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Everything posted by Papa Bear
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No hurry. Thank you. I read in the chat logs that they were relieved there was no huntsman popping out of these new animals. Now, we can't have that, can we ? Great plugin. I have him hooked up through BotReSpawn and he carries an L96 and an MP5 ... he is very thoughtful about which one to use, depending on distance. Anyway, thanks! Bear
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I created ParaZombies to parachute down on GE and Random Airdrops ... I did exclude the player's thrown Airdrops when I set this up, but now I want to "punish those who throw too many" ... x6 zombies with each throw can add up fast. Here's my problem. I forgot how I went about excluding them from getting Parazombies on Personal Drops ... I know I've seen it somewhere. I've checked over and over through the choices in Airdrop and Global and I don't see it. I do use Fancy Drop, which effects airdrops. I can't find it in their config either. If you know where this is, can you point this out to me? I would really appreciate this. Thank you. Bear { "Events": { "AirDrop": { "type": 3, "Spawn": { "AutoSpawn": true, "Radius": 15, "BotNames": [ "ParaZombie" ], "BotNamePrefix": "a", "Keep_Default_Loadout": false, "Kit": [ "FrankieSmall", "FrankieMedium", "FrankieHeavy" ], "Gender": 0, "SkinTone": 0, "Day_Time_Spawn_Amount": 6, "Night_Time_Spawn_Amount": 6, "Announce_Spawn": false, "Announcement_Text": "As advertised, <Pandemic Air> Survival Airdrop Services, now with ParaZombies! Enjoy!", "BotHealth": 100, "Bot_Take_Damage_Percent": 100, "Scale_NPC_Count_To_Player_Count": false, "Give_Scarecrow_Loadout": false, "FrankenStein_Head": 0, "FrankenStein_Torso": 0, "FrankenStein_Legs": 0 }, "Behaviour": { "Roam_Range": 10, "Aggro_Range": 20, "DeAggro_Range": 40, "Peace_Keeper": false, "Bot_Accuracy_Percent": 100, "Bot_Damage_Percent": 100, "Running_Speed_Booster": 6, "Roam_Pause_Length": 0, "AlwaysUseLights": false, "Ignore_All_Players": false, "Ignore_Sleepers": true, "Ignore_Wounded": true, "Target_Noobs": false, "NPCs_Attack_Animals": false, "NPCs_Defend_Against_Drones": true, "Friendly_Fire_Safe": false, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Rocket_DamageScale": 1.0, "Assist_Sense_Range": 30, "Victim_Bleed_Amount_Per_Hit": 1, "Victim_Bleed_Amount_Max": 100, "Bleed_Amount_Is_Percent_Of_Damage": false, "Target_ZombieHorde": 0, "Target_HumanNPC": 0, "Target_Other_Npcs": 0, "Respect_Safe_Zones": true, "Faction": 0, "SubFaction": 0, "Dont_Fire_Beyond_Distance": 0 }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 500, "Lock_Death_Crate_To_Killer_Player": false, "Corpse_Duration": 1, "Corpse_Has_Skull": true, "Weapon_Drop_Percent": 5, "Min_Weapon_Drop_Condition_Percent": 100, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 100, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 95, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "ScarecrowNPC", "Remove_Vanilla_Scrap": true, "AlphaLoot_Profile": "", "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, "Other": { "Chute": true, "Invincible_Whilst_Chuting": true, "SamSite_Safe_Whilst_Chuting": true, "Backpack_Duration": 30, "Suicide_Timer": 30, "Die_Instantly_From_Headshot": true, "Require_Two_Headshots": false, "Instant_Death_From_Headshot_Allowed_Weapons": [ "blowpipe", "bow.compound", "crossbow", "bow.hunting", "legacy bow", "minicrossbow" ], "Fire_Safe": true, "Grenade_Precision_Percent": 50, "Disable_Radio": true, "Marker_Enabled": false, "Marker_Visible_When_NPCs_Are_Dead": true, "Marker_Main_Colour": "#ffffff", "Marker_Outer_Colour": "#000000", "Marker_Opacity_Percent": 50, "Marker_Radius_Percent": 20, "MurdererSound": true, "Immune_From_Damage_Beyond": 30, "Short_Roam_Vision": false, "Off_Terrain": true, "APC_Safe": true, "WeaponTrap_Safe": true } }, BotReSpawn.json
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I read on a previous post about Bots clipping. It happened to me today. It was on a Procedural Map, Rad Town monument. First time this has happened and I've been running Bots here for two months now. They chased me into the building. This is the first time I seen them enter a doorway in Rad Town. But, that's not the issue. I was in a room and they clipped through the windows from the outside. When I went upstairs, they clipped from downstairs and I had three or four follow me upstairs. No issues on the roof. This was inside the building. In particular, the center building on either side. I'm going to do some more testing tomorrow. I'm not sure if it's something I did in the settings myself or the plugin. I'll report back to you tomorrow - Bear
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Here is one that I've been sitting on, but it hasn't been addressed and now I would like this feature to actually work. I'm using BotReSpawn to create a fast paced Zombie Fest within Rad Town. I want only Slow loading, crossbows to be the only weapon that you can headshot, 2 shot kill these bots. You have a setting in the UI that says "Instant Death From Headshot Allowed Weapons" Manage But, when I use this selection, it's taking me to the Bot Name Manager. And, it is naming my bots Crossbow, so it isn't allocating weapons, but renaming my bots. It's actually the same screen. So, as shown below, I went into the config and tried, but it doesn't work there either. I'm assuming if I have these settings, then all weapons will damage the bots but not instantly kill them unless I use a Crossbow. Is this correct? "Die_Instantly_From_Headshot": true, "Require_Two_Headshots": true, "Fire_Safe": true, "Grenade_Precision_Percent": 80, "Instant_Death_From_Headshot_Allowed_Weapons": [ "crossbow" ], Please help me when you have the chance to, Thanks, Bear
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I was having a compiling issue before the 3.2.3 update. I was thinking this would correct it, but it must be something else. This same error shows up in that attached Oxide Data file. Both versions show up on this same report. The lines I'm looking at for the 3.2.3 version is 205 & 206 205 "RustRewards" (3.2.3) by Steenamaroo (1.35s / 38 MB) - RustRewards.cs 206 RustRewards(1) - Failed to compile: The namespace 'Oxide.Plugins' already contains a definition for 'RustRewards' | Line: 36, Pos: 18 I am attaching my Oxide Data txt file. I have a twice (12 hours apart) daily restart. Thank you, Bear oxide_2025-03-08.txt
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Oh, you were speaking of "Hard" ... I was thinking all. In this case, yes. Otherwise, some players would say why do the extra work. I already abuse my players by using BotReSpawn and adding bots that blend in with the NPC's, and they toss Smoke Grenades too ... so, yeah, my players would claim, more loot. Greedy bastards! lol
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OK, have a question for you regarding the update. I have tested the cards. I had one of each card ... the Old Purple Card, because many of my players have inventory of this card (we use a bank, so they can carry this over from wipe to wipe), the Hard card and the Normal card. I had the purple card in my weapons bar, as I generally do for this event. I pressed the button, the event started, but I was left with my Purple card and the Hard card. So, does the Purple card not work any longer? And, why did it prioritize Normal over Hard? I need to educate my players in case they have one of each in their inventory. Secondly, I use GUIShop and have the card listed there, with the skin ID of 1988408422. What are the skin ID's of the Hard and Normal cards? I can't see them? Thanks, Bear
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Not sure if this is happening to anyone else, but NPCKits loads in, but doesn't work (at first) ... so, it shows as loaded in my Admin Menu / Plugins ... but when I try to bring up the UI, it doesn't come up and the NCPs in game are not wearing their assigned kits. When I type /O.Reload NPCKits into chat, the plugin's UI will now show and the npcs are now affected by this plugin. I tried to right a script to reload after our restart, but it's not working properly. So, I came here to see if anyone else is having this problem? Thank you
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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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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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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,