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Everything posted by Mankus
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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.
- 1,130 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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- 1,130 comments
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- #loot
- #customloot
- (and 13 more)
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- 1,130 comments
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- #loot
- #customloot
- (and 13 more)
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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"
- 29 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 !
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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 ?
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- 29 comments
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- #adem
- #autoturret
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- 1,511 comments
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- #leveling
- #progression
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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.
- 1,511 comments
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- #leveling
- #progression
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- 1,511 comments
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- #leveling
- #progression
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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)
- 29 comments
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- #adem
- #autoturret
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I look forward to seeing your new Halloween experiment!! I wonder how many objects are on it From my experiments with editing train wagons in rust edit and placing tons of extra objects and loot, trains haven't caused performance issues on our server. (except when I accidentally add non-parentable objects to the wagons but as you know I found out the hard way, that just breaks the whole plugin haha, but simple trial and error) We have not updated yet, but wow I see the new screen shots - looks awesome, nice work Adem!
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Can confirm the same issue on our server with that particular barrel smash skill. We have also been experiencing an issue with the heli speed skill "Name: Heli_Speed Description: Increases the max thrust speed of the heli by x% per level." It was working previously, now it does not register for players. However sometimes it does, then ceases to function. Reloading the plugin or doing a respec does not have any effect.
- 1,511 comments
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- #leveling
- #progression
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attach a copy of your config .json file and some one can take a look. I can answer one part of your question which is, I don't believe the NPC's can move as they must be parented to the train. They can turn, fire, reload, switch weapons etc and are usually pretty lethal with the right equipment. Attack distance and other NPC settings within this plugin can affect their behaviour somewhat.
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Hi @imthenewguy would it be possible to add /removemarketnpcall or some such feature in your next update? As each time we wipe every two weeks if I forget to remove them before wipe, they are all floating around the map on a new wipe. So a command would be really nice! So we don't have to go into the data folder and edit them out. Otherwise all good and many thanks for the awesome plugins!
