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Papa Bear's Achievements
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Papa Bear started following Spooky Sky , Challenge House with loot , Boat Honk and 4 others
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@william long 2. Is there a Way the Bots can react to more then 1 Player (ATM i have duos saying they just attack a single player at a time)? Did you check to make sure Behavior Modifier "PEACEKEEPER" is set to false? If not, and you want the Peacekeeper setting to be true, then there is a global setting for them to react to being attacked, or react to the player that currently has recently fired a weapon (60 second timer).
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Papa Bear started following Chest Stacks
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- 62 comments
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- #rust
- #rust plugin
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New issue. I have all my NPC's set up with NPCKits and my A.I. Bots with BotReSpawn, showing a "BotNames" to be announced with Deathnotes and Simple Kill Feed. Stopped working. When I go to the Bot, in Vanish (Hitting Reload) I can see their name is clearly Scientist. Even though my configs still read the same. Not sure if the Facepunch update has anything to do with this. Can you check this out? Putting this in NPCKits too, so anyone that has that plugin, but not this one can see the issue is being addressed. Thank you, Papa Bear "APC_Kill": { "type": 3, "Spawn": { "AutoSpawn": true, "Radius": 20, "BotNames": [ "Bradley ParaTrooper" ], "BotNamePrefix": "a",
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New issue. I have all my A.I. Bots with BotReSpawn and all my NPC's set up with NPCKits, showing a "DisplayName" to be announced with Deathnotes and Simple Kill Feed. Stopped working. When I go to the NPC, in Vanish (Hitting Reload) I can see their name is clearly Scientist. Even though my configs still read the same. Not sure if the Facepunch update has anything to do with this. Can you check this out? Putting this in BotReSpawn too, so anyone that has that plugin, but not this one can see the issue is being addressed. Thank you, Papa Bear "DisplayName": "a Heavy Bradley Guard",
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Papa Bear started following Steenamaroo
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Bad news. I just tried this, at the default 10 min and then at 30 min for Backpack, and the corpse disappeared after I had set it for 1 min, but didn't leave a backpack. Then, I moved the Corpse Timer to 5 min, stayed with the corpse, watched it as it "Flashed into a Backpack" but disappeared in a fraction of a second. When you have a moment, can you take a look at this? Thank you very much. Papa Bear
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Hello Steenamaroo, Have a request. Using your plugin, NPCKits, I have the option of setting both the Corpse Duration and the Backpack Duration. Love this feature. On Oil Rig, I can increase the duration of the bags, but at the same time, despawn the corpses quickly. Really helpful considering we have 55 heavies with the Big Rig Wave Event plugin we are using. But, BotReSpawn doesn't have this feature. When I shorten the Corpse Duration, it just wipes all the loot. I feel this feature would be very helpful. I tried using a plugin called Body to Bags from UMod, but it doesn't work with BotReSpawn and frankly against NPCKits either. But, at least with NPCKits, I can set it and eliminating needing another plugin for this function. As always, appreciate your plugins, and thanks for your consideration of this addition to this plugin, Papa Bear BotReSpawn "Corpse_Duration": 30, NPCKits "Corpse_Minutes": 1, "Backpack_Minutes": 30
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Hello Steenamaroo, I have a request. Like we have in BotReSpawn, both Large and Small Oil Rig, can we do that in this plugin. It will benefit in both making uniforms and kits separate according to the different difficulties of these like, but different monuments. Also, this would allow to the naming of NPCs for the benefit of our PvE server that uses a plugin that announces what scientist the player killed. (i.e. Large Oil Scientist, Small Oil Scientist) letting other players know that someone is already on this monument. Thank you very much for your consideration in this matter. Papa Bear
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Since I did the update, my bots are all reset wearing Heavy Gear. Is that Default? Four years on the server, never seen them in Heavy Suits before. I am reloading all files from backup except the plugin, hoping to get my configs back to normal. Next time I do an update, how can I "keep my settings" before installing this plugin update? I have never had to do anything special in the past. UPDATE I figured it out. I had changed some bots with NPCKits. So, I changed my config from false, to true. Block Npc Kits Plugin": true,
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I've been using both BotReSpawn and NPCKits for 2 years now. Both have the Wipe Main Setting but they do not operate in the same way. The note for both of these, found in the plugin reads as follows ... { "Wipe_Clothing_Percent", "The percentage chance that the clothing inventory container of an npc is erased when the npc is killed." }, But, then I noticed that you had an Update on BotReSpawn that isn't on NPCKits. Fixed in V1.0.4 // Added Wipe_Main_Percent option - This is for people who want to add loot items to main via kit, but only want them available a % of the time. Now, I don't know under what situation someone would want to put something in a kit, only for it not to always be there when you spawned in the NPC, but what I want to do is have it only sometimes be lootable by the player when the NPC is killed. Since this Wipe option is found under the Death header, I would assume that this would be what it is for. I already do this with the Trainyard NPCs. I use a kit that has a matching M249 to the clothing it wears. I don't want this NPC using the M249 against players, but I have a 1% chance that it will drop for the player if they are lucky. I have this set by using the setting for Main set to 99 and it loads from the Kit 100% of the time. At no time does it not load. Since you are the author of both plugins, I think you will understand what I am saying here. When I search the code in both plugins, I cannot see any difference. Perhaps it works differently for Facepunch NPCs and there is no solution for me in BotReSpawn. But, I am asking that you consider what I'm asking? In BotReSpawn, the Clothing and the Belt, both work the same as they do in NPCKits and I can set it to 100 and still get my Clothing and Belt items to populate from the Kit to the NPC without issue. And when I set it to lower than 100, Usually 95 in the UI, because I am restricted by sets of 5, or 99 when I do it in the Config JSON - it works as a percentage chance to drop on the NPC's death, like I would like the Main to do. I am really sorry I have gone on about this and I can see now where the confusion is for both of us. If you do not make the change, I'll just not include the gun and I'll move the ore and diesel to the Belt and have it drop off from there. But, I'm still perplexed as to why anyone would want to load the Main in a kit and then dial it in where there is only a chance that it loads in at all, with a 100% drop rate? Seems counter intuitive to me.
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I want the player to have a 10% chance to acquire what's in the main inventory. My issue is that it's not populating what is in kits, in that section, to the bot. (i.e., when I go into vanish, type "R", I can see what the bots are wearing and carrying. They do not always have the contents that I want them to have. They always have the Wearables, They always have the Belt, but only sometimes have the Main.
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I'm saying the npc doesn't get the entire kit, 100% of the time. I changed the spawn count from 2 to 10 and reloaded it over and over. About 10% to 20% of the bots got the entire kit contents. The content that is missing is not in the Hot Bar, but the Main Inventory Compartment. The reason behind this is, this is where I can place a gun that the bot can't use, but the player would have a chance for a drop. Because if I place the weapon anywhere in the hot bar, it will chose that over any melee weapon. Also, I have Ore and Diesel Barrels in the Main inventory. For now, until I can figure what's going on, I've moved the Ore and Diesel to the Belt Slot, and put the drop percentage there, removing the gun all together. I am using Kits from UMod and for VIP items, I've never had one failure for a player to get everything in the Main Inventory compartment of this plugin.