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Settings Explanation

Pending 1.0.8

theddyrust
theddyrust

Posted

I would like to get some Intel on some of the Settings for profiles:

  • "Target_Noobs": false
  • Dropping weapon's - how to set it to exactly drop the weapon in 25% cases on the ground
            "Weapon_Drop_Percent": 0,
            "Min_Weapon_Drop_Condition_Percent": 50,
            "Max_Weapon_Drop_Condition_Percent": 100,
  • "RustRewardsValue": 0.0
  • "Chute": false,
  • "Suicide_Timer": 5,
  • "ChangeCustomSpawnOnDeath": false - What do I have to set to always have a new spawn point true or false?

Could you please explain each of these settings as of right now, they are not clear to me as what they do.

thx in advance

  • Administrator
Steenamaroo

Posted

Hi

Target_Noobs makes the npcs ignore/or attack 'noob' players.
The definition of noob is players without a sash, which is Rust's built in indicator.
Players get a sash when they pick up, or craft, a weapon or tool.

To drop the weapon 25% of the time, you want "Weapon_Drop_Percent": 25
The condition options are for the weapon condition - To make the weapon have low, or high, 'health'.

RustRewardsValue is the value that RustRewards plugin will give your players in Scrap/Economics/ServerRewards, for killing this npc.
If you don't use RustRewards.cs, ignore.

Chute true/false is whether or not the npcs will parachute in when they spawn.

Suicide_Timer applies only to events (airdrop, spawning at locked crates etc).
These npcs are killed off after this set period of time because, otherwise, it would be possible for the numbers to get out of control,
if players aren't killing them.

ChangeCustomSpawnOnDeath applies if you're using custom added spawn points.
If you are, and set it false, then any npc you kill will respawn in the same place they originally spawned.
If it's true then the npc can take some other spawnpoint, from your added custom spawn points.

Hope that clears it all up. 🙂

theddyrust

Posted

Thx awesome this clears all up Intel aquired. Thx

  • Like 1
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