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Everything posted by nivex
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I increased the height by another 4 meters so this should never happen again. =p
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I don't see how when I'm already ejecting them 1 additional meter above the terrain but Ill look into it
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should be fixed in next update no. no issues with bubble
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actually I implemented the option to use any scientist loot spawns "Alternate Scientist Default Rust Loot": { "Prefab ID List": [ "cargo", "turret_any", "ch47_gunner", "excavator", "full_any", "heavy", "junkpile_pistol", "oilrig", "patrol", "peacekeeper", "roam", "roamtethered" ], "Alternate Scientist Default Rust Loot": false }, then you can decide which to use. I tried using different npcs entirely but none of them work properly except heavy scientist. so I just decided to change their loot table with this option instead. it's disabled by default so you will have to set it true to enable it. just remove from that list any scientist loot you don't want spawning
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heya bud. this exists already the plugin will not spawn any bases when a restart is pending. so if you start your restarts with restart 3600 then no new bases will spawn within that hour, and it will give all current players one hour to finish existing raids. just adjust the time to your needs. I'd say around 3600 to 7200 should be long enough to finish any raid. as for notification messages they're hit or miss. some players wouldn't see them if it were directly in the middle of the screen
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ok, i will just add another option to block it then Block Npc Kits Plugin ah. yes, the npcs i am using are the heavy scientists. i can try using the roam scientists instead.
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that would be an issue from another plugin. this plugin spawns only whats configured as shown here: if (murderer && Options.NPC.MurdererDrops.Count > 0) { Options.NPC.MurdererDrops.ForEach(ti => { if (UnityEngine.Random.value <= ti.probability) { SpawnItem(ti, containers); } }); } else if (!murderer && Options.NPC.ScientistDrops.Count > 0) { Options.NPC.ScientistDrops.ForEach(ti => { if (UnityEngine.Random.value <= ti.probability) { SpawnItem(ti, containers); } }); }
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I don't really understand the last couple sentences sorry
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The roam range parameter is Aggression Range in the config. this range and deaggresion range increases dramatically when attacked. this allows them to exit the dome and chase the players. no problem. because it is controlled by code that I was missing. it's fixed in the next update (2.2.8) when it's released (soon) I will continue to support both versions. Though I ran into issues after submitting premium 2.2.7 and wanted to focus on fixing it before implementing those changes in the free version.
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Changed Status from Pending to Closed Changed Fixed In to 2.2.7
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Changed Status from Pending to Closed
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fixed in next update thanks
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Changed Status from Pending to Closed
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fixed in next update thanks
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damage and accuracy is just part of the new AI. I do not know how to change the accuracy yet. but I do know about it already guns should be given to scientists only. they will not work on the murderer, just like melee will not work on the scientist. this is intended
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i haven't forgotten this. just extremely busy with other tickets atm
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Changed Status from Pending to Closed
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hi pinky. as stated in the update the NPCS are disabled until they can be reimplemented. I have scientists working, but murderers (scarecrows) are not done yet I will release the update to enable the NPCS when it is ready
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alright ill see what i can do. thanks for reporting it
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awesome thanks for letting me know
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yea sorry about that guys. getting scientists with guns to work was rather easy. but getting melee to work has been very difficult...