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nivex

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Everything posted by nivex

  1. nivex

    Enquiry (not a bug)

    ya, if you give them c4 they'll toss that too. if you enable Play Catch then it'll detonate when it reaches the target.
  2. nivex

    Base Turrets question

    ya, in the next update it will work as it did before. I ignore the interference for raid bases. if you don't want to wait then you can either increase sentry.maxinterference or edit the .cs yourself yield return TurretCommand(turret, () => turret.SetFlag(BaseEntity.Flags.OnFire, b: false)); needs to be added after line 6797, so that it looks like this
  3. heya. you can edit the copypaste config and change paste per batch to lower value, between 1 to 5
  4. nivex

    Base Turrets question

    hi, this is the new interference option added in the Rust update convars are by default: sentry.maxinterference 10 sentry.interferenceradius 40
  5. I don't plan to change it it should work fine with the options you have now
  6. no problem I'm not interested in a dependency on another plugin (or adding bloat to support it) but if there's any features you want then I will consider them
  7. yes, in the next update now use sentry.interferenceradius 0 or sentry.maxinterference 1000 defaults:
  8. nivex

    Raidable Bases

    this is because an npc is using a crossbow which doesn't work for npcs. I figured out a hack for this, and it works for hunting bows too so those will be enabled as well. npcs will be able to use crossbows, compound bows and hunting bows in the next update
  9. that little hack for crossbows works for hunting bows, too. enable by adding bow_hunting.entity since it will work now case "compound_bow.entity": case "crossbow.entity": case "speargun.entity": case "bow_hunting.entity": and this code can go if (shortname == "bow.hunting") { shortname = "bow.compound"; }
  10. crossbow works now. I don't think npcs are supposed to use them but an easy hack to get it working. baseProjectile = _attackEntity as BaseProjectile; if (baseProjectile != null && baseProjectile.MuzzlePoint == null) { baseProjectile.MuzzlePoint = baseProjectile.transform; }
  11. yea, this plugin has a steep learning curve, and it's easy to get lost in the endless options.
  12. Changed Status from Pending to Closed Changed Fixed In to Next Version
  13. Ill keep the change. edit: it will support both scientists and murderers. you don't need that extra code
  14. raid.DropItems(corpse.containers, brain.attackType != HumanoidBrain.AttackType.BaseProjectile); you can see here that its using base projectile, which means ranged weapon, to determine what the npc drops. its easy to add support for the murderers using ranged weapons, though. just change it to this raid.DropItems(corpse.containers, brain.isMurderer);
  15. I see the issue now that you mention the murderer items not always dropping. thats because you have them equipped with both ranged and melee weapons. when they equip a ranged weapon its not going to work because murderers have support for melee weapons and explosives only, and the other scientists use ranged weapons only. so when the murderer equips a ranged weapon its going to drop the ranged loot (scientist items) why? murderers used to be in the game. when they were in the game they used melee only. it was not possible to give them a ranged weapon. they've been removed from the game, but I still wanted to keep them in my plugin. so I use the scientist for both the scientist and the murderer. the only thing separating them is the weapons they use. scarecrows could replace murderers but there's no point when the scientist fills this role just fine they can kill players using ranged weapons, but there's no support for it. I'll see what I can do to add support for this without it conflicting with scientists.
  16. "Difficulty (0 = easy, 1 = medium, 2 = hard, 3 = expert, 4 = nightmare)": 0, you have to set the difficulty, either that or you have the same base in multiple profiles. RaidableBases.json
  17. nah, they spawn from Murderer Items Dropped On Death
  18. ya, enable it Ill respond in the other thread from now on. this one is closed
  19. just respond here instead of multiple tickets with the same question it didn't work for peacekeeper because you need to enable the option I used 2.7.4 to test it, and probability is not 1.0 so it will not always spawn those items.
  20. I said it wasn't easy to check, so if you want to check for yourself then here's a plugin to do that CheckLootSpawnsLoot.cs
  21. you don't have the option enabled. this works "Spawn Alternate Default Scientist Loot": { "Prefab ID List": [ "peacekeeper" ], "Enabled": true },
  22. nivex

    Raidable Bases

    @Gold Mysterious ya, but having both options is ideal for server owners who want to enforce it on players but not on raid bases
  23. you should attach the file instead of pasting it. much easier to read I didn't say that roam and roamtethered don't have that ammo. I said that they may not, and to check each of the prefabs. I looked (which isn't easy to do), and peacekeeper doesn't have any ammo. I've already said I'd add an option to not use any prefab loot too pumpkin, wood and scrap all spawn fine. deer meat was on the next npc.
  24. nivex

    Force WIpe Major Issue

    why would I disable it for the server?
  25. Items for scientistnpc_arena: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_cargo: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_cargo_turret_any: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_cargo_turret_lr300: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_ch47_gunner: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_excavator: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_full_any: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_lr300: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_mp5: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_pistol: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_full_shotgun: smg.mp5, ammo.pistol, riflebody, smg.mp5, ammo.pistol, riflebody, smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_heavy: flamethrower, lowgradefuel, grenade.f1, shotgun.double, ammo.shotgun, syringe.medical, bandage, multiplegrenadelauncher, ammo.grenadelauncher.buckshot, ammo.grenadelauncher.smoke, ammo.grenadelauncher.he Items for scientistnpc_junkpile_pistol: smgbody, weapon.mod.flashlight, techparts, grenade.f1, hazmatsuit, ammo.shotgun.fire, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green, flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_oilrig: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_patrol: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_peacekeeper: flare, pickaxe, syringe.medical, scrap, semibody, keycard_green Items for scientistnpc_roam: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_roam_nvg_variant: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage Items for scientistnpc_roamtethered: hazmatsuit, supply.signal, ammo.pistol, ammo.rifle, ammo.pistol, ammo.rifle, syringe.medical, bandage here's a complete list of all the items that each of those options drops. peacekeeper would have the least amount of items so it does appear to be working correctly for both scientist and murderer you can add npc.LootSpawnSlots = new LootContainer.LootSpawnSlot[0]; on line 10080 to override everything so nothing drops. your file might have a different line number if you modified it before. the code should look like this
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