Space Engineers

Space Engineers

NPC Provider (BB)
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Update: 25 Jul, 2024 @ 2:17pm

default weapon settings for core weapons if weaponcore is used:
static weapons:
- Override - true (so NPCs can use all launchers)
turret weapons:
- Neutrals - false
- Unowned - false
- Biologicals - true
- Projectiles - true
- Supporting PD - true
- Meteors - true
- Grids - true
- FocusFire - false
- SubSystems - false
- LargeGrid - true
- SmallGrid - true
- Range - set to max range

Update: 23 Jul, 2024 @ 1:23am

Updated method used to scan for flat terrain to try more directions than one no.2 :)

Update: 23 Jul, 2024 @ 1:17am

- Small siege mission position hotfix
- Updated method used to scan for flat terrain to try more directions than one

Update: 23 Jul, 2024 @ 12:57am

- Missions now have the option to spawn missions either globally with the same mission position for everyone, or locally, based around the location where the mission was accepted (or on the closest valid planet in the case of planetary missions)

new config value: <GlobalMissionPositions>true</GlobalMissionPositions>, which is set to true by default, so the change does not affect anyone currently using NPC Provider, unless they manually change or add this value to Missions.xml.

Update: 21 Jul, 2024 @ 3:49am

persistence hot-fix, missions that were persisted while still active didn't check all the cancellation and removal checks and remained in the persistence even when players no longer wanted to do it.

Update: 20 Jul, 2024 @ 2:40pm

planetary black box mission commented out as it is not at all ready to be used, I added it back by mistake

Update: 20 Jul, 2024 @ 2:26am

improved encounter cleanup from closed and persisted missions

Update: 20 Jul, 2024 @ 2:17am

- Mission persistence v 1.0
- Missions no longer fail because the server restarted, or the game session was exited and saved. They are now stored in the MissionData file, which stores the bare minimum of data which is required for mission reconstruction after the next server start or save load.
- Missions are not persisted fully, meaning, progress in the last unfinished mission stage will always be lost. Persisting mission stages would require persisting NPC Behaviour states, which I don't want to do. (too complex)
- Mission persistence should work for multi player missions as well, restarting missions not just for the first player that connects, but even for those who hop on later. (But I am still testing this on our server)

Update: 12 Jul, 2024 @ 4:56am

Update: 10 Jul, 2024 @ 11:22am

- Reputation impact on friendly/enemy factions of the target being damaged is fixed