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Everything posted by Malkizid
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I don't use Betterloot or MagicLoot but all I can tell you is that when set to 0 it will use either default, Betterloot or Magic loot whichever you have running on yourserver. Those loot profiles presumably must be made in the BetterLoot plugin for the specific loot prefabs that are available in Convoy. "or example Bradley APC Crate. I hope that helps somewhat
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Yes, sorry I didn't explain myself well. Boss Monsters try to target, succeed in tracking, but can't seem to hit or damage any of the npcs in question. Tested this with the Frankestein boss shooting its HMLMG at some zombie bots. (made in Botrespawn) I would like that the BossMonsters can kill an NPC that gets aggro on to the Boss. Rather than the boss shooting it forever. Boss monster also dont appear to take damage from teh NPC's in question but I dont havea problem with that. I dont have a test environment to provide clear reults at the moment, working on a live server sorry. Soon enough should have a test environment. And yes ConvoyNPCs can damage and kill other bots but they seem to have a lot of trouble finding or hitting their target. IF the target is an npc. NpcSpawn against players we have Zero problems. Does its job fine
- 427 comments
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- #abilities
- #boss
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Thanks Jbird! However I do this as standard and have NpcSpawn set up this way already. I actually thought Bossmonster did not depend on it. My brain wasnt working yesteday... anyway the npcs I have in Convoy that depend on NpcSpawn, those npcs can damage NPCs from botrespawn. So Im not sure what I'm missing, surely there is somethign wrong the settings I have enabled for scientist prefabs that botrespawn is using or something like that. Its not a major issue, will have to make some bots ignore eacother for now. Thanks again I'll see if I can find out what else to change
- 427 comments
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- #abilities
- #boss
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- 427 comments
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- #abilities
- #boss
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Well we are on of those small servers that has a lot going on and a low pop / performance cap, been getting very busy lately and we struggle. Having a lot of bot profiles and npcs and npc related events, this is about the last thing I could think of doing to optimise performance. But yes I understand that not many would request this feature. Thanks for considering it, would be much appreciated by us at RustierPvE
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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.
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- 33 comments
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- #gruber
- #custom map
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(and 5 more)
Tagged with:
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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
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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
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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!
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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.
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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.
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(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.
- 979 comments
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- 2
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- #loot
- #customloot
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Thanks for the reply, okay no problem Adem.
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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"
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- 979 comments
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- #loot
- #customloot
- (and 13 more)
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- 979 comments
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- #loot
- #customloot
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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"
- 24 comments
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- #adem
- #autoturret
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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 !