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Malkizid

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Everything posted by Malkizid

  1. Malkizid

    BotReSpawn

    Hello, Would there be some way to inversley alter bot population % percentages based on server population. For example it only seems possible to spawn more bots when the player population increases. We would actually benefit from the opposite which doesnt seem to be possible. So for example if we have say a playercap of 50 and want to limit bots to 50% when max player capacity is reached, to help keep performance smooth.
  2. Malkizid

    Gasoline

    Do you use any Event related plugins to do with Cargoship? like Harbor Event or CustomCargoTiers ?
  3. Malkizid

    BotReSpawn

    Indeed, perhaps there are issues on your end, or your understanding of what this plugin can do. I'm choosing to make this assumption based on my own experience with Rust. Rust AI agents or "bots" were never itnelligent and have very few capabilities based on Facepunch's adimittedly very poor AI design and logic. I've used this plugin for 1 year and it definitely improves upon the default bot capabilites, a lot! but at no point does it say that it creates or replaces the AI logic capacity but it does massively improve the potential of it. All Rust "ai agents" or bots probably use the same Ai logic, Im so I'm not sure why you assume "scarecrows" are "more intelligent" The server I admin on has bot customisation so far beyond the originalscope of Rust you wouldn't beleive it, all because of this plugin, They can even open doors, make basic tactical choices as to what weapon to use, what distance to cover based on whether or not the target is inside a building or how far away they are and wit the help of this plugin you can fine tune everything to your liking. This plugin has "Scarecrow support" : make a kit, fine tune a profile, choose how it behaves and set its rules and factions, bam you have scarecrows. You cancreate bosses, zombie factions, marauders, events - soldiers, all different types of profiles that behave differently and react differently to eachother and react differently to players. I know that's not what you meant but In all honesty with this plugin you don't need another NPC plugin for any reason, if you are willing to put in the time and effort of using it. this is a VERY user friendly plugin. Take my word for it, I knoww little about programming, or scripting am generally lazy and have a short attention span
  4. Malkizid

    Npc Spawn

    Hi Jbird, thanks a lot for the hasty and clear reply! That's great to know. Okay I will have to experiment a little further and see if there is a restriction within Adem's Convoy plugin then.
  5. Malkizid

    Npc Spawn

    Greetings, is there a list of which weapon types and / or ammo types the NPCs can't use ? For example in Convoy if I equip an npc with a rocket launcher and give it fire rockets it wont attack. Or the new weapon like the m4 shotgun (but that's fine, I assume its not added yet) I'm finding the trial and error of equipping different weapons and / or ammo types quite tedious. Fyi we mainly only use this for Convoy and some of Adem's plugins at the moment. It would be great to know if its not too much to ask from a lovely free plugin api
  6. Malkizid

    Frostland

    Really great map, you can feel the attention to detail everywhereyou go. Plenty of puzzles, works great with Armored Trains and other events, really unique locations to place bots and bosses, as well as explore. Our players are always pleasantly surprised with special build locations. The Christmas theme is a really fun touch for the seasonal players and it is not too much in the sense that its very decorative but it still feels like a Rust map. I almsot forgot to mention that the moment I reported a minor issue, Gruber solved it before the day was over - Top quality. Personally it was a bit expensive for me but I don't regret it one bit!
  7. Hi does this mean there is a name mismatch one of our plugins? "[RustRewards] No friendly name for ScientistNPC - Please notify author"
  8. Malkizid

    BotReSpawn

    Hi, would it be possible to include an option for Map Marker Colour and more importantly, map marker transparency * The Map marker blocks the name of monuments if to close to them, on a custom map it makes it difficult for players to see, especially with snowy areas.
  9. Malkizid

    BotReSpawn

    Make sure to check your bot profile settings, go to Behaviour tab, if the setting is "PeaceKeeper: false" then bots will attack any player they see if "Is PeaceKeeper: true" bots will only attack when player is hostile If you want Peacekeeper bot profiles that only shoot when player shoots at them, then go to global settings and set "Peacekeeper Uses Damage: true" This is "Peacekeeper Uses Damage: false" by default so check all those settings and your bots should be behaving normal and attack people. You can see examples of this in the screenshots for this plugin.
  10. Malkizid

    BotReSpawn

    That happened to me a couple of times too, with my Custom Boss bot profiles on occasion. Was equally funny as it was frustrating Its the suicide timer I believe - iirc, set it above zero and to a minimum amount of minutes you want those bots not to suicide boom. Because of your configuration (or the default configuration) some profiles are set to suicide and to explode while doing so, when there are too many active bots. If this timer is zero, then I think they boom instantly.
  11. (17:47:06) Calling 'OnItemSplit' on 'Loottable v1.0.31' took 358ms [GARBAGE COLLECT] (17:47:09) | Calling 'CanStackItem' on 'Loottable v1.0.31' took average 1035ms Naturally this is happening very often but these latencies are way too long. @The_Kiiiing I'm sorry to post here and not in support but I'm not the plugin owner, I'm the 2nd server admin! but could you give us a response, any idea what is happening here? Loottable is calling split and stack with far too high latency times. We have very few customisations running and only a couple of custom items. thanks for any info at all.
  12. Malkizid

    Potential Issue

    Thanks for the reply, okay no problem Adem.
  13. Malkizid

    Potential Issue

    Hi Adem, On server start up there are some errors with the assets used on the cars: I'm not sure how much of an issue this even could be - if it is a problem but I wanted to bring it to attention to get your opinion. We are having performance issues and physx issues on the server, I dont think its this plugin at all but having less collider based errors might help. Otherwise all good, after update plugin is performing fine I think. Thanks for any info Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab/assets/content/vehicles/modularcar/module_entities/1module_flatbed.prefab/assets/prefabs/npc/autoturret/autoturret_deployed.prefab/sentry", Mesh asset path "" Mesh name "sentry.base_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab/assets/content/vehicles/modularcar/module_entities/1module_flatbed.prefab/assets/prefabs/npc/autoturret/autoturret_deployed.prefab/sentry", Mesh asset path "" Mesh name "sentry.base_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab/assets/content/vehicles/modularcar/module_entities/1module_cockpit_with_engine.prefab/assets/prefabs/deployable/playerioents/gates/rfbroadcaster/rfbroadcaster.prefab", Mesh asset path "" Mesh name "RFReceiver_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab/assets/content/vehicles/modularcar/module_entities/1module_cockpit_with_engine.prefab/assets/prefabs/deployable/playerioents/gates/rfbroadcaster/rfbroadcaster.prefab", Mesh asset path "" Mesh name "RFReceiver_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab/assets/content/vehicles/modularcar/module_entities/1module_cockpit_with_engine.prefab/assets/prefabs/deployable/playerioents/gates/rfbroadcaster/rfbroadcaster.prefab", Mesh asset path "" Mesh name "RFReceiver_COL" Non-convex MeshCollider with non-kinematic Rigidbody is no longer supported since Unity 5. If you want to use a non-convex mesh either make the Rigidbody kinematic or remove the Rigidbody component. Scene hierarchy path "assets/content/vehicles/modularcar/4module_car_spawned.entity.prefab/assets/content/vehicles/modularcar/module_entities/1module_cockpit_with_engine.prefab/assets/prefabs/deployable/playerioents/gates/rfbroadcaster/rfbroadcaster.prefab", Mesh asset path "" Mesh name "RFReceiver_COL"
  14. We're also experiencing this issue since the last update.. . causing a lot of Server-FPS drops and lag, gets worse after 5-7 days of wipe. no other stack size modifications or plugins running. Haven't managed to figure it out. Will post if we discover anything new
    Another one of Adem's great plugins. Very fun, players love it, and it is easy to set up, add carparts to shops if you desire, use a permission system or have them randomly spawn at the monuments of your choice. My favourite part is that Adem's plugins have a lot of potential for extra customisation if you're willing to put in the time or experiment with rust edit and the assets available! For those who want it simple - the plugins do what they say and perform nicely "out of the box"
  15. Malkizid

    Convoy

    I have never seen this happen with convoy before and I add a lot of extra configurations to it, using for almost 1 year. It must be an issue with the TruePve rules and the npcspawn plugin it depends on - do you use TruePVE ?
  16. Malkizid

    Convoy

    Hi, for custom routes with Convoy would it be possible to add multiple route preset names so one is chosen at random? Like this: "If there is a ring road on the map, then the event will be held on it": true, "The minimum length of the road on which the event can be held": 200, "Custom route name": [ "Launchsite1", "Miltun-Ferry", "WaterpowerAirMiltun" ], "The time for which the convoy stops moving after receiving damage [sec.]": 200, or like this: "The minimum length of the road on which the event can be held": 200, "Custom route name": "WaterpowerAirMiltun, Miltun-Ferry, Launchsite1", "The time for which the convoy stops moving after receiving damage [sec.]": 200, Im trying to record some custom routes. I like the method of driving a sedan to record the route. I have tried using one of my custom routes but the convoy does not spawn to use it and instead uses the Ring Road. My config and route data config are correct like below: "If there is a ring road on the map, then the event will be held on it": false, "The minimum length of the road on which the event can be held": 200, "Custom route name": "WaterpowerAirMiltun", I must have made a mistake when recording the route. The route is not too short and is very long. I spent a lot of time to record it carefully. So what are the limitations of recording a route? I have not found any info on this. Thank you in advance for any info !
  17. Malkizid

    BotReSpawn

    No problem, I wasn't sure what was the best way to go about it, as most edits work from the ui and are written I had presumed updating the data while the plugin is loaded would function. Thanks a lot for the reply!
  18. Malkizid

    BotReSpawn

    Hi, When I add a custom profile in game, finish working with it and reload the profile via the ui, all data is saved. I then go into the data folder to edit the customprofiles for botnames and announcement text which I do for our Boss NPCs. However when I change the values here in the data .json file and save them - they dont load in game. If I reload the plugin, the old files reload (.ie before I added the botnames and announcement text etc). If I instead save the .json data then reload the specific custom profile in game they also dont update and the config is overwritten by the in game values, which have no botnames or announcement text. What am I doing incorrectly? Is there a waiting period or command I'm missing ?
  19. Malkizid

    Custom Modules

    we are getting this error when players modify their cars using custom modules - I think its the buoyancy module in specific | [Physics.PhysX] PxRigidBodyExt::setMassAndUpdateInertia: Mass and inertia computation failed, setting mass to 1 and inertia to (1,1,1) Any ideas ?
  20. Malkizid

    Skill Tree

    Thanks so much! I'm an amateur back up admin on our server and I'm learning as I go. So many plugins to handle, I missed the fact that its a prefab and not item short name. I'm hoping this is it "rocket_launcher.entity.prefab"
  21. Malkizid

    Skill Tree

    Hi, we've been having a small issue with the "extended_mag" skill - because we use another plug-in, Doorknocker; a permission based skill we sell in our shop, which lets players load 5 rockets into their launchers. In the SkillTree config, having blacklisted rocket launcher types and all rocket ammo types under the extended mag skill section, we still can't get them to work together, so sadly had t disable the extended mag skill. Essentially what happens is the rocket launcher skill we sell doesnt work. is the mistake mine, in the Weapon prefab section? "Blacklist of weapon prefab shortnames that cannot benefit from the Extended Mag buff": [ "rocket.launcher", "homingmissile.launcher" ], Anybody have any ideas? why do we use the second plugin? Well, we like to limit the use of rocket launchers receiving bonus ammo in the weapon instead of extended mag applying to all weapons, without blocking off the possibility to have rocket launchers gain a buff too but an extra cost.
  22. Malkizid

    Skill Tree

    In my opinion yes, I mean it is fast and seems normal having used this plugin for sometime on our server
  23. Malkizid

    Custom Modules

    Hi @Adem love the plugin, I set it up and configured it now, its working fine and very well. There is one problem for me, we are Pve Server and I have "Allow turrets to attack players? [true/false]": false, but the turret kills players anyway. In our TruePvE config turrets have a rule so that they can not attack players. Solved abov: adding an extra Flag in TruePvE worked both "StaticTurretsIgnorePlayers, TurretsIgnorePlayers" made sure that they could not be hurt. also obviously a rule that "autoturrets cannot hurt players" Cant get water engine to work either, its impossible to drive car to water, it bugs in away that the car is so heavy it cant move to get to the sea. Is there something wrong? ( Patched and fixed in latest update)
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