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Everything posted by Jbird
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One way to specifically address this part of the question, would be to edit the NPC configuration and to decrease their sense range so that they are not sensing or seeing people further away. There are a few ways you can configure NPCs to be less aggressive and slower to notice players. In regards to this part of the question there is a separate plugin called PveMode that was created after many of the events such as this one already existed. It was created to add additional options for servers to lock damage and looting of an event under certain circumstances. You can completely configure this as desired so you could make ownership very easy to obtain, and then you could block targeting or damage to and from the event within these configuration options. They just require PveMode to work so depending on if you own it, or if you want it, the first option should be helpful.
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They should not be getting removed by BetterNpc in this instance, if you have it configured as above and everything has been freshly loaded. If it is then yes wait to hear back from the other developer. They would need to troubleshoot with you the reason that those NPCs are not showing up with BetterNpc present. Of course if there seems to be any issue you are the developer can let us know what you find. Hopefully implementing the fixes suggested using the API from the Description will sort things out.
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One way to specifically address this part of the question, would be to edit the NPC configuration and to decrease their sense range so that they are not sensing or seeing people further away. There are a few ways you can configure NPCs to be less aggressive and slower to notice players. In regards to this part of the question there is a separate plugin called PveMode that was created after many of the events such as this one already existed. It was created to add additional options for servers to lock damage and looting of an event under certain circumstances. You can completely configure this as desired so you could make ownership very easy to obtain, and then you could block targeting or damage to and from the event within these configuration options. They just require PveMode to work so depending on if you own it, or if you want it, the first option should be helpful.
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Thank you for jumping into the Mad Mapper Discord @Et3rn47 glad we could sort this out! For reference if anyone comes across a similar error, unload the plugin, remove your data file, and load the plugin back onto the server. Should clear things right up!
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Hiya @Jack hopefully I can help out with this and if nothing else clear things up so that you can get a resolution sooner rather than later. Firstly I want to mention that there is an option in BetterNpc to remove or not to remove other NPCs in the area. Remove other NPCs? [true/false] — It deletes the standard NPCs inside the limits of this monument So there is one option, a short term fix if nothing else as this is likely set to true for you at the moment and at that location. The only thing you may run into when setting this to false is you'll get a mix of default NPC, BetterNpc NPCs, and when the event runs you'll have those NPCs as well. If that's not an issue though then maybe this solves the issue. As far as with the AirfieldEvent plugin you would need to ask that the Developer use the API available in the plugin description to remove BetterNpc NPCs during the event, and spawn them back in when the event ends. I'll share that text here for reference. API void DestroyController(string name) — It destroys the place of appearance NPC with the name {name} void CreateController(string name) — It creates the place of appearance NPC with the name {name} These APIs can be used with standard monuments, custom monuments (NPC locations) and roads. The name of this monument is in standard monuments {name}. It is the name of the file in the Custom and Road folder in custom monuments and roads They can use this API to have the plugin compatible with BetterNpc and to fully avoid this issue, and to have everything working in unison properly.
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Always recommended to check update notes in case any important changes are made that could affect how you use the plugin, big config changes especially. But hey we are all human, no worries @MrLiquid.
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ZombieHorde and Better NPC (Interaction?)
Jbird replied to Beaverthelieber's Support Request in Support
Are they not attacking them or just not damaging them @Beaverthelieber? Do you use any other plugins that allow or control NPCs? Or maybe you have TruePVE and can make sure heavy scientists are added to the NPCs group? Normally that's all you'd need to change. But we can try to sort out what's stopping them in this case. -
You are welcome, feel free to browse around a bit there are others might even be free HP bar plugins that's just my favorite and the dev is responsive. Others might have it as well but I really like that it has HP bars for a lot more than just NPCs. I fixed the link too seemed like the link ended up null for some reason so the link I shared should work now if you didn't already find it by name.
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There is nothing in the Description about a health bar @US Apocalypse. But there are plugins that will add them. This is the one I recommend though there are at least a few others as well. Advanced Hit Bar This can add hit bars for not only NPC but other items in the game as well such as structures Bradley and Patrol Helicopter.
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The event plugins that take place on a monument need the Facepunch monument prefab to be able to find the location and take place there. So custom monuments even if they are very similar or broken down versions of the monuments, the plugin is not going to be able to find them since the monument isn't there. This is how the event is able to work automatically and at an accurate location. The only way this works is if it is a Junkyard monument with custom stuff added to it, as long as it's still the default prefab it won't work.
- 45 comments
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- #broken cars
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ZombieHorde and Better NPC (Interaction?)
Jbird replied to Beaverthelieber's Support Request in Support
Open up the NpcSpawn.cs file, the plugin file for NpcSpawn. Look for this or search for it CTRL+F CanTargetOtherNpc Change from false to true. Then NpcSpawn NPCs will target and fight other NPCs. -
No it's alright I just wanted to be sure I understood fully what was happening. So it seems like the Bosses are engaging these NPCs but neither NPC is actually doing damage to the other if I am understanding correctly, in this instance. I wonder if perhaps you have a TruePVE setting that is blocking this damage? If I am not mistaken this should otherwise work as you are expecting and is just my initial question in regards to the fact that they do not. But what is most odd would simply be that it sounds to be working in other instances, so then I am wondering if it has anything to do with the zombie NPCs specifically. What base type is this NPC, and is it a normal NPC with a zombie skin to wear, or something else? Any console errors you can find around this, or maybe even video might be helpful. If you are in the Mad Mapper Discord please feel free to create a ticket and give us any information you have on this instance. NPCs vs players is the main intent and biggest concern so thank you for confirming that there is no issue there, as it is the most important function they have. It is a bit interesting that they seem to have some difficulty here too fighting amongst themselves but that is NPCs for you. I am always on the lookout for AI to start becoming too smart, so maybe it is still best for us as a human race that they are dumb at times. Hopefully it is not just a ruse.
- 432 comments
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- #abilities
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This is nothing to apologize for. That does sound like it was the problem though and it is a good issue to know about for this and other plugins that use custom items that are added to loot tables, if this plugin is being used. Thank you for confirming the issue is resolved and for the additional information as well.
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No disappointment at all. I used to run into things like this all of the time. I always go through a new configuration and make several changes that I think that I want. And I would learn at times that I didn't fully understand what I was changing or something to that effect. It's no problem at all. Simply changing this back to false will remove the error for you. Thank you for the reply.
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Also @Dead Nasty if you do not use BradleyTiers and only use BradleyDrops we can look further into this as well. I think maybe it could be the same or related or maybe in that instance it is actually part of the plugin code instead of being a config option. I see your errors is from BradleyDrops instead so maybe for that instance more might need to be looked into and addressed. But just collecting all the information we can before making any changes. I did not see a similar option in the default config shown in the Description but maybe it has been added and does not show or maybe I missed something.
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So there is a config option in BradleyTiers that you have set to true and this causes the conflict error. "Bradley Tiers can interact with NPC": false You can set this to false in BradleyTiers config to align this with NpcSpawn logic and to get rid of the error. If there is a reason that you want this function to be allowed, if you can give some context to how you would use this, and what the importance is, the developer and I are curious. He has already indicated if there is desire for this to be allowed that he will look further into it and address the request. We just want to know the the intent and importance to understand it well.
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If you could please @Knusperkeks can you load or reload the plugin with the server running and give any other text that you get with that? Will discuss with the developer and get back to you on it. Have already reached out about it but it's very late at night already where they live.
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Just to confirm, out of curiosity if nothing else, are you saying that you had it enabled but that BossMonster bosses are not attacking back? I wonder if it could be something with their configuration but not very likely. But just wondering if you've found an instance where this method doesn't necessarily work. Perhaps they have a low sense range or something like that, to avoid aggro on unexpected players, and this is affecting their ability to defend themselves. But to further confirm it works normally in Convoy and they are responding correctly and attacking back? Feel free to let me know what additionally you notice or find out. I was hoping that was one of those nice quick easy fixes but sounds like that wasn't the case this time.
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Update from the developer @ZargoZ there will be another event that will take place here in the future. So forget the other things I said there are other plans instead.
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- 432 comments
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- #abilities
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- 432 comments
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Most of the plugins were all created long before Carbon existed. But we will need more specifics @Knusperkeks to understand how it is not working and what to do to fix it if it is needed. You will notice that this plugin isn't under the Carbon category. But the developer is happy to fix things if needed so that it will work for all customers so please provide details on what isn't working with the plugin.