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Everything posted by Jbird
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That is the answer to one of multiple questions that were already answered. Were you trying to ask a question or just answering one of them again? Just checking. haha
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NPCs have a lot built into them already and are constantly being updated and given more functions and parameters, sharks just don't have anywhere near as much put into them they are quite simple. The suggestion is there for us to come back to and kick around as an idea but short term I just don't want to get your hopes up.
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I just wanted to share that since you mentioned it, wasn't sure if you knew about it. Unfortunately though for your suggestion, no they cannot be added to an event like this. Sharks have no ability to see building blocks and things like the submarine and will just swim right through them which unfortunately as fun as the idea is would just not work for the majority of people to just have sharks randomly phase swim through the submarine. Fun idea though!
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- 86 comments
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- #gas station
- #crates
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Are you in the Mad Mapper Discord by chance? Video of what you're describing would be very helpful. Players will always try to find ways around systems. I'm not sure that much can really be done about this, we can only control and engage so far before this could become a problem with other instances where it would create undesirable effects. We will discuss and consider this workaround though.
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The image you shared is actually explaining the issue. There is a folder and files you did not move into your server. You can disable the UI if you want, but for the full effect of the plugin you need to move the Images folder into your oxide/data folder and with it the images inside as well. Once you've moved them you can reload the plugin and you should be good to go.
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I can say that @kaffeebohne did make a good and valid point, as it would be quite rare for this to happen. But I can expand on this further. In regards at least to Convoy certainly, the intention is that if they cross paths that there will be no issue, and they will pass each other harmlessly. It may not look pretty potentially or realistic but it will work and there should be no conflict or issue. In regards to the other plugins, the same should apply. But I can say since the team does not have the ability to test every plugin that has something on the roads, I just hope that everyone and anyone feels welcome to join or return to the Mad Mapper Discord and to let us know in a ticket so that we can review, confirm, and address any issues that arise or are found. I mean.. he's okay.. haha Sounds to me like you need to update NpcSpawn as well. Manually double check the version when you download it or go to the Google Drive to get it, as there are still some people having issues where it is downloading an older version. It is a caching issue on the site. Clearing cache or using another browser may also work.
- 86 comments
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- 2
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- #gas station
- #crates
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Yes and no. I would probably not recommend making their roam range too high to be honest. That being said, my recommendation for a 'roaming' type of NPC I'd recommend using the Biome files. These will spawn around the different biomes in random areas around the map. Their roam range will decide how far they can move, but the chase range most give them range to attack as well, so it is best to keep a smaller roam range since there will be NPCs scattered everywhere.
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Excellent glad that is the only issue and that it is resolved! That is an excellent question. Always try to read the update notes, and make sure you don't skip any. Some updates happen close together and important update notes are sometimes missed this way. Generally you are correct, you can simply upload the new CS file and everything will take care of itself. Sometimes if large changes are made though there may be reason to do something with the old files so just check notes for that. If you see none then it is safe to simply upload the new version and you're good to go!
- 472 comments
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- #abilities
- #boss
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- 472 comments
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- #abilities
- #boss
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- 472 comments
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- #abilities
- #boss
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Yes you can, you'll just want to be careful about them potentially having the same spawn points. It's also worth considering performance when doing this, will add up quickly. There is even an option in NpcSpawn to enable NPCs to fight. But that's still odd to me, resources I'd rather save for players to use shooting them instead of having them shoot each other haha. Then like Alpha28 mentioned you can certainly disable whatever files you want to ignore and only have enabled what you desire.
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Any time, no problem. This is less of a perspective and much more of a fact though. To add to the facts though honestly I think what had happened as we discussed it some already, is that I translated all of the text prior to the plugins release obviously which I always do, and perhaps I translated it before some of the final testing was done. This was discussed in the community and there was no disagreement to the patrols being idol until someone enters their radius. Agree to disagree in regards to their patrolling because while yes patrols are usually going to be moving, these guys are mobile if you cross them, and they are doing their primary duty of watching over an area. No need to go back and forth on that though it's debatable but it will be addressed soon anyway. I acknowledged your point the first time. The plugin title I can pretty much guarantee you is not going to change. Too many people already own the plugin with the current name. I did say that I was going to address some of the changes to the plugin as there have been a couple this month, and the description gets updated usually more for things like new commands, or removing and adding parameters stuff like that. I'll help to write a new description that highlights some of the new features like being able to add custom spawn locations which was recently added. Obviously we will otherwise address and clarify the way the plugin works, what it does and doesn't do especially in regards to the patrolling debate. Thank you again for the feedback and suggestions.
- 194 comments
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- #boat
- #facepunch
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haha It happens I just had to sorry. I will get with the developer and suggest some changed verbiage. Honestly if anyone is to blame it is probably me. I do translations for the team and sometimes when I am translating a plugin I haven't actually done much with yet, I am guessing at what's happening and how to explain things. I probably read the translation which was more accurate and said.. well that doesn't make sense so I made it sound to your point, a bit more like they actually actively patrol. I will make one technicality point, to say that they truly are always patrolling, they don't have to be moving to be patrolling, and depending on the configuration they can patrol a pretty large area. They just aren't moving around constantly 'looking' for players it would be an incredible resource drain to have them moving constantly. If they don't seem to be noticing or chasing players much I'd play with the config and give them more room to see and chase. I still plan to suggest and help create some adjustments to how it is worded to make sure that not only perhaps it is more clear, but that there is a noticeable note stating that they do not move and that they just spawn at random around the water areas on the map. Thank you for the feedback and suggestion.
- 194 comments
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- #boat
- #facepunch
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Tunnel NPCs have defined spawns. Have you by chance been in the Mad Mapper Discord yet or already? You could and should jump in there we can go into this in more detail a bit faster and easier in regards to back and forth because I have a few questions as well about how you are going about this. There have been a few big updates. As far as documentation I do have something I've shared in the Mad Mapper Discord if you jump in there and get verified I can share that with you.
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We always collect and consider stuff like this. Only issue with those types of issues is it also requires wiping all config and data files since it would be changing the format, so that has to be taken into consideration and there was a large update not long ago. Still anything's possible if it makes enough sense and is popular enough. Just bringing that up for something to consider about some changes like that. It may be nice for a handful of people but then many that go to update and have had a lot of customization to their files are going to enjoy it much less haha.
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It becomes complicated enough with how you should configure each (in my opinion, properly) that really the best option is to use different presets intended to do different things. Their AI might get improvements in the future that will help with what you're referring to but currently it's just so much easier to mix enemies up whenever possible. They are usually going to use guns when you give them the choice, I mean, wouldn't you? Would you join the Mad Mapper Discord and open a ticket there? You can tag me and KpucTaJl the developer there. Will help you sort that out.
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"Minimum numbers of items": 1, "Maximum numbers of items": 3, You have a min max of 1-3 items, and you also have those items all set at 50% chance of dropping. The probability that you will only get one item, is smaller than that you will get 2 or more. The question is if they drop, but 50% is actually quite high probability to be honest. I would consider something lower than 50%, as you need to understand the probability a bit better if you go larger numbers. This is one way to achieve what I think you might be trying to do. Min max is 1, I left it at 50% chance for each, it will choose one or the other whichever drops first. "Own loot table (if the loot table type is 1 or 5)": { "Minimum numbers of items": 1, "Maximum numbers of items": 1, "Use minimum and maximum values? [true/false]": true, "List of items": [ { "ShortName": "explosive.timed", "Minimum": 1, "Maximum": 1, "Chance [0.0-100.0]": 50.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "ammo.rocket.basic", "Minimum": 1, "Maximum": 2, "Chance [0.0-100.0]": 50.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } ] }, "Item Multipliers": { "explosive.timed": 1.0 } },
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Yes you can combine boss abilities. Cooldown is -1 for each and it says that will disable the ability, so they need a timer. Both are disabled above. I recommend a decent timer otherwise their appearance is somewhat pointless, they have to despawn though as well so maybe add 10-15 seconds or more to the "Ability Cooldown Time" and use "Despawn time NPCs" as where you want it to end. Also as was pointed out, 0.1 seconds is very fast, so they don't get to do very much and might be a little too fast for the human eye haha. I would go more NPCs too! "NPC Settings" needs not be null so let us know if you end up having issues that might be structure based like that and we can review it. I would come to the Mad Mapper Discord and create a ticket if you have further issues with it and want to get them sorted. Thank you. 0.1 second even.
- 472 comments
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- #abilities
- #boss
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