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Everything posted by Papa Bear
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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,
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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.
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Yesterday was working fine, today only one bot worked once, then after that none. What I am talking about is I have set up a Melee Weapon bot with Main Loot to release on Death and it is not loading up from the Kits plugin today. Though, yesterday, it worked fine. I did have a restart, but checked all my configs and nothing has changed. This is a first for me using a bot with a tool for a weapon. I read somewhere someone was having kit issues and you had mentioned the correct weapon. I have checked my default loadout and it is still set to false. I tried it with a Bow and a Revolver, same issue. My main has HQM ore, Diesel Fuel, SAR. I want the reward to be a ranged weapon dropped from a melee bot. "HQM Quarry 0": { "type": 0, "Spawn": { "AutoSpawn": true, "Radius": 10, "BotNames": [ "HQM Quarry Guard" ], "BotNamePrefix": "An", "Keep_Default_Loadout": false, "Kit": [ "HQM Quarry Guard 1" ], "Day_Time_Spawn_Amount": 2, "Night_Time_Spawn_Amount": 2, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 500, "Stationary": false, "UseCustomSpawns": false, "ChangeCustomSpawnOnDeath": false, "Scale_NPC_Count_To_Player_Count": false, "FrankenStein_Head": 0, "FrankenStein_Torso": 0, "FrankenStein_Legs": 0 }, "Behaviour": { "Roam_Range": 10, "Aggro_Range": 50, "DeAggro_Range": 20, "Peace_Keeper": false, "Bot_Accuracy_Percent": 80, "Bot_Damage_Percent": 80, "Running_Speed_Booster": 6, "Roam_Pause_Length": 0, "AlwaysUseLights": false, "Ignore_All_Players": false, "Ignore_Sleepers": true, "Target_Noobs": false, "NPCs_Attack_Animals": true, "Friendly_Fire_Safe": true, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Rocket_DamageScale": 1.0, "Assist_Sense_Range": 10, "Victim_Bleed_Amount_Per_Hit": 1, "Victim_Bleed_Amount_Max": 100, "Bleed_Amount_Is_Percent_Of_Damage": false, "Target_ZombieHorde": 1, "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": 600, "Corpse_Duration": 60, "Weapon_Drop_Percent": 20, "Min_Weapon_Drop_Condition_Percent": 100, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 90, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 90, "Allow_Rust_Loot_Percent": 200, "Rust_Loot_Source": "minecart", "Respawn_Timer": 60, "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, "Other": { "Chute": false, "Invincible_Whilst_Chuting": false, "SamSite_Safe_Whilst_Chuting": true, "Backpack_Duration": 10, "Suicide_Timer": 300, "Die_Instantly_From_Headshot": false, "Require_Two_Headshots": false, "Fire_Safe": true, "Grenade_Precision_Percent": 50, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": true, "Use_Map_Marker": false, "Always_Show_Map_Marker": false, "MurdererSound": false, "Immune_From_Damage_Beyond": 10, "Short_Roam_Vision": true, "Off_Terrain": false, "Block_Event_LockedCrate_Spawn": false, "Block_Event_LockedCrate_HackStart": false, "Block_Event_APC_Kill": false, "Block_Event_PatrolHeli_Kill": false, "Block_Event_CH47_Kill": false, "Block_Event_Here_Radius": 100
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Regarding Issues With Doors - On our server, the doors are still there after the event has ended (Procd. Map, 4250) and I had to assist a player, because the code didn't work. So, I noclipped, tp him inside to let him loot, then /gsstop and the door opened. Then I had the code lock on the door still, so I deleted all three doors (all with locks). Not sure why. I have also had two occasions where to plugin didn't work properly. I can confirm, if /remove admin doesn't work, you must first command the event to stop, even if it has already ended. /gsstop .. now /remove admin will work and remove things
- 77 comments
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- #gas station
- #crates
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// config/json file { "Maximal Titles": 4, "Maximal Characters Per Message": 128, "Reverse Title Order": false } // data/json file "GroupName": "Moderator", "Priority": 1, "Title": { "Text": "[Moderator]", "Color": "Red", "Size": 15, "Hidden": false, "HiddenIfNotPrimary": false }, "Username": { "Color": "Red", "Size": 15 }, "Message": { "Color": "#ff6b6b", "Size": 15 }, "Format": { "Chat": "{Title} {Username}: {Message}", "Console": "{Title} {Username}: {Message}" } My Players only show up to Two Ranks. Even though it's set to 4. But, in Betterchat, I have their Rankings called GROUPNAME which is their current Ranking, weather it's assigned by me via better chat, or by Player Rankings when they hit their hours.
- 424 comments
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- #statistics
- #leaderboard
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Do you manually spawn this event, Triangulation? If so, you could swap out an alternative Huntsman config file with zero animals. Or, if your Triangulation plugin uses certain types of animals, then omit those same types in the HuntsMan plugin. Myself, I don't have every animal trip him and I do adjust the percentage chance of him arriving so he's not predictable. One week, chickens will trigger him, the next week stags. Keep the players guessing. Especially since I use a plugin that spawns animals from barrels, to scare the bejeeshis out of them (Plugin called Barreless) But, I'm assuming if you are using the same animal with a high to 100% chance of spawning the HuntsMan, that you're using for this other plugin, you may get some frustrated players.
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CONFLICTS: Key Card Notify Had a conflict with a plugin. Thought I would report it here for anyone that couldn't get this working. Still seems a bit buggy for me. Going to do some more testing. I did get an extra 2 crates (Large Oil Rig) and I did get extra guards, but the guards decided to come in all at the same time. It was Total Chaos, but a ton of fun. A real lag fest. How far out are they supposed to come in (waves) because 55 at one time is a bit much for most players. And in my hurry to test, I hadn't even thinned out the NPCs first ... so, had them added to the mix, made for a real Shit Show! LOL ... I know my players are going to love this, because we often spawn extras in from time to time when they least expect it. Not at these numbers, but for a PvE server, my players are quite the Bot Killers.
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I too Admin on a server where I have added bots to Arctic, Silo, Abandoned Military Base with superior AI to Rust Bots and they are configured to through Flash Bangs/Grenades/Smoke, Choose weapon Type on Distance and will run you down, 160 meters away from the monument. There is no escape. There is no attacking from a distance. It's brutal and my players love it. We are a PvE Server that is very fun and nobody has hard feelings (because, after all, it's AI) We also added 6 Heavy Scientist (dressed as Heavies) parachute down with a Heli and they are much harder than anything that you will fight on Oil Rig. Added Para-Zombies (dressed as Frankenstein) to Air Drops, making even this a challenge. On top of this, all monuments have about 10 kitted bots at most monuments in Peacekeeper Mode, that leave you alone unless you shoot off your gun, say at a barrel or an animal. And yes, if you shoot at one of them, their buddies come to find you and find you they will! I even use it for HuntsMan Plugin, making him choose between an LR and an L96, depending how far you are. Also, make custom bots (Bosses). BotReSpawn is the best plugin this game has going for it and I have only scratched the surface in how you can use it. I think Malkizid said all that needed to be said, but I just wanted others to know he's not the only one out there that thinks as highly of this plugin and its ability to make a Great game, Fantastic..
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After discovering I can change the kits of my normal NPCs through "NPCKits" on Oil, G E and Desert Base ... I added a bit of more excitement by adding some BotReSpawns and with their superior AI, and Protect the Group mentality, and Grenade tossing abilities ... it does keep people their toes. I've also dressed up a bot (his name is Matt Damon) and I put him in a gillie suit in the open and edittool some bushes around him. He's got a 360 Degree Advantage (Set his movements to "0") and health around 2000. Hand him a silenced L92 and five rotating spawn points. Keeping him in Peacekeeper so he only fires when they're firing. Really mess with the players. Made a 6K boss, we call Big Daddy ... has a 10% Chance to drop his M249 and he's deadly with F1 Grenades. Also set up so Frankenstein's Monsters with the Murderer sound and handed them some smoke grenades. Our server wouldn't be the same, with all the the things you can dream up. - One issue I'm having though, is I used to be able to set my Sniper, Matt Damon up on a tower in Airfield. Now, he won't spawn unless he's on the ground. If anyone knows the secret of what I forgot, please let me know. Otherwise, best plugin, worth the money!
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Thanks for the report, will definitely look into this. I will have to write a check that makes sure they can’t call at monuments. I don't see an option to turn this off. My players like to drop it at airfield and launch, but now they can't. For now, I'm going to revert to one of my old saves to get the last version before 1.1.11 - I searched the Config for "Monument" ... but nothing. I did delete my config and reloaded the plugin, same thing. I see this option in Heli Signals and I see in the .CS File that it's there, but I only see the restriction of monuments in the Bradley Plugin .. nothing to allow it. Can you add those lines into a new version. I know you're waiting on the Parachute issue, but this would help a lot. Some players like to add more to the monuments they take, by adding a heli and/or a bradley to the fight. Thank you, Bear
- 264 comments
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- #bradley
- #bradleyapc
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Reder 0 Posted Tuesday at 03:09 AM Hello, how can I set it to count headshots? It counts everything, but it doesn't want to ....................................................................................................... In Options, should look like this if Options": { "IssueRewardsAtWipe": false, "displayClanStats": false, "record_FriendsAPI_Kills": false, "record_ClanMate_Kills": true, "record_RustIO_Friend_Kills": true, "record_Rust_Teams_Kills": true, "blockEvents": true, "statCollection": true, "RequiresPermission": false, "useIntenseOptions": true, "useTimedTopList": false, "deleteOnBan": true, "PVPHeadshotsOnly": false, (Ideal for PvE servers. "true" for PvP Servers) "CountHeadshotsOnlyIfKill": false, (Less Head Shots Tracked if "true") "TimedTopListTimer": 10, "TimedTopListAmount": 3, "TimedTopListSize": 12, "TimedTopListNumbered": true, "saveTimer": 30, "chatCommandAliases": [ In the config file, should look like this. "HeadShots": { "CollectStats": true, "EnabledInPersonal": true, "EnabledInTop1": true, "EnabledInTop30": true, "IncludeInChatBroadcast": true, "Title": "Headshot", "ShowTitleInPlayerChatMessages": true, (Player can have multiple titles) "ChatPriority": 1, "BroadcastTitleChanges": true
- 424 comments
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- 2
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- #statistics
- #leaderboard
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@Father Not sure where you get your information from? Do you have receipts? What server ever got "Flagged". You shouldn't spread rumors unless you have something to link to. Skinbox would have had a Cease and Desist a long time ago. And which server should be selling the skins? You mean, as an Admin, I should charge players $ or are you talking about Steam?. SMH Bear
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We are patiently waiting for an Update for the new skin. I thought I read somewhere that this was going to be automatically updated, but I must be mistaken. By the way, anyone ... Ubertool has the skin in there plugin (Not for players) so if you want to mess around with it, at least we get to this way. Bear
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bsdinis Posted Friday at 06:23 PM Update oxide. mikebare Posted Saturday at 11:15 AM Last Update: 9-13-2023 - Oxide Update 2.0.6023 Is there another update besides this? I don't see anything posted on OxideMod/UMod Discord Channel? bsdinis 40 Posted Saturday at 11:48 AM Update oxide. ====================== On Last Time ====================== https://github.com/OxideMod/Oxide.Rust/releases/tag/2.0.6023 I am trying to ask you, is there another release of Oxide to update? Because I don't see it. You come back with the same answer? I'm not trying to be rude, just asking? Thank you, Mike
- 11 comments
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- #vehicle
- #collision
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(and 3 more)
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