All Activity
- Past hour
-
HolyMoly started following Better Teams
-
I am not sure when you are referring to that I was arguing with you, but yes, let's move on. What issue is left unresolved now? Please can I ask that you keep issues separately, if you have an issue with Bradley Drops, please open a support thread in that support forum, not here. With regards to the original post in this thread, my plugin only creates items of "supply.signal" with the skinID from the config file. If a flame thrower has been received by a player that means the shop/loot table config is incorrect and has the flame thrower shortname in error. This is the only way this kind of thing can happen. It is impossible for my plugin to give the player a flamethrower item.
- Today
-
You can change the loot in crates using the SimpleLootTable plugin. To do this, edit the existing table in the /data/SimpleLootTable folder and specify its name in the config: "Crate simple loot table name(plugin SimpleLootTable is required)": "exampleTable", "Minimum number of items in a crate(plugin SimpleLootTable is required)": 6, "Maximum number of items in a crate, maximum 12(plugin SimpleLootTable is required)": 12
-
Foxy420uk changed their profile photo
-
CargoRat started following Treasure Chests and Modular Stone Arch Bridge
-
HolyMoly started following Roaming NPCs
-
I’ve set up my bots to use an AK as their primary weapon. At the moment, however, the weapon behavior isn’t ideal since the AK only fires single shots every 2–3 seconds and has no spray. I understand that improvements to this are planned after the base implementation, which I’m really looking forward to. With my current settings, bots drop the AK after death, which is intended on my end. What I was wondering is whether it’s possible to make this behavior percentage-based. For example, having only a 25% chance that the belt is unlocked on death, so the weapon drops only occasionally. That way, bots could still carry strong weapons, but those weapons would only be lootable rarely instead of every time. This would be a great balance in my opinion. Is something like this currently possible, or planned for the future? Thanks a lot for your work!
-
Rusty_ joined the community
-
Clemon changed their profile photo
-
Hi! Weird.... Can you remind your nickname in Discord, we'll check the ticket history?
-
- 193 comments
-
- #boat
- #facepunch
- (and 15 more)
-
You can select the NPC type in the config. If I'm not mistaken, the default is type 8 - heavy NPCs. Prefab - assets/rust.ai/agents/npcplayer/humannpc/heavyscientist/heavyscientist.prefab
-
Unfortunately, the developer said that this is not possible.. sorry.
-
djmendozaa3 started following Announcements
-
SaulRC started following Announcements
-
SaulRC joined the community
-
djmendozaa3 joined the community
-
Hey, thanks a lot for the quick reply, really appreciate it I understand the plugin spawns NPCs directly from default prefabs, and I don’t doubt that this works fine on most servers. What’s confusing us is that we’ve seen this same plugin running on other servers with normal (non-heavy) human scientists, and after reading through the support forum we couldn’t find anyone else reporting this issue. That strongly suggests this is something on our end, not a general plugin problem. To help us pinpoint it: could you tell us the exact prefab path(s) Cargo Crash uses to spawn its NPCs? We’re running Carbon, and it looks like whatever prefab is being resolved on our server ends up spawning heavy scientists only. If we know the exact prefab string you’re using, we can verify whether Carbon is resolving it differently or if there’s a fallback happening. Thanks again for the help.
-
Hey! The plugin spawns its NPCs from default prefabs. As far as I know, there haven't been any complaints about compatibility issues with betterNPC before. Please check which NPCs are spawning. Just reduce their HP in the config, for example, to test.
-
dankje started following Cargo Crash only spawns heavies (Carbon + NPC Spawn)
-
Fruster started following Cargo Crash only spawns heavies (Carbon + NPC Spawn)
-
Hi, I’m using your Cargo Crash plugin on a Rust server running Carbon (not Oxide/uMod). Issue The Cargo Crash event only spawns Heavy Scientists. We want lighter/normal scientists, but they never spawn. Important context We have NPC-related plugins installed, including: NPC Spawn (installed and active) BetterNPC (installed) (Other event plugins exist, but these are the NPC ones.) So I need to confirm: Does Cargo Crash spawn NPCs itself using vanilla prefabs, or does it delegate to NPC Spawn / BetterNPC? If it delegates, which integration does it use (NPC Spawn vs BetterNPC), and what config keys / profile names are expected? Is there a known behavior on Carbon where “normal scientist” spawns fail and Cargo Crash (or NPC Spawn) falls back to heavy scientist? Goal Make Cargo Crash spawn lighter human NPCs instead of heavies, for balance. If you tell me exactly which system Cargo Crash uses to spawn (vanilla prefab vs NPC Spawn vs BetterNPC) and the expected NPC identifiers, I can test immediately and share logs/config. Thanks.
-
Scientists in ground killing players
Code Brothers replied to SlayersRust's Support Request in Support
Changed Fixed In to Next Version -
Oblivara. joined the community
-
- 8 comments
-
Jean-Philippe Leduc joined the community
-
Changed Status from Pending to Closed
-
Rewarn joined the community
-
a1k changed their profile photo
-
- 8 comments
-
