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Everything posted by Jbird
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At this point we are going back and forth quite a bit, are you in the Mad Mapper Discord already? Can you open a ticket there and you could tag me if wanted but tag KpucTaJl in a ticket and he can get back to you and discuss the suggestion. He has been busy working on updates recently and would hear it out and explain his answer. Guaranteed. He is already doing updates on a lot of plugins so while he is in update mode would be a good time to talk. @Hawkhill if you need a link let me know I can get you one. It would be in some of your documentation and on the sites and such though in a couple places if you aren't already a member.
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Having actually randomized loot assures that not the same thing drops again and again. Hence that is the way this plugin works. How are we now explaining the same thing? You don't need to explain that to me. It is what I have spent quite a bit of time now explaining to you or trying and failing perhaps. I gave a link did I not? It has probabilities of items that will barely drop in a vanilla crate, as examples of what you could use if you still insist on using min max and using probabilities and using random items as well. The 100% items are not being prevented, they just never even get rolled. Min and max chooses a number, once that number is hit no more loot pulls. The plugin is not written to start at 100%. If you want that my recommendation is find a loot table plugin that you can build a loot table in, use that, and set the plugin to default settings instead or lead it to the path you desire within your custom built loot table. Several loot plugins are already supported. Agree to disagree. There are plenty of ways to customize the loot table without forcing for it to be rewritten. The majority of the community use it as is without issue or direct it to a 3rd party loot table otherwise if we want a different system such as what you are describing quite repeatedly. The order that the items are placed in the file don't matter that's just organization if anything at that point, the rolls are otherwise random intentionally. Again the drop chance isn't the probability it will show in crate, it's the probability that if rolled, it will drop. Have you even tried removing the min max settings, or even if you don't do that just lower the percentages on things? Have you clicked the example link to look at low probabilities and high end probabilities in a vanilla crate for comparison? You have to do that if you're going to try to combine your own loot table with a vanilla loot table in my opinion. I can help write some documentation and tips for the developer to add to the description and just in general as the prefab pulls are the most mistaken so far in my experience doing support 24/7 for the guy. nivex is an awesome developer and wrote a loot table system, an extensive one, one that has several folders and blows most peoples minds, and it's configs on configs on configs in the data directory. It's sick and complicated and well written, not to mention well maintained and supported. I've even supported and will and do support his product when I can and have the time any chance I can. But that's another plugin and has nothing to do with what we are talking about. I have explained how THIS plugin works several times now and we are even explaining the same things at some points. I understand that some plugins work differently but this one doesn't unless you have a 3rd party loot table and point the loot to your loot table. Not to mention there is still always that option of trying lower probabilities or simply dropping the min/max requirement as it is the way to unlock getting 100% of what you want and then a few other items. With the right probabilities the numbers will be incredibly consistent.
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Forgive me for skipping some of the other messages but you are still not understanding how the probability works unless you're going to turn off the min max requirement. It's not picking certain drops first and you're trying to force it to. It's not going to. It's going to pick random drops and roll the probability to see if it goes through, it it goes through it takes a min/max slot. Period. The only way to have as much control as you want is to turn min max requirement off and might likely want to reduce some of the extra loot aside from the 100% loot that you want. The dev has already created a way to get guaranteed loot you are just trying to turn the more randomized (intentionally) loot table to work differently than it does. The plugin will pick the 100% drops 100% of the time just turn min max off.
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It depends on what you are trying to achieve, you didn't answer any of the questions I had to help answer this for you. I don't know what prefab path you are using to even gauge the likliood that boom hits there first of all, and you get a full loot pull from the prefab which is a number of items not just one item, a full loot pull as if you opened the container in game and you get all of that, PLUS what's in your own loot table. If you turn off min max it will roll every item, and enter them depending on their percentage, so 100% would always make it. For other things not to often show up then compare it to a Rust crate probability set and look at how low percentages should be for the filler items.
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That doesn't guarantee boom unless the prefab path and or the own loot table have boom in them, but still unless there is boom and min max is ignored you are not guaranteed boom. Best way to guarantee boom is have 100% on an item and min max turned off, it's the best way to get the specific loot pulls that some people are wanting without getting another plugin to create it and pointing to that loot table. Min max of x means there will be x items selected and their probability rolled. People often think even 10% is a low probability and it's not, thats 1 out of 10 chance that that item will drop before it rolls around and grabs a 100% chance item. There is still some randomness to it. 100% probability on one item only means that IF that item gets picked and rolled will it 100% drop. People are not building loot tables where the 100% items even get rolled because 6 10% items and 4 50% items dropped out of the 10 items that were chosen as the min and max.
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Which 'update plugin notification' are you referring to? Let me know in what way you mean that they're not working and what exactly you're talking about, links references or whatnot would help. I get notifications and you can get notifications on the site very easily, there's nothing wrong with that method that I've seen or heard of. If it's another plugin or something though need to check the config and options or make sure it's up to date. I haven't seen any issues there with the one that I use.
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Can you confirm your version of BossMonster and of NpcSpawn please @Ondraasek Check those for me real quick and we will sort it out. Do you have loot table plugins? If so what do you use?
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First you need all of the data files added to your server. You'll see even an Images folder which might be new to some people. This is a folder and needs added along with the images inside. These do not get added to ImagesLibrary this plugin does not use it. Once you have all of the data files installed, also make sure you have the most recent version of NpcSpawn installed, and then reload or install the DefendableBases plugin and you will be good to go.
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You have to keep in mind that prefab pulls are a full loot pull from that prefab, not a single item from that loot table. I don't think you're understanding how it pulls a whole set from the prefab path. So yes I think to customize it the way you are trying to that you should use the own loot table.
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We have a patch that you can use and will point it out to you. Just mention or ask about it but there is a channel for patched plugins. How do you figure? Loot setting { "ShortName": "flare", "Minimum": 1, "Maximum": 1, "Chance probability [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 2888603247, "Name (empty - default)": "Flare for HARD" } Crate setting { "Name": "Flare for EASY", "SkinID": 2888602635, "Name of difficulty level": "EASY", "Crate appearance settings": [ { "Prefab": "assets/bundled/prefabs/radtown/crate_elite.prefab", "Chance [0.0-100.0]": 50.0 }, { "Prefab": "assets/prefabs/npc/m2bradley/bradley_crate.prefab", "Chance [0.0-100.0]": 50.0 }, { "Prefab": "assets/bundled/prefabs/radtown/crate_normal.prefab", "Chance [0.0-100.0]": 33.33333 }, { "Prefab": "assets/prefabs/misc/supply drop/supply_drop.prefab", "Chance [0.0-100.0]": 50.0 } ] }, Most likely not but ask the developer of that plugin, I don't know if their plugin works on NPCs but I would imagine they would. My guess is that for an NPC no, they won't. Just make sure to confirm with that developer. What are you trying to achieve with this? How did you test it and how did it not have an effect?
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Nothing changed recently to change the functionality for you. "Delayed departure of CH47 after the start of the event [sec.]": 0.0, You have no delay for when the Chinook leaves, so it leaves near the beginning of the event. One the Chinook drops the hackable crate, and picks up the zombies, if there is nothing to stop them from doing that then the event is going to end and it is going to be quick.
- 37 comments
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- 2
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- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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- 37 comments
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- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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Thank you very much for following up. I spoke to them too I had reached out. Hope that everything is sorted for you, but of course reach out if you do have anything come up!
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You can actually already do this by changing numbers or more importantly changing the timers. You can make longer waves, and have the NPCs coming faster for example. Try to make small changes at first though as you might be surprised by how changing both of those slightly might start to be noticeable in game.
- 97 comments
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- #barricade
- #ch47
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Did you also install NpcSpawn? Do you get any response in console?
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Alright @Rahd let us know if anything else comes up!
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Sharing with the developer, thank you for the communication @Rahd my friend.
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NPCs don't do rocket PvP unless there is raiding involved, at least for the most part and as far as what they have been taught. Same for the explosives, they would not just throw them at people randomly but if they were in a base or built some defenses to try to hide behind they could try to raid those.