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  2. MeventSupport

    Skills

  3. MeventSupport

    Skills

    Hello! We will add this! Thanks
  4. MeventSupport

    Skills

    At this time, there are no plans for a legacy version of Skills. The plugin will continue to evolve in its current form. Thanks for the feedback
  5. HolyMoly

    Better Teams

    Is this plugin still active/working?
  6. ZEODE

    Error

    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.
  7. Today
  8. Fruster

    F15 Crash Event

    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
  9. HolyMoly

    Roaming NPCs

    Also one thing I’ve noticed is that the bots crouch when they fire - while crouched, they also spin around and shoot while rotating. Is there any solution to this?
  10. HolyMoly

    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!
  11. ProjektEU

    reward problem

    Sonny159
  12. issue with compatibility displayed, it seems not compatible with oxide... right?
  13. MeventSupport

    reward problem

    Hi! Weird.... Can you remind your nickname in Discord, we'll check the ticket history?
  14. aimacak

    Water Patrol

    I'm sorry, but hasn't this already been added? Have you tried giving them rocket launchers?
  15. 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
  16. aimacak

    Flare Description

    Unfortunately, the developer said that this is not possible.. sorry.
  17. hc4stillo

    Tiers Mode

    Versión: 1.3.3 La rutas de los iconos están bien: https://cdn.rustspain.com/plugins/tiers/ Lo que observo es que la lista de items bloqueado para la proxima era, que antes se mostraba ya no carga.
  18. 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.
  19. 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.
  20. 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.
  21. 我用的是TruePve插件,然后我把TruePve卸载之后才可以,请问该如何设置。
  22. Changed Fixed In to Next Version
  23. I fixed it i don't have access to that plugin but I'm 99% i found what was causing that that's my bad test it out now and let me know i also added the ability to rename your powered devices now so you can keep track of what's what
  24. bigchenny

    MiniGunner

    pls update your script if you reload by inventory it reload instant
  25. Fruster

    not sure why

    Changed Status from Pending to Closed
  26. What I have tried has worked great. Windmill and batteries have the right amounts when I look at them with /power
  27. Scientists are spawning in ground killing players for the event
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