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Everything posted by Dr.D.Bug
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That may help, thanks a lot!
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I want to inform the players, that the Patrolheli was killed or the Patrolheli has leaved the island. Sounds easy ... but in this case i always got the information that the Heli was killed although it just leaves the island... pls. help! void Broadcast(string msg, params object[] args) { PrintToChat(msg, args); } void OnEntityLeave(TriggerBase trigger, BaseEntity entity) { if (entity is BaseHelicopter) { Broadcast("Patrolheli leaves."); } } void OnEntityKill(BaseNetworkable entity) { if (entity is BaseHelicopter) { Broadcast("Patrolheli was killed."); } }
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Actually more a suggestion than a bug If i equip bots with a kit which contains a water gun or a water pistol as weapon, they wont use this kind of weapon to attack anyone (Peace Keeper is set to false), they just rush unarmed around an enemy. It would be funny if these water loaded weapons work with these bots for some kind of funny event in the future.
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as far i could test it on my side, the bradley now glides smooth through the NPC's without killng them! Check;
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First of all, I have a question for my understanding. Does ... "Allow_Rust_Loot_Percent": 50, ... mean that 50% of all bots, each one of these 50% has 100% of the loot, ... or does it mean that each bot has 50% of the complete loot (of a standard bot)? (additional question: is a Scientist now "the" Standard bot?) In my tests so far, i found out that may only about 50% of the bots have loot. Either 5 out of 10 or 4 out of 10. In my opinion it would be nicier for the player if each bot contains 50% loot overall as opposed to every 2nd bot contains 100% loot.
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a custom loot table for each profile surely would help - similar to the selectable kit
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Since murderers are no longer exist, i wonder how is it possible to differentiate a NPC's profile loot from another profile? For example while murderers where available their loot differs from scientist NPC's (Weapons, Ammunition) to murderer NPC's (random stuff, frankenstein body parts, etc.). It would be great if different loot profiles where available for different NPC profiles.
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AirEvent - Failed to compile: AirEvent.cs(1243,28): error CS0246: The type or namespace name `ScientistNPCNew' could not be found. Are you missing an assembly reference? New Bug after Facepunch - Update Dec. 2nd
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Thanks in advance. Just one another question to the config... the option "APC_Safe": true seems not to work, the npcs are run over by the bradley on my server. is that already been reported?
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Is it in any way possible to add single spawnpoints with a chat command like Botspawn had before? It is quite difficult to add many single spawnpoints for just one profile by walking through a monument and always click through the gui, add another spawnpoint, close the gui, walk to the next spawnpoint and click through the gui again to add another spawnpoint. Otherwise, if it where possible to open the gui and move around inside a monument while the gui is still open, could be another option.
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- 31 comments
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@KpucTaJl: The update works fine! Thanks for your help.
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Ah, nice thanks. I'll try it immediatly
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Since the Rust/Oxide-Update, last night the Plugin doesn't work and throws exceptions: The Air Event doesn't load because dependency NpcSpawn.cs does not compile successfully AirEvent was compiled successfully in 2038ms (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloaded plugin AirEvent v1.1.5 by KpucTaJl (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Fallback handler could not load library /home/rustserver/serverfiles/RustDedicated_Data/Mono/data-0x56324e0288d0.so Loaded plugin AirEvent v1.1.5 by KpucTaJl (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) [AirEvent] NpcSpawn plugin doesn`t exist! Please read the file ReadMe.txt (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Unloaded plugin AirEvent v1.1.5 by KpucTaJl (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) Error while compiling: NpcSpawn.cs(718,58): error CS1501: No overload for method `IsPlayerVisibleToUs' takes `1' arguments (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) pls. help!
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- 1 comment
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- #steenamaroo
- #rust
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- 31 comments
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it seems that the plugin itself still only checks for oilrig NPC's... if (name != null && name.Contains("oilrig") && npc != null && !npc.isMounted && npc.NavAgent.enabled && !npc.NavAgent.isOnNavMesh && !npc.IsDestroyed) npc.Kill(); I'll try the NPCErrorFix.cs from @MikeHawke for a test. Will it be included in the Plugin "Oilrig Spawn Fix" in a new Version?
- 31 comments
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- 31 comments
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Is it possible to catch the Underwater Dweller Errors as well? see Logfile: assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/underwaterdweller.prefab failed to sample navmesh at position (-1913.9, -50.0, -1744.9) on area: HumanNPC (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) "SetDestination" can only be called on an active agent that has been placed on a NavMesh. (Filename: Line: 197) Failed to create agent because it is not close enough to the NavMesh (Filename: Line: 648)
- 31 comments
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i better should open my eyes next time, sorry! TNX!!!
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Hello, i'm missing a search function in the Plugins > Support-Section. How can I check whether my problem has already been reported?