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PistOffBastd

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Everything posted by PistOffBastd

  1. Can someone please explain how to use this a little bit better?
  2. PistOffBastd

    Water Well Deployed

    well, it only pumps water when I'm in vanish ,SMH
  3. PistOffBastd

    Water Well Deployed

    Alright, I'm a stupid head, its not an issue, the static does in fact pump water.
  4. PistOffBastd

    Water Well Deployed

    After condiderable effort of trying to sort this out, I plead exhaustion. Any direction from anyone will be really appreciated. So here is what im trying to do. Make a craftable water well that can be deployed and used by a player. One of these things right here: https://steamcommunity.com/sharedfiles/filedetails/?id=3481656885 So heres whats going on: Using Craft Menu 1.1.71, the item crafts correctly and shows in my inventory. Here is the config from Craft Menu: }, "legacyfurnace": { "Name": "Water Well", "Image": "https://maps.coriumhardcore.com/CraftingMenu/waterwell.png", "SkinID": 3481656885, "Category": "construction", "Tier": 1, "ResearchCost": 0, "Resources": { "rope": 3, "sheetmetal": 1, "metal.fragments": 500 } }, So far, so good, its working as designed. but heres where my brick wall is. Using Place Anything 1.0.63, when using the "static" prefab, building privlege is present, the base item snaps into a good position, places just like it should, and the water well item is removed from my inventory. But its static, so you cant use it to pump water. "assets/prefabs/deployable/water well/waterwellstatic.prefab" Now when we change to the "deployable" prefab, building privlege is present, the base item snaps into a good position, but when placed, the placement sound happens, but no water well is placed, and the water well item is removed from my inventory. Here is the config from Place Anything: { "Water Well": { "BaseItem": "legacyfurnace", "SkinID": 3481656885, "Prefab": "assets/prefabs/deployable/water well/water_well_deployed.prefab", "NeedsTCAuth": true, "CanBePickedUp": true, "AdjustHeight": 0.0 }, Here is where I drew the prefab info from: https://github.com/OrangeWulf/Rust-Docs/blob/master/Extended/Prefabs.md Hopefully a solution is found, and left here for others to find. Im at a loss, any help would be awesome. Thanks Pist
    Excellent plugin if you don't want that hacked up feel of running chat commands on your server. It does exactly what it says it will do. IF you are running a hardcore server, you have to set "chat.globalchat true", or it will not work. Perhaps next update it will use both global and local chat, and this will no longer be a concern.
    EXCELLENT!!! If you have a hardcore server that resets many of your convars every restart, this is the tool you've been looking for.
  5. @pookins "BiomeArid": { "type": 2, "Spawn": { "AutoSpawn": true, "BotNames": [], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "Prim_Roamer_Shovel", "Prim_Rover_Bat", "Prim_Rover_Eoka", "Prim_Rover_Hatchet", "Prim_Rover_Kitchen_Knife", "Spike", "FARMER.BLUNDERBUSS", "FARMER.CARROT", "FARMER.GRILLFORK", "FARMER.KITCHENKNIFE", "FARMER.MACHETTE", "FARMER.PITCHFORK", "FARMER.SHOVEL", "FARMER.SICKEL", "FARMER.SPEAR", "FARMER.WOODSWORD", "MECHANIC1_BAT_SMOKE", "MECHANIC1_WRENCH_BEANCAN", "MECHANIC2_DB_SATCHEL", "MECHANIC2_WRENCH_SURVEY" ], "Gender": 0, "SkinTone": 0, "Day_Time_Spawn_Amount": 30, "Night_Time_Spawn_Amount": 30, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 70, "Bot_Take_Damage_Percent": 100, "Stationary": false, "Scale_NPC_Count_To_Player_Count": false, "Give_Scarecrow_Loadout": false, "FrankenStein_Head": 0, "FrankenStein_Torso": 0, "FrankenStein_Legs": 0 }, "Behaviour": { "Roam_Range": 400, "Aggro_Range": 100, "DeAggro_Range": 50, "Peace_Keeper": false, "Bot_Accuracy_Percent": 100, "Bot_Damage_Percent": 50, "Running_Speed_Booster": 16, "Roam_Pause_Length": 0, "AlwaysUseLights": false, "Ignore_All_Players": false, "Ignore_Sleepers": false, "Ignore_Wounded": false, "Target_Noobs": true, "NPCs_Attack_Animals": true, "NPCs_Defend_Against_Drones": false, "Friendly_Fire_Safe": true, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Rocket_DamageScale": 1.0, "Assist_Sense_Range": 110, "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": 2, "Respect_Safe_Zones": true, "Faction": 0, "SubFaction": 0, "Dont_Fire_Beyond_Distance": 3 }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Lock_Death_Crate_To_Killer_Player": false, "Corpse_Duration": 4, "Corpse_Has_Skull": true, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", "Remove_Vanilla_Scrap": true, "AlphaLoot_Profile": "ROVERNPC", "Respawn_Timer": 1, "RustRewardsValue": 0.0, "XPerienceValue": 0.0 }, "Other": { "Chute": false, "Invincible_Whilst_Chuting": false, "SamSite_Safe_Whilst_Chuting": true, "Backpack_Duration": 10, "Suicide_Timer": 30, "Die_Instantly_From_Headshot": false, "Require_Two_Headshots": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Fire_Safe": false, "Grenade_Precision_Percent": 5, "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": false, "Immune_From_Damage_Beyond": 400, "Short_Roam_Vision": false, "Off_Terrain": false, "APC_Safe": false, "WeaponTrap_Safe": false
  6. I did notice yesterday that a monument parented melee bot would chase you directly and for a long time. But I didn't get much time to experiment. Here's one kit of a Roving Biome bot that is behaving as described. This bot was in the Arid Biome. "Prim_Rover_Bat": { "Name": "Prim_Rover_Bat", "Description": "", "RequiredPermission": "", "MaximumUses": 0, "RequiredAuth": 0, "Cooldown": 0, "Cost": 0, "IsHidden": false, "CopyPasteFile": "", "KitImage": "", "MainItems": [], "WearItems": [ { "Shortname": "bone.armor.suit", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 100.0, "MaxCondition": 100.0, "Ammo": 0, "Ammotype": null, "Position": 2, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null }, { "Shortname": "deer.skull.mask", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 100.0, "MaxCondition": 100.0, "Ammo": 0, "Ammotype": null, "Position": 1, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null } ], "BeltItems": [ { "Shortname": "syringe.medical", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 0.0, "MaxCondition": 0.0, "Ammo": 0, "Ammotype": null, "Position": 1, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null }, { "Shortname": "mace.baseballbat", "DisplayName": null, "Skin": 0, "Amount": 1, "Condition": 200.0, "MaxCondition": 200.0, "Ammo": 0, "Ammotype": null, "Position": 0, "Frequency": -1, "BlueprintShortname": null, "Text": null, "Contents": null, "Container": null } ] },
  7. I've cruised the forum, and didn't come across it, but anyone figure out how to make the melee only bots just chase your ass off? Its like they chase for a few seconds, stop, tie their shoes, then chase again, then stop, make a sandwich and chase again. Then if you turn and charge them, they stop and stare at the double rainbow. If that's how it is, then it is, what it is. Just hoping one of y'all had come across a tweak....
  8. PistOffBastd

    UI Location

    I would like to relocate the UI, along with the buttons to the left side of the screen. Where the character is, is fine. I have struggled with this and have been unsuccessful. A Left-Right-Up-Down mechanic to move it with Admin Priv would be ideal. It block a large area of the skinbox UI in its current location. Would you mind sending me lines 55 - 211 setup that way? Or perhaps post the lined here so others can move theirs if they wanted to. You can put it right over the character and I wouldn't mind not one bit
  9. PistOffBastd

    Several Questions

    I would like to relocate the UI, along with the buttons to the left side of the screen. Where the character is, is fine. I have struggled with this and have been unsuccessful. A Left-Right-Up-Down mechanic to move it with Admin Priv would be ideal. It block a large area of skinbox in its current location. Would you mind sending me lines 55 - 211 setup that way?
  10. So I bought BetterNPC today because it is listed as "works with" AlphaLoot. I have the config set to use AlphaLoot, but I cant seem to find where to enter the name of the Custom Loot profile.
  11. So, im using it to reduce the gather, one of the things i notice is say, reduced gather of a metal node, the high qual bit shows as 0 in red, but it still puts 1 in your inventory, it wont smelt, and perhaps you chop up a wolf with a reduced gather hatchet, it gives you a wolf skull, but you cant use it to make the head dress, its in your inventory, but not recognized. As your updating the PI, would it be possible make the minimum of the "secondary" gathered items 1?
  12. Is there a way to turn off that popup info when a tool is selected? The game tip message,,,,
  13. Plugin loads, but does not change the vanilla random spawn breeds. * It would be ok if the Chestnut horse was in that mix....
  14. Error while compiling FusedRecycler: There is no argument given that corresponds to the required parameter 'includeNetworkData' of 'Effect.Clear(bool)' | Line: 241, Pos: 21 Excellent Plugin BTW, Thank You
  15. Option Request: Option for the Bradley to engage any TC that it finds within a set (adjustable) distance, and blast it to the ground. it'll keep all that trailer trash off of the scenic byways. Thank You for what you do Pist
  16. Thanks for the work and the update, Is "an adjustable distance for custom message" still on the table? Discussion pg 115,?
  17. Example 1, Raidable Bases: Example 2, Monuments:
  18. PistOffBastd

    Jet Event

    My apologies, it had nothing to do wit the Jet Event. Figured it was on my end.....
  19. PistOffBastd

    Jet Event

    That is correct, the zones are being kept in the Zone Manager data file, and don't expire. I'm sure its something that I'm doing. I didn't see it anywhere else in the discussion.
  20. PistOffBastd

    Jet Event

    PVP zones are remaining: "LifeTime Of The Zone In Minutes": 20, After everything is gone and despawns, the zone remains. Any suggestions?
  21. They arent, (for me) so, Monuments first: if im outside a no build zone at a monument, there dropping on the line of the no build zone. If im inside the no build zone there dropping near on top of me. Raidable Bases as you aproach a RaidableBase, youll get a notice that you have found a RaidableBase, it is at that invisible zone line where the MLRS are landing. Now with that said, if no one else is having this, then its got to be something on my end, just asking to see if its been seen.
  22. My rockets are landing at the border line of "You have found a Raidable Base", not on the base itself. Anyone else having this, if so, what was your solution?
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