TheRedCap added a new file:
QuoteDisplay MoreFor the moment, I recommend using Algorithmic Level Progression if you are not fixed on my implementation!
This plugin is a variant of Valens' Progression Plugin and is designed to dynamically adjust loadouts based on trader Loyalty Level. It includes features such as primary and secondary weapons, backpacks, tactical vests, earpieces, headwear, armor vests, eyewear, armbands, face covers and ammo.
How does it work?
It's a combination of whitelisting and weighting I would love to only use whitelisting to fix the loadouts, but it does not work reliable most PMCs should have loyalty level based gear, but sometimes something like ammo of a higher level or mags appear, but it feels fine at least for me because they could always found it on another guy or in some loot box. All other gear except attachments, mags and ammo should be fixed so if you see a guy on LVL 5 running around with Trooper or AVS post a comment that's an error, or they got different traders then meIf you feel your PMCs are too poor or rich, disable randomisation it still probably needs more balancing, but that's hard to do without hours of playtime. Be free to comment if you have ideas how to improve it, so it feels more natural. But not everything is possible without changing the whole bot generation aspect, which would break compatibility with all other bot mods.
Installation
Move Zip into mods folder and extract into folder based on Zip name, no configuration in the config file is needed for an out of box experience.
Configuration
edit in config/config.json (do not copy and paste comments from here!)CodeDisplay More{ "enabled": true, "debug": false, // <- makes all bots pmc and some other stuff you should not need to set it to true "randomisation": true, // <- set to false if you want basic spt "randomisation" "ammo": true, // set to false if you dont want ammo filtering "equipment": { // Setting any value to false should disable filtering for the category "FirstPrimaryWeapon": true, "Holster": true, "Backpack": true, "TacticalVest": true, "Earpiece": true, "Headwear": true, "ArmorVest": true, "Eyewear": true, "ArmBand": true, "FaceCover": true } }
Ammo:
Ammo mostly works, but it is handled via Weighting that mean I just tell the generator prefer these, that will not always happen
What is still missing:
- Meds (This is more complicated due to how the item generation works and hooking into generation is more than just Loadout Whitelisting I adjusted randomization as good as I can, but there is probably more balancing needed) [This is probably as good as it gets without breaking compatibility with mods like POOP etc.]
- Attachments ? (Implementation for filtering is there, but I have not figured out yet how to set it up without causing issues) [If somebody knows how to implement it into Whitelist or Weighting point me in the right way tried different ways and can't get it reliable running without changing the server source]
What I am not sure yet:
- How to handle LVL progression after Flee because some stuff and weapons should be available, others not etc. that's more thought work or balancing than coding, so I'm not yet sure how I want it.
No Recommendations at the moment until I tested combinations which work great, I personally think Looting Boots could be a great combination.Recommendations:
- SWAG
- POOP
- NormalisedBots
Special Thanks to Valens for the Idea and Concept.