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BLUBBSON started following NullReferenceException
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c0ini started following NullReferenceException
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When using your custom map, I receive this warning every few seconds: NullReferenceException: Object reference not set to an instance of an object I currently only have Oxide and RustEdit installed, and the server is a fresh installation.
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- 5 comments
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- #random loot
- #random items
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(and 3 more)
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BLUBBSON started following Installation help request from new custom map user
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The custom map via Dropbox isn’t working. I usually do it through rustmaps.com. https://rustmaps.com/
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Slinkymouse changed their profile photo
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MisterALX started following Editing gifts
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mvrb started following Editing gifts
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Hi, just a quick question, when editing the json file, for objects that has 2 words, for example "Santa Hat", should I write it as "santa.hat" or? Thank you!
- Today
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Changed Status from Pending to Closed Changed Fixed In to 0.2.3
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The_Kiiiing started following pick up
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Thanks Gruber, no worries its not a major bug, I just don't know how to change the Npc prefab types in .cs Ž Do you know are the Npcs on Frostland, their prefab types, are they defined by the Map spawn points? Maybe that's why. If you know that's why - then maybe I can edit the map to stop this happening.
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Yep, it's because of HumanNPC plugin, because it's called same name as Rust's class. I'll add a static reference to fix it, but i think this plugin should be updated to not be named as Rust class
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Nubenegra started following Wallpaper Planner
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Yes, you can use BotReSpawn for precise placement. If you want help with CustomLoot, just let me know. It's so simple that it's complicated.
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Changed Status from Pending to Not a Bug
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https://github.com/k1lly0u/Oxide.Ext.RustEdit
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- 62 comments
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- 1
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- #spawn everything
- #spawn
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(and 32 more)
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- #spawn everything
- #spawn
- #spawn vehicle
- #vehicle
- #karuza vehicle
- #karuza
- #deployables
- #crates
- #custom entity
- #execute commands
- #casino
- #train casino
- #blackjack machine
- #card table
- #slot machine
- #base
- #bases
- #spawn bases
- #item
- #spawn item
- #pickup
- #pickup vehicle
- #pickup karuza
- #pickup karuza vehicle
- #pickup entity
- #recycler
- #recycler safezone
- #instant airdrop
- #airdrop
- #supply signal
- #deploy nature
- #deploy resource
- #nature
- #resources
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sufl9wer started following Announcements
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sufl9wer joined the community
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the biggest thing i need is to be able to make sure each npc spawns in the directly area i want ie xyz of my choice and be able to set loot drops, i did try that custom loot before but god i did not understand it lol sounds good i will probely get the botrespsawn on next payday
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Felixk107 joined the community
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nicky chapman joined the community
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- 92 comments
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CodesRise joined the community
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Hey, I was wondering, is the Advanced Status supposed to automatically update for any type of wipe? My server is wiped biweekly, yesterday was the monthly wipe, but instead of showing 14 days, it shows 28 days instead. What should I do to add the correct information? I mention that my Rust host is from PineHosting and it is set in the panel as biweekly! Thank you!
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Thomas2104 joined the community
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[Codefling] MultiEventsCollectionResources 1.0.4 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsHuntAnimal 1.0.2 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsInventory 1.0.1 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsSpecialCargo 1.0.2 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsBotPurge 1.0.0 -> 1.0.1 https://codefling.com/plugins/multievents-pack-2-plugin-sold-separately-bundle-available [Codefling] MultiEventsBowMaster 1.0.0 -> 1.0.1 https://codefling.com/plugins/multievents-pack-2-plugin-sold-separately-bundle-available [Codefling] MultiEventsHempGather 1.0.0 -> 1.0.1 https://codefling.com/plugins/multievents-pack-2-plugin-sold-separately-bundle-available [Codefling] MultiEventsNpcExcavator 1.0.0 -> 1.0.1 https://codefling.com/plugins/multievents-pack-2-plugin-sold-separately-bundle-available [Codefling] MultiEventsFoundationDrop 1.1.4 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsHelicopterPet 1.1.0 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsKingOfHill 1.0.1 -> 2.4.2 https://codefling.com/plugins/multi-events [Codefling] MultiEventsLookingLoot 1.0.1 -> 2.4.2 shall i just set these to ignore in the update checker plugin
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Hi, Yes, dungeon spawning is already available through console commands, so you can call them from RCON: spawnrandomdungeon spawnfixeddungeon <tierName> [playerID] buydungeon <tierName> <playerID> For the map marker: right now the plugin always uses the vending-machine style marker + radius marker. You can change the marker color and radius in the config per tier, but you can’t switch to a completely different marker prefab yet, so it will still look similar to Raidable Bases for now.
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- 11 comments
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- #mutlievents
- #events
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Hi, There's a bit to unpack there. NPCKits and BotReSpawn have similar UI appearance and control, but are very different. NPCKits doesn't spawn any npcs or modify npc behaviour - It just lets you change things about the populations of vanilla npcs, like names/kits and a few options like weapon drop, corpse duration, etc. BotReSpawn, on the other hand, spawns its own npcs and you have full control over everything about them. They can use all (last I checked) weapons, and have custom behaviour with options for grenade throwing, healing, etc. You can create profiles and have as many, or as few, npcs in those profiles as you want. You can precisely locate the profiles and let BotReSpawn find random spawn points in the area, or you can even add precise individual spawn points per-npc. You can use custom spawn points to have npcs spawn on navmesh that's below ground, like in tunnel environments, and in cases where there's no navmesh it's possibly to set Stationary to true and have npcs which stand still, but will fight. (ideal for tower snipers). With vanilla monuments and precise custom spawn points you add are remembered and will transfer accurately when you change maps, so if, for example, the Airfield moves, the Airfield npcs will move with it. You can also create additional custom profiles and Parent them to vanilla monument profiles, so essentially you could have 2,3,4 or as many Airfield profiles as you like, just using Airfield as an example. For loot you have a few options. You can choose from any of the vanilla loot containers in BotReSpawn profiles, so you can have npcs die and give loot like a medical crate, or elite crate, or...whatever. You can also customise the kits that you give the npcs so you're personalising the loot that way. It also has support for AlphaLoot so 'vanilla' loot will respect AlphaLoot settings, if present, and you can even specify a specific AlphaLoot profile to use, if you want. A final alternative is my free CustomLoot plugin. It's not very intuitive but has the advantage of being the only loot plugin that lets you have unique settings for every single BotReSpawn profile, if you want. Hope that answers your questions. If there's anything you need clarified, please let me know.
