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Is there anyway to remove NPC Traders?


crazy8s

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Okay so I've been experimenting with the F6 control panel for the NPC and Zombies. Now I spawned in 3 traders into my base. But I'm not exactly sure how to remove them. They are static NPC not deployables where they would disappear after you log out. I'm not sure exactly what the Identity number on them is nor how to find it. Like I said I've just been playing around with this stuff learning how to use it. Yes I have searched the forums.

 

Also, what I wanted to play with, I've seen it done in servers before. But you could place say like a Solid 50 by 50 block of concrete just by copy and pasting it into the game with the dimensions inside the map. I've been looking for ways to do both of these but I'm not sure exactly how to do this. Does anybody here on the forum have any good ideas, even mods do you have any good ideas? Please send them my way thank you.

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remvoeentity command in the console.

use le to get the list of entities and find yours based on the coordinates.

 

Second half is server API mods. Coppis has this ability. I think BCM does also.

 

You know what I'm talking about exactly right, say if I want to do a base that is 50 by 50. But have it a solid block of either concrete or metal. I've actually searched and searched. On another server that was based out of the EU I played on I saw someone do it, but I don't know exactly how they did it lol. What I was hoping for was some sort of program I could install separately from the game that would be able to link to the server. But I know I can do it in game, but I have a slight fear of actually breaking my server lol. Its not like I could easily fix the server but that would be my one fear is breaking the server and having to do all that work again you know.

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You know what I'm talking about exactly right, say if I want to do a base that is 50 by 50. But have it a solid block of either concrete or metal. I've actually searched and searched. On another server that was based out of the EU I played on I saw someone do it, but I don't know exactly how they did it lol. What I was hoping for was some sort of program I could install separately from the game that would be able to link to the server. But I know I can do it in game, but I have a slight fear of actually breaking my server lol. Its not like I could easily fix the server but that would be my one fear is breaking the server and having to do all that work again you know.

 

That's how we learn :) As SylenThunder mentioned, the easiest way is to use Coppis pblock command or even smegz0r's botman which simplifies some of the commands. Pblock has an undo (you can set how many steps you wish to undo before executing the command).

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You can assign the max infected state condition to a weapon and if you hit a trader with it, he will die.

 

in fact here is an experimental legendary bow and arrow set that I was experimenting with in A15, the "Doom Arrow" should do the job. Just put the following into your item config, you might have to adjust the item numbers etc or whatever other changes are needed for A 17 compatibility.

 

 

<item id="795" name="AdminVesSniperBow">

<property name="Meshfile" value="Items/Weapons/Ranged/Bows/WoodenBow/WoodenBowPrefab" />

<property name="Extends" value="woodenBow" />

<property name="CustomIcon" value="woodenBow" />

<property name="CustomIconTint" value="50,50,50" />

<property name="Material" value="wood" />

<property name="RepairTools" value="wood" />

<property name="HoldType" value="27" />

<property name="EconomicValue" value="7500000" />

<property name="SellableToTrader" value="true" />

<property name="FuelValue" value="36" />

<property name="DegradationBreaksAfter" value="false" />

<property name="SoundDestroy" value="wooddestroy1" />

<property name="CrosshairOnAim" value="true" />

<property name="CrosshairUpAfterShot" value="false" />

<property class="Action0"> <!-- AttackAction -->

<property name="Class" value="Launcher" />

<property name="Hitmask_override" value="Arrow" />

<property name="Delay" value="0.1" />

<property name="Auto_fire" value="true" />

<property name="Magazine_size" value="10000" />

<property name="Magazine_items" value="AdminVesGroundingArrow, AdminVesRestoreArrow, AdminVesDoomnArrow, AdminVesExplodingArrow" />

<property name="Rays_spread" value="0.012" />

<property name="Reload_time" value="2" />

<property name="Bullet_icon" value="uzi" />

<property name="Sound_start" value="Weapons/Ranged/Bows/Bow/bow_fire" />

<property name="Sound_repeat" value="Weapons/Ranged/Bows/Bow/bow_fire" />

<property name="Sound_end" value="" />

<property name="Sound_empty" value="Weapons/weapon_empty" />

<property name="Sound_reload" value="Weapons/Ranged/Bows/Bow/bow_reload" />

<property name="Sound_draw" value="Weapons/Ranged/Bows/Bow/bow_draw" />

<property name="Sound_cancel" value="Weapons/Ranged/Bows/Bow/bow_fire_cancel" />

<property name="ActionExp" value="3" /> <!-- ammunition can override Exp values -->

<property name="ActionExpBonusMultiplier" value="3" />

</property>

<property class="Action1"> <!-- UseAction -->

<property name="Class" value="Zoom" />

<property name="Zoom_overlay" value="Items/Weapons/HUD/sniper_zoom_overlay" />

<property name="Zoom_max_out" value="40" />

<property name="Zoom_max_in" value="8" />

</property>

<property name="Group" value="Ammo/Weapons,Basics" />

<property class="Attributes">

<property name="DegradationRate" value="0,0" />

<property name="DegradationMax" value="99999,99999" />

</property>

<property name="DescriptionKey" value="woodenBowDesc"/>

<property name="ActionSkillGroup" value="Archery"/>

<property name="CraftingSkillGroup" value="Weapon Smithing"/>

</item>

 

<item id="796" name="AdminVesGroundingArrow">

<property name="Meshfile" value="Items/Weapons/Ranged/Bows/WoodenBow/Arrow" />

<property name="DropMeshfile" value="Items/Misc/arrow_dropped" />

<property name="HandMeshfile" value="Items/Misc/arrow_hand" />

<property name="Extends" value="steelArrow" />

<property name="CustomIcon" value="arrow" />

<property name="CustomIconTint" value="50,50,50" />

<property name="DescriptionKey" value="steelArrowDesc"/>

<property name="HoldType" value="32" />

<property name="EconomicValue" value="75000" />

<property name="SellableToTrader" value="true" />

<property name="Material" value="metal" />

<property name="Stacknumber" value="10000" /> <!-- STK ammo -->

<property name="FuelValue" value="8" />

<property class="Action1">

<property name="Class" value="Projectile" />

<property name="Explosion.ParticleIndex" value="0" />

<!-- no expl. -->

<property name="Velocity" value="500" />

<property name="FlyTime" value="50" />

<property name="LifeTime" value="500" />

<property name="Buff" value="AdminVesPinnedDown" />

<property name="Buff_chance" value="1,1,1,1,1" />

<property name="DamageBonus.head" value="0" />

<property name="DamageBonus.glass" value="0" />

<property name="DamageBonus.wood" value="0" />

<property name="DamageBonus.earth" value="0" />

<property name="DamageBonus.metal" value="0" />

<property name="DamageBonus.cloth" value="0" />

<property name="ActionExpBonusMultiplier" value="5" />

</property>

<property name="Group" value="Ammo/Weapons" />

<property class="Attributes">

<property name="GetQualityFromWeapon" value="true" />

<property name="EntityDamage" value="-9999,-9999" />

<property name="BlockDamage" value="-9999,-9999" />

</property>

<property name="CraftingSkillGroup" value="Weapon Smithing"/>

</item>

 

<item id="797" name="AdminVesRestoreArrow">

<property name="Meshfile" value="Items/Weapons/Ranged/Bows/WoodenBow/Arrow" />

<property name="DropMeshfile" value="Items/Misc/arrow_dropped" />

<property name="HandMeshfile" value="Items/Misc/arrow_hand" />

<property name="Extends" value="steelArrow" />

<property name="CustomIcon" value="ironArrow" />

<property name="CustomIconTint" value="50,50,50" />

<property name="DescriptionKey" value="steelArrowDesc"/>

<property name="HoldType" value="32" />

<property name="EconomicValue" value="75000" />

<property name="SellableToTrader" value="true" />

<property name="Material" value="metal" />

<property name="Stacknumber" value="10000" /> <!-- STK ammo -->

<property name="FuelValue" value="8" />

<property class="Action1">

<property name="Class" value="Projectile" />

<property name="Explosion.ParticleIndex" value="0" />

<!-- no expl. -->

<property name="Velocity" value="500" />

<property name="FlyTime" value="50" />

<property name="LifeTime" value="500" />

<property name="Buff" value="AdminVesHeal,AdminVesAirtank,AdminVesEnergyBoost,AdminVesPermaCure" />

<property name="Debuff" value="bleeding,arrowCriticalBleedout,internalBleeding,BleedYouLikeAPig,burningSmall,burning,Incinerate,radiation,SickDrunk,Hangover,AlcoholPoisoning,foodPoisoning,dysentery,dysentery2,infection,stunned,infection1,infection2,infection3,brokenLeg,splint,sprainedLeg,PinnedDown,AdminVesPinnedDown,AdminVesIncinerate,AdminVesBleedYouLikeAPig" />

<property name="Buff_chance" value="1,1,1,1" />

<property name="DamageBonus.head" value="0" />

<property name="DamageBonus.glass" value="0" />

<property name="DamageBonus.wood" value="0" />

<property name="DamageBonus.earth" value="0" />

<property name="DamageBonus.metal" value="0" />

<property name="DamageBonus.cloth" value="0" />

<property name="ActionExpBonusMultiplier" value="5" />

</property>

<property name="Group" value="Ammo/Weapons" />

<property class="Attributes">

<property name="GetQualityFromWeapon" value="true" />

<property name="EntityDamage" value="-9999,-9999" />

<property name="BlockDamage" value="-9999,-9999" />

</property>

<property name="CraftingSkillGroup" value="Weapon Smithing"/>

</item>

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<item id="798" name="AdminVesDoomnArrow">

<property name="Meshfile" value="Items/Weapons/Ranged/Bows/WoodenBow/Arrow" />

<property name="DropMeshfile" value="Items/Misc/arrow_dropped" />

<property name="HandMeshfile" value="Items/Misc/arrow_hand" />

<property name="Extends" value="steelArrow" />

<property name="CustomIcon" value="steelArrow" />

<property name="CustomIconTint" value="50,50,50" />

<property name="DescriptionKey" value="steelArrowDesc"/>

<property name="HoldType" value="32" />

<property name="EconomicValue" value="75000" />

<property name="SellableToTrader" value="true" />

<property name="Material" value="metal" />

<property name="Stacknumber" value="10000" /> <!-- STK ammo -->

<property name="FuelValue" value="8" />

<property class="Action1">

<property name="Class" value="Projectile" />

<property name="Explosion.ParticleIndex" value="0" />

<!-- no expl. -->

<property name="Velocity" value="500" />

<property name="FlyTime" value="50" />

<property name="LifeTime" value="500" />

<property name="Buff" value="AdminVesBleedYouLikeAPig,AdminVesIncinerate,AdminVesPinnedDown,infection4" />

<property name="Buff_chance" value="1,1,1" />

<property name="DamageBonus.head" value="1000" />

<property name="DamageBonus.glass" value="25" />

<property name="DamageBonus.wood" value="5" />

<property name="DamageBonus.earth" value="5" />

<property name="DamageBonus.metal" value="5" />

<property name="DamageBonus.cloth" value="5" />

<property name="ActionExpBonusMultiplier" value="4" />

</property>

<property name="Group" value="Ammo/Weapons" />

<property class="Attributes">

<property name="GetQualityFromWeapon" value="true" />

<property name="EntityDamage" value="9999,9999" />

<property name="BlockDamage" value="999999,999999" />

</property>

<property name="CraftingSkillGroup" value="Weapon Smithing"/>

</item>

 

<item id="799" name="AdminVesExplodingArrow">

<property name="Meshfile" value="Items/Weapons/Ranged/Bows/WoodenBow/Arrow" />

<property name="DropMeshfile" value="Items/Misc/arrow_dropped" />

<property name="HandMeshfile" value="Items/Misc/arrow_hand" />

<property name="Extends" value="steelArrow" />

<property name="CustomIcon" value="flamingArrow" />

<property name="CustomIconTint" value="50,50,50" />

<property name="DescriptionKey" value="steelArrowDesc"/>

<property name="HoldType" value="32" />

<property name="EconomicValue" value="75000" />

<property name="SellableToTrader" value="true" />

<property name="Material" value="metal" />

<property name="Stacknumber" value="10000" /> <!-- STK ammo -->

<property name="FuelValue" value="12" />

<property class="Action1">

<property name="Class" value="Projectile" />

<property name="Explosion.ParticleIndex" value="0" />

<!-- no expl. -->

<property name="Velocity" value="500" />

<property name="FlyTime" value="50" />

<property name="LifeTime" value="500" />

<property name="Buff" value="AdminVesBleedYouLikeAPig,AdminVesIncinerate,AdminVesPinnedDown,infection4" />

<property name="Buff_chance" value="1,1,1" />

<property name="DamageBonus.head" value="1000" />

<property name="DamageBonus.glass" value="25" />

<property name="DamageBonus.wood" value="5" />

<property name="DamageBonus.earth" value="5" />

<property name="DamageBonus.metal" value="5" />

<property name="DamageBonus.cloth" value="5" />

<property name="Explosion.BlockDamage" value="999999" /> <!-- damage for blocks in the center of the explosion -->

<property name="Explosion.EntityDamage" value="9999" /> <!-- damage for entities in the center of the explosion -->

<property name="Explosion.ParticleIndex" value="1" /> <!-- which Prefab/particle is used -->

<property name="Explosion.RadiusBlocks" value="3" /> <!-- damage radius for blocks -->

<property name="Explosion.RadiusEntities" value="5" />

<property name="ActionExpBonusMultiplier" value="5" />

</property>

<property name="Group" value="Ammo/Weapons" />

<property class="Attributes">

<property name="GetQualityFromWeapon" value="true" />

<property name="EntityDamage" value="9999,9999" />

<property name="BlockDamage" value="999999,999999" />

</property>

<property name="CraftingSkillGroup" value="Weapon Smithing"/>

</item>

 

- - - Updated - - -

 

Almost forgot, I made some custom edits to buffs, you could either remove custom buffs from the time or add them to your buffs xml, here they are.

 

 

<buff id="HealYourSoul" duration="60" stack="discard" type="healthup" icon="ui_game_symbol_medical" name_key="firstAidLarge" description_key="firstAidLargeDesc" tooltip_key="firstAidLargeTooltip" causes="firstAidLarge">

<modify id="1" stat="health" amount="50" rate="1"/>

<modify id="2" stat="stamina" amount="25" rate="1"/>

<modify id="3" stat="wellness" amount="0.015" rate="1"/>

</buff>

 

<buff id="EnergyBoost" duration="180" stack="discard" type="staminaup" icon="ui_game_symbol_medical" name_key="firstAidLarge" description_key="firstAidLargeDesc" tooltip_key="firstAidLargeTooltip" causes="firstAidLarge">

<modify id="2" stat="stamina" amount="50" rate="1"/>

</buff>

 

<buff id="AdminVesEnergyBoost" duration="180" stack="discard" type="staminaup" icon="ui_game_symbol_medical" name_key="firstAidLarge" description_key="firstAidLargeDesc" tooltip_key="firstAidLargeTooltip" causes="firstAidLarge">

<modify id="2" stat="stamina" amount="250" rate="0.1"/>

</buff>

 

<buff id="AdminVesHeal" duration="180" stack="discard" type="healthup" icon="ui_game_symbol_medical" name_key="firstAidLarge" description_key="firstAidLargeDesc" tooltip_key="firstAidLargeTooltip" causes="firstAidLarge">

<modify id="1" stat="health" amount="5000" rate="0.1"/>

<modify id="2" stat="stamina" amount="5000" rate="0.1"/>

<modify id="3" stat="wellness" amount="5000" rate="0.1"/>

</buff>

 

<buff id="AdminVesAirtank" duration="5000" stack="discard" actions="debuff(cannotBreath);debuff(cannotBreatheWrn);debuff(drowning)" />

 

<buff id="Incinerate" duration="500" ffcheck="true" actions="debuff(burningSmall);attach(ParticleEffects/p_onFire, @impact);damage(0,1,0,1);damage(0,3,0,0)" icon="ui_game_symbol_fire" name_key="burning" description_key="burningDesc" tooltip_key="burningTooltip" cures="Advancedcure,Cleanse">

<modify id="1" stat="health" amount="-25" rate="2"/>

</buff>

 

<buff id="AdminVesIncinerate" duration="-1" ffcheck="true" actions="debuff(burningSmall);attach(ParticleEffects/p_onFire, @impact);damage(0,1,0,1);damage(0,3,0,0)" icon="ui_game_symbol_fire" name_key="burning" description_key="burningDesc" tooltip_key="burningTooltip" cures="Advancedcure,Cleanse">

<modify id="1" stat="health" amount="-100" rate="1"/>

</buff>

 

<buff id="BleedYouLikeAPig" duration="500" causes="LegendaryBCCrossbowBolt,LegendaryBBCCrossbowBolt,LegendaryReaperCrossbowBolt,VesLegendaryBBCArrow,VesLegendaryReaperArrow,LegendaryBCArrow,LegendaryBBCArrow,LegendaryReaperArrow" type="bleeding"

icon="ui_game_symbol_critical" name_key="arrowCriticalBleedout" description_key="arrowCriticalBleedoutDesc" tooltip_key="arrowCriticalBleedoutTooltip" cures="Advancedcure,Cleanse">

<modify id="0" stat="stamina" amount="-75" rate="1" type="bleeding"/>

<modify id="1" stat="health" amount="-25" rate="2" type="bleeding"/>

</buff>

 

<buff id="AdminVesBleedYouLikeAPig" duration="-1" causes="LegendaryBCCrossbowBolt,LegendaryBBCCrossbowBolt,LegendaryReaperCrossbowBolt,VesLegendaryBBCArrow,VesLegendaryReaperArrow,LegendaryBCArrow,LegendaryBBCArrow,LegendaryReaperArrow" type="bleeding"

icon="ui_game_symbol_critical" name_key="arrowCriticalBleedout" description_key="arrowCriticalBleedoutDesc" tooltip_key="arrowCriticalBleedoutTooltip" cures="Advancedcure,Cleanse">

<modify id="0" stat="stamina" amount="-150" rate="1" type="bleeding"/>

<modify id="1" stat="health" amount="-100" rate="2" type="bleeding"/>

</buff>

 

<buff id="PinnedDown" duration="50" stack="reset" actions="debuff(firstAid);debuff(splint);debuff(sprainedLeg)" type="speedmodifier" icon="ui_game_symbol_brokenbone" name_key="brokenLeg" description_key="brokenLegDesc" tooltip_key="brokenLegTooltip" cures="Advancedcure,Cleanse">

<modify id="0" stat="speedmodifier" mulValue="-1"/>

</buff>

 

<buff id="AdminVesPinnedDown" duration="9999999" stack="reset" actions="debuff(firstAid);debuff(splint);debuff(sprainedLeg)" type="speedmodifier" icon="ui_game_symbol_brokenbone" name_key="brokenLeg" description_key="brokenLegDesc" tooltip_key="brokenLegTooltip" cures="Advancedcure,Cleanse">

<modify id="0" stat="speedmodifier" mulValue="-1"/>

</buff>

 

<buff id="Airtank" duration="30" stack="discard" actions="debuff(cannotBreath);debuff(cannotBreatheWrn);debuff(drowning)" />

 

- - - Updated - - -

 

Some more

 

<buff id="AdminVesPermaCure" duration="99999" actions="debuff(infection);debuff(infection1);debuff(infection3) " icon="ui_game_symbol_pills" name_key="cured" description_key="curedDesc" tooltip_key="curedTooltip"/>

 

<buff id="AdminVesWarmUp" duration="180" stack="discard" type="coretemp" icon="ui_game_symbol_campfire" name_key="warmByFire" description_key="warmByFireDesc" tooltip_key="warmByFireTooltip">

<modify id="0" stat="coretemp" modifyValue="500" rate="0.1" type="coretemp"/>

<modify id="1" stat="coretemp" amount="50" rate="0.1" type="coretemp"/>

</buff>

 

<buff id="AdminVesCoolDown" duration="180" stack="discard" type="coretemp" icon="ui_game_symbol_campfire" name_key="warmByFire" description_key="warmByFireDesc" tooltip_key="warmByFireTooltip">

<modify id="0" stat="coretemp" modifyValue="-500" rate="0.1" type="coretemp"/>

<modify id="1" stat="coretemp" amount="-50" rate="0.1" type="coretemp"/>

</buff>

 

<buff id="DrinkIceColdBeer" duration="25" actions="increment(beers, 1, 0, 0, 1)">

<modify id="0" stat="stamina" amount="25" rate="1"/>

</buff>

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Last bit, its giving me trouble posting everything at once.

 

<buff id="IceColdDrinkCooling" duration="50" stack="discard" type="coretemp" icon="ui_game_symbol_tea" name_key="warmByFire" description_key="warmByFireDesc" tooltip_key="warmByFireTooltip">

<modify id="0" stat="coretemp" modifyValue="-50" rate="0.1" type="coretemp"/>

<modify id="1" stat="coretemp" amount="-0.5" rate="0.1" type="coretemp"/>

</buff>

 

<buff id="AmbrosiaBoost" duration="25" stack="discard" type="healthup" icon="ui_game_symbol_medical" name_key="firstAidLarge" description_key="firstAidLargeDesc" tooltip_key="firstAidLargeTooltip" causes="firstAidLarge">

<modify id="1" stat="health" amount="250" rate="0.1"/>

<modify id="2" stat="stamina" amount="250" rate="0.1"/>

<modify id="3" stat="wellness" amount="10" rate="0.1"/>

</buff>

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Veslarius,

 

#1

You can assign the max infected state condition to a weapon and if you hit a trader with it, he will die.

 

Damn! Got some dark thoughts there huh? :cocksure:

 

 

#2

 

Posting Code like that is ..... well let's just say there's a more polite way to do it,

 

Try this

 

 

 

Put your code in something like this.

It's easier to read.

Also doesn't take up a ton of room unless people hit spoiler.

 

 

 

 

 

~Lucky

Working-Castle-Tribute-to-A16-Plus-bonus-tips-video

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