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Everything posted by Jbird
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Most of them are coming from the hackable crate, the chinook event. If you'd like to disable that event until we are able to patch that issue and keep it from happening. They are spawning with the crate and not despawning if it leaves. Most of us like that it works this way but it does add up in regards to the hackable crate event, it works better in other context.
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So the only thing is that I'm not 100% sure on mixing the two if it's going to be that simple, but I do believe that yes it actually is. Most people just use very high percentages and don't realize that even giving something a 50% chance is going to actually spawn A LOT. Organizing smaller percentages makes way more sense otherwise they get too spread out and you nearly never see some things. I would say this is a safe way to use the probabilities. Repeating myself I suppose but yes definitely on to something here and I think once you adjust you'll be happy with the results. No worries I think I've understood everything.
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Of course any time. And unfortunately that is the case a lot of times until you start to dive into the code side of things if you do, and you start to think more in code than in just what makes sense. So often things seem simple in our mind but trying to make that happen isn't often nearly as simple. You don't have to disable prefab loot but what you have to understand is that prefabs will have their own percentages and chances, you can only give min and maximums between your choices and then adjust from there. It is assumed that your prefab path or loot table will have it's own chances in place and if you use a plugin then perhaps you can control that as well. To me though it starts to get just as complicated that my advice is nearly always build your own loot table, if you are able and willing. You get exactly what you want that way and so much less confusion and trial and error. You are not the first and won't be the last to try to combine them but get very specific outcomes and it can be very difficult to find those percentages and settings that will get it fine tuned, versus taking the extra time to build it yourself and having very little work to do afterwards. The confidence in getting the right things is too high not to want to do the work for it, for myself. Alternatively I would say to just use the path and items that you want but realize that doing a hybrid like that, getting the percentages and chances to work in a specific way is always going to be much easier if you just build the loot table yourself. Solid thought and tactic as well simply adjusting the percentages sometimes you can find a balance. I still think that when combining two loot table options though it is best to expect some chaos or a lot of trial and error testing different settings until it's dialed in.
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- 33 comments
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- #arctic research base
- #ch47
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It does make sense but that works differently than what you are looking to do. That is for adding multiple prefabs to pull from, so lets say you use 3 prefab paths, you can then use the chance to make one more likely than another. I think it might be a bit too complicated to try to do probability between multiple loot types that starts getting very complex. Within one loot type though it is much simpler. Hopefully my explanation makes sense as well.
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You could get creative and sell the command or something like that, where the server would send the command which would allow it to properly work. Giving them admin to use the command would be less than ideal. This would be my suggestion at least. There are a few ways that could be done at this point in the modding game. I don't know of any off the top of my head by name but I know that they aren't hard to find and even most store type plugins allow commands to be sold.
- 45 comments
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- #broken cars
- #cargoplane
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- 188 comments
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- #boat
- #facepunch
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So far we have had a few instances of this but have not found a culprit yet @Ondraasek. What do you use for loot tables on your server? Wondering if I might be on my way to the common denominator.
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Forgot to actually reply to this before but did take note of the suggestion and just wanted to say thanks for the feedback. Perhaps simply finding a larger number of patrols that fits better might work. There is likely a reason they are preferring that side, would need to see the map to know though so just a guess. But perhaps a larger number would fill in the gaps.
- 188 comments
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- #boat
- #facepunch
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Share what happens in console when you reload the plugin. oxide.reload HarborEvent Most likely issues might be that you did not install NpcSpawn.cs (see ReadMe file) or perhaps are missing data files? Take a look at those two possibilities and also give me the reload notes and response and we can see what's going on.
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By the way what happens is they were standing on the arm in the beginning of wipe. But once the arm moves it stops in random positions. This was an oversight when the plugin was originally released, actually took awhile for people to notice to be honest or some people noticed and fixed it quicker than others haha.
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I have this list posted in the Mad Mapper Discord @WarKingz but I will just post it here. BetterNPCs that I could do without Different position # means you have a newer version of the plugin Positions are being removed as we find them in updated versions of the plugin In those instances just go by the actual X,Y,Z as opposed to the position # Airfield Data File oxide/data/BetterNpc/Monument/Airfield.json Npc Set #2 "Mercenary" Position #2 "(-106.6, 3.2, -96.6)", Position #5 "(-109.5, 3.2, 49.9)", Position #17 "(96.8, 3.2, -88.9)", Npc Set # 4 "Porter" Position # 4 "(-17.0, 3.3, -96.4)" (delete the comma above it as well) Npc Set # 5 "Scientist Position # 2 "(-29.1, 3.3, -91.1)", Launch Site Data File oxide/data/BetterNpc/Monument/Launch Site.json Npc Set # 5 "Scientist" Position # 32 "(114.4, 5.0, -79.7)" (delete the comma above it as well) Giant Excavator Pit Data File oxide/data/BetterNpc/Monument/Giant Excavator Pit.json NPC Set # 2 "Workman" Position # 14 "(54.9, 15.1, -31.4)", Position # 15 "(53.3, 17.6, -38.6)", Position # 16 "(38.5, 17.6, -36.0)", Position # 17 "(43.3, 17.6, -43.5)", Position # 18 "(50.4, 22.1, -39.5)", Position # 19 "(41.6, 22.1, -41.5)", Position # 20 "(40.4, 24.6, -33.7)", Position # 21 "(39.6, 24.6, -20.6)", Position # 22 "(30.7, 30.1, -0.4)", Position # 23 "(27.2, 31.1, 8.3)", Position # 24 "(26.1, 35.6, -8.0)", Position # 25 "(21.2, 35.7, 5.1)", Position # 26 "(28.5, 35.7, 8.1)", NPC Set # 3 "Porter" Position # 1 "(61.0, 10.0, -89.6)", Position # 2 "(78.6, 10.0, -81.1)", Thank you for the reminder as I believe I'll be adding 1-2 lighthouse positions to add to that list and update soon. If you want to look into those it may be good practice to troubleshooting and removing NPCs with problematic paths or spawn points.
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Just wanted to check in @Kleementin have you had a chance to look into this further lately?
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Are you by chance in the Mad Mapper Discord? If you are start a ticket and tag me. Either way have you tried running the command to start the event manually? Perhaps the timer is longer than you're expecting for it to start. You can reduce the time between the event spawns it will just run often. This isn't any issue until you add multiple events and you may want to then spread them out.
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I think what you might need to do would be to continue to work with the balance of the percentages. It is still slightly confused as it seems to make sense but I'm not sure if I am simplifying it in my head. I think just perhaps the loot coming from the prefab is going to have the prefab chances, which I am assuming is the largest reason for this not working as you're intending as of yet. One part does sound contradictory though because you ask for it to have individual chance added but then in the same sentence said that they have each individual config options to change it, which is true. So you may need to clarify there just a bit for me.
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Being discussed @Covfefe really there are simpler ways if you're asking me haha. But yes I get where you are coming from and only need to confirm this and go through the library to consider this suggestion in regards to all events. Can this be achieved with all in case it might be desired again by others. We are looking into and considering this especially once I've had a chance to test it myself likely tonight to confirm that there is no other way to trigger the end of the event. Sometimes it's hard to really be confident without going and running the event myself. Stay tuned and thank you for the suggestion.
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To be honest my initial response would be to try reducing the timer. Would that potentially work? Some events have a longer timer than necessary in some opinion but that would be my initial suggestion. Then have a short window to begin again if you like for it to run often.
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This will be updated the same way any plugin would be updated, but to also reword it, the process is the same as installing it in the beginning. Exactly the same honestly. Download this new version, then place it into your plugins folder. It is generally that simple unless the directions add more notes or the config (rarely happens) needs to be deleted and reconfigured. If you have any issues with that and need help with it though just let us know @tonipink1981.
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@Paul H. @0athbound Are you by chance in the Mad Mapper Discord or would you mind joining? If you are there or if you join open a ticket and tag me. I can get you a list of locations to remove. They will be fine there until someone runs Excavator when the arm moves, they will float in place or they will respawn back in their same location even though the arm moved. This was just an oversight on the original locations. But we have a list compiled so that you can remove those and will not have the issue again. It resolved itself likely by the excavator being placed back into the default position for you @Paul H..
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To be honest I feel like it would be something that veteran players are really going to abuse against players with less knowledge of the plugin the server or the game in general. Just a thought though I feel like maybe PvE servers would find this more interesting if anything. Suggestion noted though and will discuss. Suggestion noted but foundation wipes are awesome! I do feel like that's a solid idea, again definitely will be discussed and considered. You could just choose timer or amount, but part of the difficulty with that is that the config is set up to give X amount of NPC every X seconds for X seconds. There is already a lot being calculated and written into the plugin. So while it is a simple idea it might actually be a bit complicated or time consuming to add in. That being said maybe an option for X short waves at X seconds and that event wave will end when the final short wave were all killed. I used to be very partial to things looking more realistic like things not despawning for example. But with time I have let a lot of that go and am more concerned with performance and compatibility between events and plugins. Trying to keep everything working as they are all updated or Facepunch breaks stuff. Stay tuned though I like this idea and maybe K will too! This should be doable. We have a bit of a rotation on workload like updates versus new projects, in my head it seems like this one should be simpler even in regards to the code side of things. But as with all of the ideas and suggestions, will be discussed with K and see what we come up with! Thank you for all the ideas and suggestions.
