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Nova

Posted

Thanks, I see the problem lol.  I somehow have True where it should have a number.  

  • Like 1
Southern Gaming 2X

Posted

Thank You for the update, We know you're super busy 

  • Administrator
Steenamaroo

Posted

My pleasure! Sorry it took so long - It's been an unusually busy couple of weeks.
Thanks for understanding. 🙂

Just John

Posted

I only have one question.
maybe this feature could be solved? "Corpse_Duration" 😃
thanks

  • Administrator
Steenamaroo

Posted

I guess you mean added?
Sure - Can't see a reason not to. 🙂

  • Like 1
JessieJane

Posted

I know you are super busy.... but would it be possible to add the new NPC types into NPCKits like the scientistnpc_roam, etc.?

  • Administrator
Steenamaroo

Posted

Hi,

Do those appear somewhere on the map? If so, what monument are they associated with?

JessieJane

Posted

They are at The Dome 1 as this:

image.thumb.png.dc110120dcf1895513697d1f6eab6bc8.png

JessieJane

Posted

Also, as mentioned previously, the scientist NPC' ON the excavator.  I can kit the ones "around" (on the grounds) the excavator, not the ones actually associated with the excavator itself.

> debug.lookingat
Looking At: assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_excavator.prefab (UnityEngine.GameObject)
       Ent: scientistnpc_excavator
       Pos: (403.9, 13.6, 1584.8)
     Layer: Player (Server)
 

JessieJane

Posted

actually..... I have lost my mind completely I believe.   These are kitted by BotReSpawn NOT NPC Kits plugin.   I apologize for my error.  I get the two plugins confused at times.

  • Administrator
Steenamaroo

Posted

Hi,
I'm looking into the scientistnpc_roam right now.

For the excavator guys - Are you on the latest version? I remember fully testing the excavator not that long ago.
It's possible something's changed or I missed something, but I did make sure they all worked prior to the last release.

JessieJane

Posted

The other ScientistNPC_roam I found are associated with a custom monument on my custom map.  

  • Administrator
Steenamaroo

Posted

Don't worry about it. I lose track myself.
I did wonder if they might be BotReSpawn npcs, but I'm firing up a map with a lot of monuments just to make sure.

I'll double-check excavator while I'm there.

JessieJane

Posted

Yes, I have version 1.1.3

 

  • Administrator
Steenamaroo

Posted

"The other ScientistNPC_roam I found are associated with a custom monument on my custom map."
Ah, ok. That would make sense.

 

The only scientistnpc_roam I'm aware of, 'in the wild', are DesertScientists.
I don't pick up Scientistnpc_roam by prefab name so I guess that profile should not affect these npcs you've found.

JessieJane

Posted

Come to think of it.... the excavator underwent renovation by Facepunch and I think my map author hasn't updated the excavator on this map to the new version..... could be why

 

  • Administrator
Steenamaroo

Posted

Actually, scratch that - Desert guys are scientistnpc_roamtethered.

As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default.

  • Administrator
Steenamaroo

Posted

I just fired up a map with excavator and checked.
NPCKits is definitely kitting out the guys who are running around on the excavator - about 20 of them.

I don't see any npcs around the excavator, on terrain.
Maybe those are coming from BotReSpawn, or npc spawners on your map?

JessieJane

Posted (edited)

On 12/30/2021 at 8:25 PM, Steenamaroo said:

Hi,

Do those appear somewhere on the map? If so, what monument are they associated with?

Yes, I have them patrolling around the OUTSIDE of Abandoned Military Base.    They are wearing blue scientist suits and have ZERO loot on them when killed.


> debug.lookingat
Looking At: assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab (UnityEngine.GameObject)
       Ent: scientistnpc_roam
       Pos: (-2212.6, 8.6, -1640.4)
     Layer: Player (Server)
 

Edited by JessieJane
  • Administrator
Steenamaroo

Posted

Hi,
Are you sure they're not put there via your custom map or BotReSpawn, or some other plugin?

"As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default."

I think this is still true but, of course, will happily check to confirm.

JessieJane

Posted

If they were there due to BotReSpawn they would be wearing kits I assigned to them.   I will check with the custom map maker to be sure he didn't add them there.  I use also Zombie Horde but those bots are kitted as well.

JessieJane

Posted (edited)

Screenshot of NPC's at Abandoned Military Base.  You can see the kitted NPC's along with the roaming scientists who  are not.  I did verify with my custom map maker that he did not place these NPC's on the map.

image.thumb.png.6a496d558032258e60b85bf74734bea5.png

 

Edited by JessieJane
  • Administrator
Steenamaroo

Posted

Ok, thanks for the info.

It looks like both of those npcs have customised names which would suggest either a plugin is spawning them, or modifying them.

It might be worth getting close to one and doing `/botrespawn info`, or just reloading BotReSpawn, to 100% confirm that's not where they're coming from.

JessieJane

Posted

OK will try that

 

  • Like 1
Flint Monkey

Posted

@Steenamaroo and others - do you know if there is a way to pull a list of the default kits for existing NPCs today so I can modify what exists instead of doing a blind replace?

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