Hey there, everyone! You know how it goes. New week - new dev update on your favorite hardcore survival game!
Our code wizards have been hard at work on a variety of things, ranging from the very technical, such as researching rendering performance and optimizing post-processing, to the very specific, like the headlamp, armband, and turrets. As for the upcoming features, work has also progressed on the new NPCs, and significant strides have been made with the implementation of the quest system and its corresponding user interface. The encounter system is also being further tweaked, with a greater focus placed on the basebuilding encounters. Last but certainly not least, it goes without saying that bug fixing also made up a significant portion of last week's workload.
The level design team is doing their part regarding the quest system as they are setting up quest books and quest boards on levels. Apart from that, work has also continued on several POIs such as the castle, quarry, and prison interior, as well as new distant LODs for the Tuđman bridge and the weapons factory. River banks are still being polished, new basebuilding wall concepts were explored, and much bug fixing and even optimization through asset cleanup has been conducted.
The animation team has been working on the foliage and tree canopies, as well as creating new pushing animations for bikes and the quad. Work has progressed on the new trailer and the end credits, bugs were squashed, and preparations are being made for the Halloween update.
The rest of the art team has been hard at work on the new malfunction UI assets, the RPK and AKM rework, and the texture polish for the improvised rifle. Turrets have undergone texturing, and new lights for the sports bike and the tractor have been developed. Also, the TEC-1 quest items that we mentioned last week? Well, take a look at them yourself at the end of this section.
The soft surface art team continued their work on the new female inmate clothing items and textures for the armband. They've also made significant progress with the garbage ghillie suit, and the masks and materials for the school bag. Additionally, we saw some high-poly screenshots of some interesting tribal-looking characters and their weapons...
As promised, have a look at the rough models for the TEC-1 jammer and relay items that will be part of the new quest system:
As with last week, the sound team’s work has continued on sound designs for the turret and for the quests.
The QA team has been testing new features and ensuring that cheaters are not running amok on the game’s servers.
Our game designers have been setting up the functionalities for the headlamp and the new push functionalities for the dirt bike, RIS, and the cruiser.
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And now, it is time for Q&A:
First off, shout out to the great franchises that you've mentioned! As for the turrets, dropships, sentries, etc., they are closely tied to the dystopian, near-future theme of the game. There's a literal implant in the base of your character's skull that can reanimate dead prisoners. The turrets themselves are added as an additional means of protecting your base from the dropship and other players when you are away from it.
We completely agree with you, and you'll be pleased to know that the team is actively working on the quests (missions) and that we'll have them ready for the upcoming update. The update is going to be quite significant, and we can't wait for it to see the light of day! NPCs are coming with the 1.0 version.
We completely understand your point of view, and you are mostly correct. However, since the majority of SCUM's in-game systems are greatly intertwined, a fix for an issue today might be compromised by the addition of a new feature or a rework of an existing feature tomorrow. Also, we want to push out these new features as soon as possible so we can release them, test them out internally and with the community, and modify/fix them so that they work properly when we hit 1.0. Make no mistake, we aim to fix the issues that have persisted and introduce a host of optimizations that will make the game run as smoothly as possible.
We're aware of these occurrences with inadequate puppet spawns, and the team is actively working to fix them. As for the puppets phasing through geometry, it's a more complex issue, but we'll also get that sorted out.
The inventory rework is on the table, and we'll have that sorted out in one of the upcoming updates.
See you next week!
Fratman
SCUM - Development update #107
Hey there SCUM community - it's that time of the week again(+1)! Here's a new dev update for your reading pleasure!
The programming team is working on a wide variety of features and tasks. They are working on everything from weapon malfunctions, armband and headlamp items, turrets, quests...and I even heard the sound of a familiar female AI assistant voice somewhere from their room. Apart from that, the team was also researching some of the level-of-detail discrepancies in the game and has been optimizing the rendering of the map. Last, but definitely not least, the team was also working on the base building ladder connecting and on additional anticheat functionalities.
Our level designers are still at it with some of the already mentioned reworks of the weapons factory and coal mine POIs. However, they've also been reworking the riverbanks and some of the base building elements, and have been setting some cliffs on the mountainsides.
Our animators are currently focused mostly on bugfixing and on creating a new trailer for the game. They've also completed the animations for the new SCAR weapon and are finishing up the end credits for the game, as well as the Halloween update.
The rest of the art team is working on a wide variety of things. Apart from bugfixing and overall optimizations, they are reworking the AKM and RPK weapons and are working on the Hellrider body for the Cruiser vehicle. Work has also continued on the base building turrets (shown in the screenshots below) and on reworking the dropship, as well as some TEC-1 quest items. The rear lights for the quad are being fixed, while new lights on the sports bike will be implemented.
The soft surface art team is working on the reworking the female inmate pants and shirt. While we're on the subject of clothes, they have also been working on a rework of the folded clothes as well. Work has also started on the armbands and on the armed NPCs.
As promised, have a look at the early work-in-progress screenshots of the turret in all its glory:
The sound team's focus was on creating sound designs for the turret and for the quests.
Nothing new to add here. Same as every week.
Work has continued on the design of the quest system, and work has started on the tutorial. They've also worked on the new weapons scope, as well as the armband functionality.
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And now it is time for Q&A:
As we've mentioned in the 'art' section, we're making preparations for the Halloween update which will go live sometime by the end of the month.
There was an issue where some of the encounters that were expired were reactivated on server restart instead of being erased from the server's database. I know it's a bit technical, but that's the rough explanation.
First off, you need to make sure that the dropship basebuilding encounter is enabled in the server settings and then your base needs to have the required amount of elements for the dropship to attack it.
Do you have a mask equipped by any chance? When you have a mask on, then you are unable to eat. If that is not the case, then we'd like to kindly ask you to report it via the following link: https://scum.help.jagex.com/hc/en-gb/requests/new?ticket_form_id=22542144743185 As for the night, it lasts proportionately to the daytime (roughly 16:8). Nighttime provides an additional layer of challenge as you need to be adequately geared to do things during the night.
The Brenner is a powerful being that cannot be killed as it literally has phoenix tears for blood. The idea behind him was to create a threat which cannot be defeated and which you can only outsmart or outmaneuver. That's why they can only be found in abandoned bunkers and why the ultimate prize is to get a sample of his blood which you can then use to heal yourself.
See you next week!
Fratman
SCUM - Hotfix 0.9.543.81099
Hey everyone, the days are getting colder but our hotfixes are getting hotter, check it out!
Fixed an issue where sometimes the dropship BB event would not start.
Fixed the issue where you could not vault through some narrow windows.
Fixed the issue where you could not install Motorbike battery after removing it.
Fixed the issue where character foot would sometimes bug out.
Fixed the issue where you could hear other players parachuting down.
Fixed the issue where flying vehicle detection would sometime give false positive reports.
Fixed the issue where #VisualizeVehicleTrajectory command would sometimes cause a client crash.
Fixed the issue where players could sometimes pick up chests through closed doors.
Fixed the issue where admin spawned Razors would follow admin drones.
Fixed the issue where cut interaction would sometimes not work.
Fixed the issue where you could not pick up weapons after removing weeds from the garden.
Fixed the issue where puppets could spawn directly behind you.
Fixed the issue where airplane would not apply parking brakes if a copilot was mounted.
Fixed the issue where some character heads had too much texture brightness.
Fixed the issue where red tool containers in abandoned bunkers could not be looted.
You can now put only 100 items in trader cart per transaction/trade.
Implemented higher bullet spread when shooting from vehicles, depending on the vehicle speed.
Optimized encounter virtualization.
#ScheduleWorldEvent BP_CargoDropEvent will now drop at the exact given coordinates.
Added new commands to compensate the difference: #ScheduleCargoDrop
This will spawn a cargo drop around the player that entered the command.
#ScheduleCargoDrop steamid
This will spawn a cargo drop around the player with the corresponding steamid.
If there is no suitable cargo drop location with these commands due to BB flag area/restricted POIs you will receive a message. Couldn't find any suitable nearby location to schedule a cargo drop.
SCUM - Development update #106
Hey hey everyone happy Monday! Hope you all have a wonderful start of the week. We're in the middle of the big move but still wanted to bring you the news in another Dev update!
This will be a different format for this week as a lot of us are in the middle of moving offices to a bigger space. That means I also lost access to my notes for alot of it but still wanted to keep you guys posted, enjoy some photos of Matofski and Daruis looking at the mess we made.
In the meantime the rest of the team continues hammering away on their keyboards on both the new stuff and the bug fixing. As soon as I can access my notes again we will go back to our regular programming.
See you soon!
-Beda
SCUM - Development update #105
Hey hey everyone, happy Tuesday! Hope you are all good! Let's get this week on the road with a dev update!
You got a lot of news last week with the progress of the programming team, and mostly it continues on in this update as well. Work continues on quests and armed NPCs. With a little bit of bugfixing, mmore work on foliage simulation there is also something new brewing. Or better to say the return of the old. With the support of the animation team done, work has finally started on reintroduction of weapon malfunction. Will keep you posted on the progress.
Level design working hard on those optimizations and map reworks. Including sorting textures, replacing old assets, and touching up on POIS including airport, castle, etc.
Art team also optimizing as crazy. Animators working on new weapon animations, bugfixing and animating a new secret feature. All I can say is bases will be a bit safer.
Work continues on the cruiser bike, and new weapons. But also old weapons are getting a touchup. 2D is also working on some storyboard ideas as well.
The sound team work continues on ambient sounds and their implementation. With that it looks like we will be getting some updated guitar sounds as well.
QA/CM team doing business as usual: finding new bugs, testing new features, catching cheaters, and staying in contact with all of you. Also cooking up something that will interest all of you but more on that next week!
Questing system, questing system and questing system. It is almost as if that is all they do. They also been discussing the schedule on future updates.
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And now it is time for Q&A:
Brenner indeed does get stunned after a certain damage point for 10 seconds. Which should give you enough time to escape.
It is a cool idea we toyed with as well, but it is a lot of work as well. So the priority right now is on finishing the features planned for the full release.
Unfortunately not currently possible as it would break the snapping and stability system completely. We had those cases in the past.
Yes indeed, It is still in the works and will be so until it is ready.
Chopper is the one we can bring back the fastest at this point. And the faster we can bring it back the quicker we can get on other vehicles. New weapons will arrive as well.
Something like it is planned in the future. In what form and how exactly is still something that is in discussion.
As for the first one we agree that camo is an issue at this point, which is why it has been disabled for the past 4 years. What you are experiencing with trees and bushes sometimes is the anti 3rd person peaking happening but long distance. Optimizations that are in the works will take care of that problem.
As for the other thing, will forward it to the QA guys to check it out.
Have an amazing week all!
Beda
SCUM - Hotfix 0.9.542.80211
Hey there prisoners! Hope you're having a great Tuesday! We've got another hotfix today with a significant number of fixes and improvements to make your day even better.
Fixed the issue with the flickering ground textures.
Fixed the issue with wrong nutritional values for cooked food.
Fixed the issue where you were not able to fill containers on wells.
Fixed base building wells.
Fixed an issue where the cargo drop would not work as intended in singleplayer.
Fixed an issue where you could not disarm suicide puppet when the mines and traps setting was off.
Fixed an issue with the collision on the RIS plow.
Fixed an issue where the destruction of the roof or walls would destroy base building elements around them.
Fixed an issue where players could fall through the base building elements if logging out on them while being prone.
Fixed an issue where you couldn't buy base building expansion kits at general goods trader.
Fixed an issue where the RPK magazine would change color when the player would check their ammo.
Lockpicking minigames will now automatically fail when lockpicking a vehicle that moved out of range.
Fixed an issue where puppets could not reach you when riding a RIS.
Fixed an issue where prisoners could cut trees from any distance.
Fixed an issue where bases could be built around the event areas of Novigrad and Primal hunting ground.
Fixed an issue where jogging with a bow in combat mode with a female character, or standing still with bow in combat mode would make the shoulders look glitched.
Fixed an issue where players were unable to place a twig ramp on the foundations with walls.
Fixed an issue which caused walls and roofs to stay morphed even after destroyed.
Fixed an issue where attempting to change Dial Lock combination would fail when starting the minigame.
Fixed an issue where suicide puppets would not drop anything when being searched.
Fixed an issue where players couldn't put Belt Pistol Holster and Melee Weapon holster items into the trade table
Fixed various other base building issues.
Improved flying vehicle cheat detection.
Replaced finger gun emote with Yusuf pose.
Increased shark spawn times to 10 minutes if you're in the water and 3 minutes if you're bleeding.
The dropship will no longer be able to detect players who are at least 3 meters below the water surface.
Gameplay.log will now print correct success value for the dial lock and the switchboard mini game in the abandoned bunkers.
The #spawnrazor command now has a location argument, meaning that you can spawn it by either using:
#SpawnRazor "coordinates" (don't forget the apostrophes!)
#SpawnRazor steamid
BB dropship encounters can now trigger even when base damage is turned off in the settings or config.
Added new sentry spawner preset for basebuilding dropship event (Character-Sentries-SentryDropship.json)
Player under new player protection will now be invisible to dropships.
Improved and updated LODs for base building cement foundation and walls.
Lowered collision damage for the RIS.
Puppets that manage to climb the RIS will now slide off when velocity reaches 10 km/h.
RIS wheel armor can no longer be repaired without a car repair kit.
Tweaked RIS animation while mid air during hang time.
L-shaped support frame can now be placed on triangle foundation.
Single doors now get destroyed when their frame is destroyed.
Standing torch can no longer be built inside base building elements.
Lowered the chance to trigger a horde
''World'' category > ''NPC'' subcategory
scum.DropshipWorldEncounterSpawnWeightMultiplier=0.000000 This setting multiplies base value for a dropship world encounter to spawn. This setting replaces scum.EnableWorldEncounter=0 which was used to just enable or disable world dropship encounter. The base weight values are the following:
Puppets 80 Animal 19 Dropship 1
If Base scum.DropshipWorldEncounterSpawnWeightMultiplier is set to 1 chance for the dropship world event would be:
1/(80+19+1) = 1/100 = 0.01 (1%)
If the setting was set to 100 then the calculation would look like this: 100 / (80 + 19 + 100) 100 / 199 0.502 - 50%
This value applies to the LTZ (Low Threat Zones) which has 20% chance to trigger the event, after the event is triggered the game will determine which of the 3 events will be triggered (puppets, animals, or dropship)
scum.PuppetWorldEncounterSpawnWeightMultiplier=1.000000 This setting multiplies base value for a puppet encounter to spawn.
scum.AnimalWorldEncounterSpawnWeightMultiplier=1.000000 This setting multiplies base value for a animal encounter to spawn.
scum.EncounterHordePuppetHordeActivationScreamOverrideChance=-1.000000 This setting sets the chance for the puppet scream to be a horde activating one. The range for this setting is from 0 to 100, with the default value being -1, which equals 20%
scum.DropshipHealthMultiplier=1.000000 This setting sets dropships max health multiplier.
scum.SentryHealthMultiplier=1.000000 This setting sets sentry's max health multiplier.
scum.BaseBuildingAttackerSentryHealthMultiplier=1.000000 This setting sets base building attacker sentry's max health multiplier.
scum.BaseBuildingAttackerSentryDamageMultiplier=1.000000 Modifies damage from attacker sentries to base structures.
scum.BaseBuildingAttackerSentryRailgunDamageMultiplier=1.000000 Adjusts railgun damage from attacker sentries to base structures.
scum.BaseBuildingAttackerSentryGrenadeDamageMultiplier=1.000000 Adjusts grenade damage from attacker sentries to base structures.
scum.SentryBaseBuildingDamageMultiplier=1.000000 Modifies damage dealt by attacker sentries to base elements.
scum.DropshipDamageMultiplier=1.000000 Sets the damage multiplier for dropship attacks to characters.
scum.DropshipRailgunDamageMultiplier=1.000000 Adjusts dropship railgun damage to characters.
scum.DropshipBaseBuildingElementsDamageMultiplier=1.000000 Adjusts dropship damage to base elements.
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Known issues that are being worked on
Poop is not visible on the ground after defecating
Certain characters have mismatched colorations between neck and the rest of the body
SCUM - Development update #104
Salutations, SCUM community! Hope everyone is easing into the week nicely! Here's this week's dev update for your reading pleasure!
We understand that the past few weeks have been a bit dry in this section, as the team has been mostly focused on bug fixing. However, this week we have a lot more to share, and we can go into greater detail about what our programmers are doing. First off, work has continued on the much-anticipated quest system and the content related to it, as well as on the armed enemy NPCs that will make your survival on the prison island even more challenging!
Next, the team has (re)started work on the armband, as well as the turret you'll be able to place on your base! Remember that dead speedometer needle on the ATV? That's being taken care of too. The way small vegetation reacts to the wind is also being greatly improved, making the map feel even more realistic. And last, but certainly not least, the team has started to make improvements to the horde and encounter system!
Our level designers are still hard at work reworking and improving some of the POIs, such as the castle ruins, airport hangar, military hangar, and the prison. They’re also reworking the terrain for the B0 sector. Optimizations are being made to the weapons factory POI and the town of Samobor, along with updates to the environment and level design for the airport.
The hard surface team is also working on the aforementioned turret and speedometer for the ATV, as well as improving the skeletal mesh of the dropship. Rework has continued on the M1 Garand, along with something the community has been asking for and patiently waiting for... Behold, the all-mighty Cruiser!
The soft surface team has been busy reworking several items and conducting overall optimizations. Meanwhile, the animation wizards have been working on a multitude of improvements, such as better animations for the SCAR-L weapon and weapon malfunctions. Work has also continued on improved foliage animations, a new trailer for the game, and overall bug fixing.
The sound team has been busy with recording sessions. We’ve heard sounds of the guitar and the forest during both daytime and nighttime.
As we’ve said, it’s business as usual with these guys, though they might be testing something specific this week…
Our designers have been hammering away on the quest system. It’s their sole focus right now, and we can’t wait to share more on that topic soon!
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To wrap things up, we’ll answer some of the questions that were posted in the comment section of the previous post:
Good eye on that one! Game development is like a box of chocolates—you never know what you're gonna get! Botched movie quote aside, other things that required the immediate attention of our programmers working on this system took priority, but we’ll get back on track with this rework as soon as possible.
We wanted to create a different type of enemy that the player simply cannot defeat, making these abandoned bunkers especially challenging. I mean, how do you kill something that literally has phoenix tears coursing through its veins?! All in all, there are no plans to make him killable, but who knows what the future holds...
We’re aware of the issue and will have it fixed sooner rather than later. The same goes for the water wells some of you have mentioned. We kindly ask for just a bit more of your patience.
We do indeed want players to have greater freedom in using prefabs as bases. We just need a bit more time to get that up and running. In short—we want to make this happen, and we’ll get there! As for the second question, we understand the frustration that comes with these wipes. After 1.0, we’ll see if we can reduce them to at least a manageable minimum. We can’t say for sure that we’ll be done with them entirely, but we’ll do what we can.
We don’t have any plans for additional language support at the moment, but we’ll see what can be done after 1.0.
See you next week!
Fratman
SCUM - Development update #103
Summer is slowly coming to a close, but what isn't slowing down is the work on our game. Here's a fresh new dev blog for your reading pleasure!
The vast majority of our programmers are still hammering away at all those bugs, with the exception of a few who are continuing their work on the armed NPCs.
Our level designers are sprucing up existing POIs and other parts of the map. Over the last week, the team has been optimizing the nuclear power plant, and they've continued their work on the castle ruins and walls. Work has also started on reworking the airport hangar, the military hangar, and the prison located in sector C2.
Our art team, busy as bees, is working on a wide variety of tasks — from visually reworking items such as the small toolbox, cooked food materials, and a variety of weapons, to creating a new mesh for vehicle lights. Foliage and other level optimizations are underway as well. All departments do what they can to ensure that the game runs as smoothly as possible!
The animators are also keeping themselves quite busy as well with new and improved animations for the quad and for sentries when they drop from the... well... dropship. Significant progress has also been made with the NPCs in the outposts and I heard through the grapevine that the new trailer is shaping up nicely!
The sound team is still working on ambient sounds and their implementation. They are being very secretive about it, but we'll find out what they're up to soon enough.
The dust has slowly been settling after the patch, and our QA/CM team is returning to business as usual: finding new bugs, testing new features, catching cheaters, and staying in contact with all of you.
Work has continued on the much-anticipated quest system, while the team has also been researching ways to improve the driving camera and rebalancing the formula for meat cutting.
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To wrap things up, we'll answer some of the questions that were posted in the comment section of the previous post:
While we can't give a specific date for its return, we promise that all the vehicles already in the game will return by the time we hit version 1.0 — including the hydroplane.
While that sounds great on paper, it's doubtful that the engine (and the game) would survive an additional enlargement of the map. It would be better to make the current map denser with additional POIs, buildings, or whatnot. However, all of that is reserved for future post-launch support of the game, which we fully intend to deliver. For now, as we've mentioned several times, our focus is on delivering the remaining features for version 1.0, along with overdue bug fixes, optimizations, system reworks, and more.
I pick these questions from time to time to emphasize the point we've already made. We know it's a contentious matter that created a lot of frustration for a substantial subset of players. That is why we want to remind and reassure our players by saying that the puppets and their spawn rates will be further tweaked. Our programmers are working on it, but it may take some time to implement. We kindly ask for your patience on this matter.
We're in the process of testing the fix for the well. We should have it ready for the next hotfix. Don't dehydrate on us!
It's a neat idea that's definitely worth exploring. We acknowledge that our players really want to exact their revenge on the sharks (or at least have the means to defend themselves while swimming). It was definitely considered, but it would require a lot of work, which would distract us from more pressing matters. However, after version 1.0, who knows? :)
Have a great week everyone!
Fratman
SCUM - Development update #102
Hey hey everyone, happy Monday. Let's take a break between hotfixes with a bit of an Dev update.
This one will be a shorter one as most of the team is hammering away bugs and are not very talkative.
Programmers are bug fixing, bug fixing and more bug fixing. Our code wizards are at it to resolve issues you've been reporting to us.
Level design is back on the map rework. All of the previous work you've seen in these is now being tested and bug fixed to make sure once it is ready for release it is actually ready for release.
The art team on bug fixing as well but some other stuff also. Clothes are being reworked to reduce the level of clipping through layers and weapons are having their visuals updated as well.
Audio team is cooking up some new ambience sounds. They said they were recording something in the woods so who knows what that means.
QA/CM have been extremely busy since the update, collecting all of yours feedback and feeding it into dev machine. Our watch has not yet ended
The design team has been getting that feedback, and with the bugfixing, is also looking into any and all balancing issues to correct as well.
Unfortunately no Q&A this week, as most posts are the issue reports which we are working on. But do not worry it will be back!
See ya next week!
Beda
SCUM - Hotfix 0.9.541.79039
Hello everyone, happy Thursday! Did you know it is our 6th Early Access anniversary? Let's celebrate that with a hefty hotfix!
Fixed the issue where you could not use the cargo drop command more than once.
Fixed the issue where squad mates messing with blueprints would sometimes crash the game.
Fixed the issue where some animations would look broken.
Fixed the issue where players could spawn outside of custom borders.
Fixed the issue where Halloween emotes required Supporter pack #1.
Fixed the issue where taking a chest in hands after leaving an event would cause a crash.
Fixed the issue where players would get stuck inside vehicles after relogging.
Fixed the issue where a random crash would occur after a vehicle got deleted.
Fixed the issue where some weapon attachments would clip through weapons.
Fixed the issue where some items would have wrong grips.
Fixed the issue where dropships would sometimes cause a crash.
Fixed another issue that caused a random server crash.
Fixed the issues concerning new BB element blueprints such as incorrect meshes, incorrect blockage etc.
Fixed the issue where in some cases liquid containers would not spill correctly.
Fixed the issue with RIS light emission was not centered properly.
Fixed the issue where AK15 would still have head bobbing on even if turned off in settings.
Fixed the issue where explosion effects would not show unless the player was close to it.
Fixed the issue where locked chests would sometimes disappear in Single Player.
Fixed the issue where trader car lift would sometimes break down when other players are inside the trader zone.
Fixed the issue where on some angles you could still see through censor filter.
Fixed the issue where some items were not listed in parameters.json file.
Fixed the issue where destroying small stairs would destroy other BB elements that were attached to it.
Fixed the issue where players would sometimes get stuck after looting containers.
Fixed the issue where some lockers did not have loot assigned to it.
Fixed the issue where BB elements did not have a direction arrow showing.
Fixed the issue where weapons would get stuck on full auto fire animation.
Added new dropship sounds.
Removed the craftable holsters from trader inventory.
Improvised shotgun and handgun can now use more caliber types, making them more viable.
Reduced the crafting materials needed for improvised shotgun and handgun.
Implemented plough and spikes attachments for RIS vehicle.
Removed outdated items from the spawning pool.
Added new admin commands to admins:
#ForceBBEncounterOnNearbyOwnedBase --> will spawn dropship + sentry if it's enabled in sentrys and if it meets requirements of basebuilding elements #ForceDropshipEncounter --> will spawn dropship on your location #DestroyEncountersAtPlayerLocation --> will end all encounters on your location #SpawnRazor --> spawns a razor #DestroyAllRazorsWithinRadius --> #DestroyAllRazorsWithinRadius 50, will destroy all razors within 50m range #Spawnitem2 --> better way of spawning items
Added new server settings:
[World] - In game under - WORLD in subcategory NPC
scum.BaseBuildingEncounterTriggerChance=-1.000000 Values for this setting are expressed in percentages. This setting determines the chance for the base buiding encounter to be triggered. Default value is 7.5, the min value is 0.1, and the max value is 100.
scum.BaseBuildingEncounterTriggerTimeMultiplier=1.000000 This setting determines the time needed for the base building encounter to be triggered. Default value is 1, min value is 0,1, max value is 100. Multiplier will affect 3 different timers that determine how long the player needs to be active in the base to trigger the event, how much time it passes between the checks after failed spawn for the BB encounter, and on cooldown after the encounter has been finished. If multiplier was set to 10, all values shown bellow would be multiplied by 10. The default value for player activity is 900 seconds (15 minutes), multiplied by 10 would end in 9000 seconds (150 minutes). The default value to spawn BB encounter after encounter failed to be spawned is between 1800 and 2700 seconds (30 - 45 minutes), multiplied by 10 would end in 18000 and 27000 seconds (300 - 450 minutes). The default value for cooldown after BB encounter was finished and before new check can be triggered is between 28800 - 36000 seconds (480 - 600 minutes), multiplied by 10 would end in 288000 - 360000 seconds (4,800 - 6000 minutes).
scum.DropshipAbandonedBunkerEncounterTriggerChance=-1.000000 Values for this setting are expressed in percentages. This setting determines the chance for the dropship encounter activation by abandoned bunker alarms. The default value is 50, the min value is 0.1, and the max value is 100.