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Kits only applying to all npcs, from one npc config

Closed 1.0.2 1.0.3

ChogChey


Ive been fussing around with the plugin for a couple days now, and when I equip kits to the "scientist" profile in the config file it applies the kits to every npc on the server. And when I remove the kits from that profile specifically, all npcs spawn with their default loadout. Any clue what's happening? Thanks in advance.

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"Scientist" is the only non-specific option there and is only really there as a debugging/checking leftover.

It catches anything doesn't fit all the other options which, really, should just be console + plugin spawned scientists.

 

Can't see it affecting all npcs on the server but, regardless, just turn it off and use the the other type-specific categories.

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I tried this, then it strips kits from bandit, and junkpile scientist and reverts them to their default loadout 😕

So far heavy scientists are fine, and use their kit correctly. But mounted gunner scientists also lack a kit when the default scientist kit is cleared, and I'm not sure how to spawn in others.

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If they're coming out naked and there are no console warnings about it (meaning kit exists), strip and redeem one of the kits yourself.
It's so easy to forget the '/kit items' command and end up with an empty.

Edited by Steenamaroo

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The issue I'm having seems to be with a specific few profiles. The bandits and the junk pile scientists spawn with their default game equipment, while murderers and heavy scientists spawn with their kit load outs. I have also checked to make sure the kits work, and have all the items necessary.

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It was bandit camp I checked with a few minutes ago.
They looked very friendly with their boltys and bunny outfits. 😂

If there are no console complaints about non existent kits, and you're 100% certain all kits definitely have items, I'm not really sure what's going

Edited by Steenamaroo

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Hm. not sure what to tell you. 😞

Should be as simple as 

  1. Install plugin.
  2. Edit config to include valid kit for BanditTown.
  3. Reload plugin and make sure console (not f1..rcon or server window) shows no errors or warnings.
  4. Fly to bandit camp and see kitted bandits.

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If the bandits spawns have been put there in RustEdit then yeah, I guess that wouldn't work.
If Rust is spawning them in at a BanditCamp monument then it should.

Edited by Steenamaroo

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But I can also spawn them in, and when I had the kits equipped onto them, the bandits as well as the junk pile scientists (who both had the same kits((the ones assigned to the "scientist" profile)) when the "scientist" profile had kits) spawned with their default kit, and when I added kits to the "scientist" profile they both gained the kits equipped to that profile.

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Well, that makes sense. The Scientist profile catches anything that doesn't fit another category so that's console or plugin spawned npcs.
All other profiles are there to kit out Rust default populations. You'd need to actually go to the bandit camp and look at one of the ones Rust put there.

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6 minutes ago, ChogChey said:

But I can also spawn them in,...

No, I'm saying that spawning them in isn't going to work as a test because the profiles only acts on the ones that Rust spawns in.

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Ah, then why do heavy scientists and murderers still get their kits? And is there a way to configure the plugin to also target these spawned in npcs? (I'm just asking to try and better trouble shoot if this happens again in the future)

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FP haven't made it easy to identify all the npcs types by type like this.

Some have a class unique to them, some have a prefab unique to them, some have flags identifying them, and some have nothing.
Bandit, Military Tunnel, Compound and Junkpile are all identified in such a way that only Rust spawned populations will be picked up.

Edited by Steenamaroo

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