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nivex

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Everything posted by nivex

  1. I increased the height by another 4 meters so this should never happen again. =p
  2. I don't see how when I'm already ejecting them 1 additional meter above the terrain but Ill look into it
  3. should be fixed in next update no. no issues with bubble
  4. nivex

    NPC Kits Conflict

    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
  5. nivex

    Raidable Bases

    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
  6. nivex

    NPC Kits Conflict

    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.
  7. nivex

    scientist loots

    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); } }); }
  8. nivex

    NPC Kits Conflict

    I don't really understand the last couple sentences sorry
  9. nivex

    Raidable Bases

    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.
  10. nivex

    Raidable Bases

    @Neighighthis exists already. Aggression Range is the option
  11. Changed Status from Pending to Closed Changed Fixed In to 2.2.7
  12. nivex

    Raidable Bases

    @EmigoI think all npcs. I'm trying to fix it now but I tried before and couldn't find anything useful on it @zulgno. download 2.2.7 to use the npcs again
  13. Changed Status from Pending to Closed
  14. fixed in next update thanks
  15. Changed Status from Pending to Closed
  16. fixed in next update thanks
  17. nivex

    Raidable Bases

    I responded to the ticket
  18. nivex

    Raidable Bases

    I don't know yet. The AI does not provide a clear way to do this
  19. 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
  20. nivex

    turrets have no damage :(

    i haven't forgotten this. just extremely busy with other tickets atm
  21. nivex

    no spawn

    Changed Status from Pending to Closed
  22. nivex

    no spawn

    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
  23. alright ill see what i can do. thanks for reporting it
  24. nivex

    Unlimited PVP

    awesome thanks for letting me know
  25. nivex

    NPC not spawning

    yea sorry about that guys. getting scientists with guns to work was rather easy. but getting melee to work has been very difficult...
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