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License: MIT License
Hey.
this commit 38d26d9 broke HotSpot Ignore Hard Cap
after this commit that check is no longer done in code.
This new chunk of code doesn't include HotSpot Ignore Hard Cap. I've done testing in game also and once Hard Cap
is enabled with HotSpot Ignore Hard Cap
the bots don't spawn(even with HotSpot Boost
enabled). This involves both PMC and SCAV options.
sandbox_high missing from map keys
Hi nooky,Volcano here
We discussed providing Chinese localization on discord before.
So here we go
Donut_CH_Translation_DefaultPluginVars.cs.txt
Donut_CH_Translation_Plugin.cs.txt
Donut_CH_Translation_PluginGUI.txt
Also, big thanks to you and another person who provided the Korean translation earlier—it made my job a lot easier <3
Add an option for waves to define a ceiling for respawns.
starting-pmcs-only-quietraids and balancing
currently there is no distinction between the two
I have prepared a Korean translation in donut mode for your reference when adding localization features. You can find the translation in the attached text file.
Key points:
Please review the translation and let me know if you need an explanation or if you have any questions. I would be happy to help you provide or modify additional context as needed.
Thank you for creating the mod and thank you for reading this.
Donut_KOR_Translation_DefaultPluginVars.cs.txt
Donut_KOR_Translation_Plugin.cs.txt
Donut_KOR_Translation_PluginGUI.txt
fixed with 93aca4d
Configured donuts to pick Live Like (Random) presets but a starting pmc preset was selected.
Steps to reproduce:
Expected Result: pool of presets does not contain "starting-pmc-only" presets
Actual Result: pool does contain "starting-pmc-only" presets
This issue was seen on latest RC5 build from Nooky
I've tried to grep the codebase for starting-pmcs
but I can't seem to find anything.
Curious how the default preset configs and JSON files are defined + written out?
Thank you =)
(I ask because I am testing the GUI
branch which doesn't seem to have a UI yet for swapping presets, and I want to change to starting-pmcs-only-live-like
but it seems to use the display name as the preset, which I'm unsure of exactly:
{
"pmcScenarioSelection": "Live Like (Random)",
}
Like in the title, editting config files doesn't do anything. I've tried every option and configuration, useGlobalBossSpawnChance was false, true, spawn chances set to 0, 100 and everything between. TotalBossesPerMap is currently -1 but I've tested 0, 1, 2, 5, 10, whatever. None of it made any difference. I've googled it and watched few videos and it seems to be common problem, bosses not spawning and settings not working. Any tips or ideas why that is ? The only mods I have i Swag and donuts and what is required for it and also SAIN.
Required mods are: Waypoints, Unity Toolkit and for Sain it's Waypoints and BigBrain. I don't have any other mods
PS I see in the files that goons have 0 spawn chance on streets but I've just killed Big Pipe, he was alone, without Birdeye and Knight. So I'm pretty sure something is wrong with spawning system. I'm using Live like option
Dan has been making improvements to QB's code with this
Yesterday I got pinned down on Scav Island on Shoreline because it kept spawning 2-3 scavs just over the horizon near Village
Left with 30 scav kills.
Ideally, I'd love to play where once I've started "thinning the horde" I have to deal with less and less scavs spawning in, until eventually they stop spawning at all (so I can safely loot what I killed, at least).
I didn't get to check most of their bodies because of the continual waves
I'm not familiar with the codebase, but something along the lines of this maybe?
// In "public class DonutComponent"
private int totalScavsKilled = 0;
private int totalSpawnAttempts = 0;
private const int maxScavsKilled = 14;
private bool CanSpawn(HotspotTimer hotspotTimer, Vector3 coordinate)
{
if (totalScavsKilled >= maxScavsKilled ) return false;
// Exponential backoff based on spawn attempts
double spawnProbability = Math.Exp(-0.05 * totalSpawnAttempts) * hotspotTimer.Hotspot.SpawnChance;
if (BotSpawn.IsWithinBotActivationDistance(hotspotTimer.Hotspot, coordinate) && maplocation == hotspotTimer.Hotspot.MapName)
{
if ((hotspotTimer.Hotspot.WildSpawnType == "pmc" && hotspotBoostPMC.Value) ||
(hotspotTimer.Hotspot.WildSpawnType == "scav" && hotspotBoostSCAV.Value))
{
hotspotTimer.Hotspot.SpawnChance = 100;
}
return UnityEngine.Random.Range(0, 100) < spawnProbability;
}
return false;
}
private async UniTask TriggerSpawn(HotspotTimer hotspotTimer, Vector3 coordinate)
{
totalSpawnAttempts++;
// ...
}
FullLogOutput.log
Can't upload the LogOutput.log, it's way too big
When modifying any text field next to a slider the GUI focus remains on the field even when clicking on another blank area of the GUI. This makes it such that it cannot be closed with the hot key. Clicking off the GUI entirely shifts the focus away from the text input field and the GUI can be closed again.
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