TreasureBox

TreasureBox 0.3.6

Fixed potential conflict when using the HumanNPC plugin
Set default marker transparency config option to 0.5
Better NPC AI
Disable NavMeshAgent if unable to find a valid place on the nav mesh (npcs wont be able to move but can still shoot)
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Reactions: Oxinix
Added config option to deploy and launch a firework of your choice when the box has been unlocked
Changes to return to box location logic. I didn't have any issues with this myself but for those who have scientists running off this "should" help
Frame budget NPC think logic. This allows for more processing but is also limited to 1ms of processing time per frame. Potentially also helps with the above issue because there is less time between instructions
Re-implement NPC spawn point randomization to with 15m of the box
Fix NPC display names
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Reactions: netch and MalS
More changes for rock detection
Always destroy zone on timer regardless of whether box was looted
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Reactions: MalS and danstt
Added config option to change whether the bots die when the event is over
Improved Npc spawn conditions
Changed to a different type of Npc
Improved Npc controller, targeting and response systems
Added config option to spawn heavy scientists, normal scientists, or a random selection
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Reactions: MalS and VinylFresh
Don't allow locks to be placed on the treasure box
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Reactions: MalS
Update default config with new image URLs. This will not overwrite your existing config!
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Reactions: MalS
Kill left over NPC's with empty HitInfo
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Reactions: MalS and KBow
Updated grid calculations to match new grid UI
Check for null in PositionCheck
Set default config map marker radius to 4