid bases are almost never based on an actual design you would ever encounter. I have been happy in how it all works, can make my own raidable designs and can setup the loot tables tho would love more pre-set tables to save time, I likely would just make my own raidable bases. I live in Australia so the cost is about 40% higher making it a costly investment for the purpose and was disappointed to find the "bundle" option for Tier 3 + Plugin is $70 now $70 (so no discount) which in AUD is about $98. Is there any better pricing available or maybe the option somehow to purchase just the plugin requirement and loot / config files but not the bases or something? Thinking at this point I may just get the plugin or make do with the free version but I literally only want the ability to have maybe 2 or 3 raidable levels (with different loot sets) and the ability to set a "possibility" as the current setting in the loot for the free version appears to not work. Thinking the way I may make loot levels in the free version is just to add fixed loot crates along with the loot table spawns.
