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Everything posted by Jbird
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- 427 comments
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- 1
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- #abilities
- #boss
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/airpos – determining the position and rotation coordinates for changing the location of NPCs and crates.It should write in the configuration (Attention! The event must be started, the current position of the administrator in relation to the cargoship is read) This information is in the description of the plugin. You can use this command while the event is running to determine positions for customizing the NPC and crate locations.
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Additional means of damaging the doors especially under water has been added as a suggestion. Thank you for the feedback and follow ups on this. I recommend making an edit to the the lang file for the plugin and add a note to the event explaining what to do. When the chat message pops up about the event you can post in more than one place that people should look for doors that might lead into the submarine. There are IO connections and all kinds of other reasons that this just really wouldn't work.
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Ensure that you have the most recent version of the core plugin NpcSpawn. There were several Facepunch updates following the Halloween event update release and some of the changes required updates to that core plugin. Let me know if you think you have both BossMonster and NpcSpawn up to date, what versions you have, and if you're still having an issue. Random spawns is already an option. If you do not set up spawn points they will spawn randomly on the map. This has been a part of the plugin for a very long time now. There are options for each boss to do exactly that.
- 427 comments
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- #abilities
- #boss
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There was an update released today. There is a lot of new functionality and features to the plugin including a new power for the Bosses. I actually don't see anything attached but I do believe I know the error you are getting. There is now the option to leave the ID blank and use similar to the old methods in this data file for use on any map. Otherwise there was a lot of work done to make it so that old maps can be revisited and the data file would not need to be changed again.
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It depends on what the context of the question is. TruePVE I can confidently say should not have any issues. LootDefender would be the one that might not depending on how you are using it. PveMode does loot defense if you configure it to, and will likely override LootDefender or might conflict with it in some way.
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Yes you can enable or disable any NPCs that you want to. Just go to that file in the data folder and disable it. (enabled?: false) Once you've done that just reload the plugin and they will not be active. I'm not sure which NPCs you're referring to here though to be honest. Would need to clarify what you mean by the "Npc can raid".
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I dig it, that works too! Doesn't hurt to ask. Now you know! No problem at all either. Cool feel free to let me know how that goes. I already mentioned a bit of the conversation to K but I'll update him with anything else we find out that could be of interest or potentially addressed in a future update. Also don't take my criticism of the idea the wrong way at all, I think if anything I was just explaining why that hasn't been thought of yet most likely. I don't think too many peoples heads have gone to lemme break this armored door with a speargun haha but it's all good. It was a unique idea but just kinda kicking the thought around a bit with you, even partially out of curiosity. Worth adding to the suggestions collection for sure. Some of that would require a good deal of reworking the plugin and code, it's possible but some of it especially the keycards would require quite a few changes including the data file. Hopefully with the additional information and clarity though you're able to get a balance that you and your players like! Have fun with it! Yes. Ensure that you have the most recent version of NpcSpawn as there was an updated needed with that core plugin when the Halloween update(s) were released.
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- 427 comments
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- 1
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- #abilities
- #boss
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Always recommend reading update notes. Added - Added 4 types of new boss (Jason, Michael Myers, Frankenstein, Clown) Added - Added a new ability for bosses with melee weapons - Invisibility Added - Added a new animal for the ability - Polar Bear Added - Added the ability to disable damage to the boss at a long distance Added - Added the possibility of bosses appearing below ocean level on the map Added - Removed fire damage to the boss. Many players began to use Molotov cocktails and fire rockets for this Added - Added hooks when the boss appears and when he is killed Added - Added APIs for the appearance and destruction of the boss from other plugins (the first step is to enter bosses into the DefendableBases event) Updated - Now the setup of each boss is located in a separate file of the data folder. Don't forget to move the data folder from the archive to your server. You also need to remove the old plugin configuration from the server before installing the new version of the plugin Added - Added the possibility of bosses appearing on a custom map via separate data files. It works roughly like in the DefendableBases plugin, via the map ID Added - Added the ability to specify in which particular economy plugin you need to give coins Added - Added the ability to specify the type of ammunition for the boss's weapon Updated - Before installing a new version of the plugin, you need to remove the old configuration from your server!!! He even actually put the note in there twice. Do you not do backups of your server? If you do just grab a backed up file.
- 427 comments
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- #abilities
- #boss
- (and 16 more)
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Well the only thing about that idea for me is that it's easy enough to just increase the C4 you get as a reward in the crates, to compensate for what's needed to break the doors. Or to keep them at a low rate of drop but do make it easier to destroy them. There are ways to balance it no matter what way you go with it. I can get with KpucTaJl and discuss the speargun idea. I'm not sure it would be popular because to be honest, the realistic thought enters my mind immediately. I'd never think of or expect to take an explosive door with a speargun. They are intended to be taken out with the submarine torpedos to be fair. Jackhammer should work with lower HP. I don't mind bringing this idea up though as it's even given me a couple ideas of my own. Yes you gutted the item list so if you removed everything then you wouldn't have an example to go off of without looking at the default config in the CS file or somewhere else. I don't blame you for simplifying the config but in the process you removed something you ended up looking for later is all. The "List of items" would be the most helpful information for what you were looking for. In the description of the plugin there's a link to a default version of the config which you extract this bit of code from. { "Prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab", "Which loot table should the plugin use? (0 - default; 1 - own; 2 - AlphaLoot; 3 - CustomLoot; 4 - loot table of the Rust objects; 5 - combine the 1 and 4 methods)": 5, "Loot table from prefabs (if the loot table type is 4 or 5)": { "Minimum numbers of prefabs": 1, "Maximum numbers of prefabs": 1, "Use minimum and maximum values? [true/false]": true, "List of prefabs": [ { "Chance [0.0-100.0]": 100.0, "The path to the prefab": "assets/bundled/prefabs/radtown/underwater_labs/crate_ammunition.prefab" } ] }, "Own loot table (if the loot table type is 1 or 5)": { "Minimum numbers of items": 2, "Maximum numbers of items": 2, "Use minimum and maximum values? [true/false]": true, "List of items": [ { "ShortName": "explosive.timed", "Minimum": 1, "Maximum": 2, "Chance [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" }, { "ShortName": "ammo.rocket.basic", "Minimum": 2, "Maximum": 4, "Chance [0.0-100.0]": 100.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } ] }, "Item Multipliers": { "explosive.timed": 1.0 } }, Correct. Feel free to use the example above and go from there.
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Each item should look something like this. { "ShortName": "ammo.rifle", "Minimum": 80, "Maximum": 100, "Chance [0.0-100.0]": 30.0, "Is this a blueprint? [true/false]": false, "SkinID (0 - default)": 0, "Name (empty - default)": "" } You add a comma at the end to add more and continue adding each one with the numbers that you want including chance of dropping.
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Interesting, can look and ask into this a bit. To be honest it's a little silly for a speargun to take down an armored door but still, it should be possible using one of the short names above, surprised it didn't. The custom items literally have the following option. "Chance [0.0-100.0]": 50.0, And there is also a minimum and maximum so I'm not sure why you were having problems there. "Minimum": 100, "Maximum": 200, Yes if possible but naturally the NPCs do not move on some terrain that players can. Since these are building blocks in a custom place without proper topology, they have not been able to move for some time. It is like this with the AirEvent as well. However this is a suggestion that has come up a few times and it is something that K is considering sorting out. There are projects that will come before that but if he has a lightbulb or gets the free time this might be looked into and made to happen.
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Essentially with how much is written into the current vehicle and it's workings, this would literally need and entirely new plugin for each vehicle. It was a complex process to get it to move properly and everything was written around the RHIB. So it is not entirely out of the question but it is an idea that would need some attention and traction for K to consider it and take on the project. Cool idea though thank you for sharing.
- 185 comments
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- #boat
- #facepunch
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Did want to just confirm the other answer that there is nothing in the plugin that changes the Heavy Scientists brought by the Chinook at Oil Rigs. There are configurations for NPCs that will defend the rig, but not the heavy scientists. The CH47 event is regarding when Chinook drops hackable crates. There is not really any way to do a global count multiplier on such a large scale for so many different combinations of configurations. Some presets only have 1 sniper lookout for example, some have large numbers. To adjust all of them at once would cause more problems than it would solve. Some files have one preset in them some have multiple presets. There are too many variables to make a simple global multiplier. Look for other methods to speed up the process. Copy & Paste is your friend for example. Alternatively you can also go through to simply disable each file (yes this will take a few minutes) but then you can take your time slowly configuring them one by one, and only enable them again after they have been adjusted to your liking. Or similarly you could just remove the plugin, work on the files, then upload the plugin again once you've replaced the files with your adjusted configurations. Just a few things to consider.
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- 185 comments
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- #boat
- #facepunch
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In the config there are a few ways that you can adjust the loot. It is just entirely up to how you want to adjust it. You can customize it item by item, you can point to a certain crate or enemy type to have the loot table use that enemies loot table or crates loot table. You can combine methods and can use the loot tables from other plugins. Everything is in the config file and can be customized to your liking.
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- 427 comments
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- #abilities
- #boss
- (and 16 more)
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- 45 comments
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- #broken cars
- #cargoplane
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