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Mankus

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Everything posted by Mankus

  1. Mankus

    BotReSpawn

    Thanks a lot for your hasty response, always appreciate your support and work - cheers! Looking forwards to the release when its ready
  2. Mankus

    BotReSpawn

    @Jacob Rain Yes, I see your naming system is set up correctly, I had to ask though. Damn, there does seem to be some sort of issue there because of FacePunch recent update. I'm running oxide btw but I dont think carbon or oxide is the issue. For now we will just have to hang on and see if there will be a patch. @Steenamaroo have you noticed these issues, would you be able to implement a hotfix sometime soon?
  3. Mankus

    BotReSpawn

    custom Botnames are working on my test server with the updated version. Are your data folders all intact and set up? Perhaps Botrespawn is laoding the wrong ones? Works on my Monument profiles, default profiles and Customprofiles (which I use for Bosses) also make sure that in the config BotReSpawn.json that the "DataPrefix": "default", matches the prefix of your data files where the names etc. are stored. I dont recommend copying my lazy and messy naming system, but that doesnt matter as long as this is correct.
  4. Mankus

    BotReSpawn

    Check your data folders, for the botprofiles you had created. They may have been reset or wiped when you updated. oxide/data/BotReSpawn/default-Defaultprofiles.json (or whatever profile.json you are using) each profile within the config should have something like this "BotNamePrefix": "Botnamehere", for the custom name to appear *Edit* sorry it could also be your TemplateData.json too where each monument or biome profile can also assign a "BotNamePrefix": "botnamehere" which should be just above the listed kits you have chosen.
  5. Check all the configs for those plugins, look for conflicting stacking settings within each config and adjust as required. Then you will have no conflicts with stacks relating to those plugins and Loottable . By default Loottable manages all stack modifiers, you can change this from Loottable or from each plugin that manages its own stacks, like I wrote to izvekland about Furnace upgrades, with a solution.
  6. This can happen with any plugins that have their own stack controls when using a stackmodifier. Choose which plugin you want to handle the stacking. In this case its probably simpler to change the setting in FurnaceUpgrades "Auto split cookables": whichever way you prefer, this conflict is a simple fix via your configuration files
  7. Mankus

    Cooking

    Have some decency and maintain some consistency in your file naming structures, damnit! I'm a pedantic freak but damn this is just lazy
  8. Clearly it does work properly and compiles without error but some functions are not working and some library references from Rust's updates are clearly missing, for quite some time, as 20K and others have pointed out throughout the year, which is pretty frustrating. It's unfortunate that these issues big or small can not be be easily addressed in a small hotfix, which one would expect from a Premium and otherwise great plugin such as this! We will eagerly await another one of your long overdue but much anticipated and appreciated "rewrites" of your plugin.
    Simplicity and practicality at its finest! Easy to use, set up and simple to re-configure as needed and the developer has gifted it to the community for free. When you have more than a handful of plugins running this is really helpful. Thank you for this time-saver!
  9. Mankus

    BotReSpawn

    Hi Lei, Happy to try help you. its a server variable, also known as a convar. Measurements in rust are usually in meters. so 1.5 is probably that distance. So increasing it to 3.0 would double the range at which the NPC can open the door. If you're not familiar with server variables, the values represented or how to modify them I wouldn't mess with them too much. Yes they are stored and written in your server.cfg file. They usually require a server to be restarted to take effect. They can be issued via rcon or via the in-game console if you have the correct admin priveliges assigned. I wont go into this topic further as it has nothing to do with Steenamaroos plugin. but I recommend reading tutorials on this site, also this is a list of most server variables www.corrosionhour.com/rust-admin-commands/ good luck and have fun.
  10. Mankus

    BotReSpawn

    They can open doors and do, Like Steenamoroo previously said its not written into the plugin, its default NPC behaviour. I've witnessed this while playtesting many times. its defined by a default server variable: ai.npc_door_trigger_size 1.5 is the default value (npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it)
  11. Mankus

    Armored Train

    I don't know But if using a CustomMap you should ask the map author, it generally depends on if they used the old or new Railway system in the map design, if any at all. Also you should probably use the Customroutes setting if using a custom map and set them up.
  12. Mankus

    Convoy

    Hi there, did anyone else update Oxide in the last few days? Our server has been updated to the latest version of Oxide and now upon every daily restart we get hours of console spam from Convoy. I observe no conflicts or plugin failures while the event runs on the server just a horrendous amount of spam which freaks out me and our other admins, making it hard to use the console and observer other server actions. For Example this spams thousands of times: 09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Adem is this something we can fix via configuration, plugin editing or must it be patched out in the next update? Thanks in advance for any info!
  13. Thrilled to hear that news and really appreciate the reply. We understand you are busy and know how annoying all these Questions can sometimes be, but it makes all the difference to us. Good luck with your re-write and we are really looking forward to the new material, when you are ready to release!
  14. Same here, @The_Kiiiing we would really like some news on a further optimisation pass or any sort of update, is there one coming in the near future?
  15. Mankus

    Skill Tree

    Hi, We're having a small issue with the Vehicle Ultimate skill "Tank" We have it set to 100% damage reduction, it seems to work fine perfectly when a player is mounted on a vehicle, presumably as intended. but we also use CustomModules by Adem, which adds some additional car modules by using a skin ID I believe. How could we go about adding those to be covered by the skilltree skill? as these new modules still receive full regular damage when a player has the "Tank" skill.
  16. Mankus

    BotReSpawn

    There are 2 systems in place to manage this. One is a per profile setting in the Behaviour tab of a bot profile, "Don't Fire Beyond Distance 100" set this value to the maxium distance you want to limit specific bot profiles from firing. The other setting you are asking about that overall manages short range weapons is called something like "Limit Short Range Weapon Use" is in the Global settings page of the GUI, to achieve what you asked about, set this to TRUE . if you read through each option on that page, you can't miss it. Good luck!
  17. Mankus

    IQChat

    I was just about to ask something similar, though I'm actually only curious as to how I could get IQChat to show the player's level data from SkillTree in chat. We used to use BetterChat for the last year but recently began to use IQChat since January's wipe. Very nice plugin too! Well worth the purchase!
  18. Mankus

    Convoy

    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
  19. Mankus

    Boss Monster

    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
  20. Mankus

    Boss Monster

    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
  21. Mankus

    Boss Monster

    Hi there, is there some way I can edit the plugin to allow Bosses to damage npcs from other plugins? We also use BotreSpawn and many profiles, somtimes npcs from Botrespawn and Bossmonster encounter each other. The BossMonsters can target but not damage bots from Botrespawn
  22. Mankus

    Npc Spawn

    looks like as simple fix. both plugins need to have the desired setting set to the same value, CanEntityTakeDamage either True or False
  23. Mankus

    BotReSpawn

    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
  24. Mankus

    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.

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