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Everything posted by PistOffBastd
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I really don't want to put this in support just yet ,figured I'd ask here, Steen has had a handful lately, yall jump in. Are any of yall using the airdrop bots, but also have craftable signals for other things like calling in choppers ect? Im getting defender bots with skinned signals, so either "Ignore_Skinned_Supply_Grenades": true, is broken, or the skins aren't being seen as valid skin IDs. Those are: 1942898011 1942906150 1942896432 1942900715 If its working for everyone else, ill continue to dig. Thanks in advance
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Just to clarify, there is no option so that a player deployed supply signal, will spawn supply drop defenders? I think this answer was tangled into a post about the excavator, but just wanted to make sure. If this is in-fact the case, would you pass on to the Dev that it would probably be a pretty popular option, and many of us would dig it? I've looked at every line in the airdrop event data file and don't see it there, or in the config. Thank You
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Same here, I have a few individuals that are spawning, but are invisible. Using radar i can find them.
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THe NPCs are able to pass through the walls of legacy shelters and can shoot through them as well.
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I kind of noticed this last wipe, but this wipe i started paying attention to it. So if a fuse is in the recycler and the recycler is off, the fuse continues to deplete at the tick rate it would when the recycler is running. The idea posted in the discussion of a power option on a player deployed recycler is a pretty good idea, should time allow for it.
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If your going to do a little work on the plugin, would you consider taking a look at how often NPCs use throwables? I like the idea of them having smoke grenades, but they start spamming them, and once it starts, it seems eternal. Unlike the other throwables, the smoke lingers. So perhaps something like 1 throwable every 90 seconds? But its really just the smoke grenades.
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My NPCs are traveling great distances from their spawn monuments, exceeding their allowed roam range, I've tried restricting them to 10spawn 10 roam and in a few hours I find them 2-3 grids from their parented monument. So i did a test. I spawned 10 into RADTOWN, 1 in particular I stripped naked after it spawned in, used monument addons to trap them in there and set the suicide timer to 5 minutes. 2 hours later there all still there and the naked is doing just fine. I don't think the suicide timer is working, they just wander forever. Anyone else finding them on walkabout?
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Is research cost fixed to scrap, or can items be included in the research cost? We cant research/craft weapons any longer in Hardcore mode. I still want the players to find that weapon first as opposed to a straight scrap research cost. I didnt want to break the plugin and try this, but is this doable? we'll use researching a revolver as an example: Category": "weapons", "Tier": 1, "ResearchCost": 150, "pistol.revolver": 1 ect.....
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well, it only pumps water when I'm in vanish ,SMH
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Alright, I'm a stupid head, its not an issue, the static does in fact pump water.
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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
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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.
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@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
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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 } ] },
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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....
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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
