Space Engineers

Space Engineers

NPC Provider (BB)
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Update: 7 Sep @ 6:15am

Death trigger messaging tweak to handle All keyword correctly, basically so that the announcement message that it happened made sense.

Update: 7 Sep @ 6:05am

Small code change to prevent death trigger rewards to be exploited by larger group of players.

Update: 7 Sep @ 5:26am

- Death trigger handlers finished, several death trigger types are available, the guide on how they are supposed to be set-up is in the npc-setup room on discord

Update: 5 Sep @ 1:04pm

- Early death triggers prototype.
- Currently supports only two death trigger types for testing, one immediate and one temporary.
- Immediate trigger types resolve when the NPC dies.
- Temporary trigger types have defined timeouts.
- Active temporary world state changes will be stored in the PersistentData.xml, so these temporary effects can last through restarts for example.
- I wouldn't use it yet if I were you, I just need this to test it properly, and it is very possible the notation will change.
- Once I am sure it works in real-life conditions as I want it to, I will finish the rest of the triggers and write down some more comprehensive description how the death triggers should be inserted into the Remote Control Custom Data.

Update: 1 Sep @ 1:16pm

- /npc help, command output is more structured, over time I added so many commands it looked like a*s.
- small refactoring of mission screen methods in the mission code
- new command /npc mission fix, which re-generates the mission screen, should solve the cases where some other quest log hides the one linked to the mission.

Update: 1 Sep @ 1:47am

- Fixed encounter GPS announce positions are temporary
- GPS Position of purchased grid is temporary
- minor code cleanup related to GPS positions (duplicate methods merged into one)

Update: 31 Aug @ 1:44pm

- fixed encounters have new attributes in the FixedGridsConfig.xml which allow the fixed encounters to announce themselves to players
- Announce: when set to true, the fixed encounter will announce itself when it is available. This is done through the GPS which needs to be configured in the FixedGridsConfig.xml, fixed encounters do not announce themselves by default.
- GpsName: name of the GPS under which the fixed encounter will be announced.
- GpsDescription: description of the GPS under which the fixed encounter will be announced.
- GpsOffset: how far from the actual spawn will the GPS appear (this should be 0 for fixed encounters in gravity and something above 0 for space fixed encounters, to avoid players jumping directly into it).
- GpsColor: possibility do define custom GPS color, Orange by default.

Update: 29 Aug @ 9:52am

Config + Faction definition + Prefab validation. Runs after everything gets loaded and started up, will provide comprehensive reporting in the log right after the line "##MOD: NpcProvider running, HAVE FUN :)"

Update: 28 Aug @ 10:19am

- UseAllRemoteTypes custom toggle added, this allows users to use any remote type, if encounterType is used in the custom data, the remote will be tracked and recognised as if it was the one from the NPC provider. This might conflict with any other code these other remotes have linked to them.
- Removed icon attributes from the definition which overrides vanilla contracts, this should stop SE from complaining about missing textures.
- NPCs get initialised AFTER the NPC Provider loads the faction definitions, that way, they won't be dead after the game load. Keep in mind that they are initialised as new NPCs, they do not remember any links to missions.
- /npc mission invite command had possible null pointer exception if missions did not have objectives initialised yet, so I added null checks

Update: 26 Aug @ 12:37pm

- spawn triggers + despawn triggers re-named to spawn rules and despawn rules (I will be working on actual NPC death triggers and it would get confusing).
- your config files will be automatically copied into the new files with new file names. You can then delete the SpawnTriggers.xml and DespawnTriggers.xml.