
robfruin
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Everything posted by robfruin
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How can I make the Popup that appears above a players hotbar for a revenge raid when they kill X amount of NPC's last longer? "So you think you can kill us? we're coming to raid you on (Grid)" - also can i change the Lang of this to display the amount of time i've set before the response raid begins ?
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This will not work, am I structuring this incorrectly ? "EnableInGameTime-Timer": true, "EnableRealTime-Timer": true, "EnableTimerOnce": true, "EnableTimerRepeat": true, "InGameTime-Timer": { "04:00": "notify.show 0 test",
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How do i assign a made loot table to a profile? Example Arid Biome mobs, in death tab on BotReSpawn UI i have a list of loot profiles to choose from, however "Arid" which is the name of the loot profile created doesnt show there to be selected Also, do i have to reload botrespawn every time i make changes with the loot tables?
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I have put in the other 2 .json and the data folder -then reloaded and this is what console says [WaterEvent] The submarine.json file is empty or it doesn't exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloaded plugin WaterEvent v2.1.0 by KpucTaJl (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Downloading image Tab_KpucTaJl... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Loaded plugin WaterEvent v2.1.0 by KpucTaJl (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Image Tab_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Downloading image Clock_KpucTaJl... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Image Clock_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Downloading image Crate_KpucTaJl... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Image Crate_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] The submarine.json file is empty or it doesn't exist
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Oh? i'm sorry for some reason the other ticket is completely gone for me so i did not see a response, okay i will re-download from the site and try to locate the needed files, thank you
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So if it's not set to %100 chance and it doesnt procc it will never happen?
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Okay - if it hits 3 raids to trigger an NPC raid, and the raid doesn't procc, does it restart the counter?
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I have This set to 4. On NPC"s who carry an Eoka pistol. About %90 of the time they stay at a far-ish distance, %8 of the time they run in close to get a good shot but don't shoot, other %2 of the time they shoot but outside of the wanted proximity.
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So my question here, is the "easy" "medium" "Hard" Expert" "Nightmare" Referring to raid difficulty or base difficulties? So for example, if i wanted 10 easy Raidable bases to proc and easy raid, and 5 Medium raids to procc a medium raid , and 40 hard raids to procc a hard npc raid, how would i go about this? is the "0" "1" "2" "3"referring to the npc raid difficulties ? "Raidable Base plugin settings": { "Raid player on Raidable Base Completed": true, "Warn player in chat of upcoming revenge on them": true, "Raidable Base Settings": { "0": { "Total amount of mode complete before ever has chance": 3, "Raidable Base Completed Delay Before Raid chance happens": 420, "raid chance (1-100)": 40, "Random raid to send them if chance": [ "easy" ] }, "1": { "Total amount of mode complete before ever has chance": 30000, "Raidable Base Completed Delay Before Raid chance happens": 420, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "easy", "medium" ] }, "2": { "Total amount of mode complete before ever has chance": 30000, "Raidable Base Completed Delay Before Raid chance happens": 320, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "easy", "medium" ] }, "3": { "Total amount of mode complete before ever has chance": 3000, "Raidable Base Completed Delay Before Raid chance happens": 320, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "easy", "medium", "hard" ] }, "4": { "Total amount of mode complete before ever has chance": 3000, "Raidable Base Completed Delay Before Raid chance happens": 320, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "hard", "expert", "nightmare" ]
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Can we have an additional variable to edit in the UI for Thrown Weapons, like F1 Grenades for example. Also, Possible to have a "Can Target Structures" option ? And IF it is possible to control thrown items mechanics, could there be an option for how frequent the AI decides to throw something
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Hello - Since purchase I have not been able to get this plugin to work once, hoping i can get some assistance with the setup of this please.
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Bump - have not had this event work once since purchase
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WaterEvent was compiled successfully in 2141ms (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Fallback handler could not load library C:/TCAFiles/Users/robertf1/846430/RustDedicated_Data/Mono/data-0000026B639EA060.dll [WaterEvent] The submarine.json file is empty or it doesn't exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloaded plugin WaterEvent v2.1.0 by KpucTaJl
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Yes the plugin loaded, and started the event, and it still had the same amount of turrets
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{ "_Which loot table should this plugin use? 0 - Default, 1 - Alpha Loot, 2 - Other(Magic Loot, Better Loot)": 0, "Allow turrets to be looted after they are disabled. (Each turret has an AK and full stacks of ammo)": false, "Allow turrets to be looted if they are destroyed": false, "Broadcast start message to players?": true, "Controls how many NPCs will have the note on death (max 4).": 1, "How long should the event go on for?(minutes)": 50, "If this is true auto turrets will target and kill NPCs as well as players in the event area.": true, "Maximum time between events(minutes):": 180, "Minimum number of players before event will start": 2, "Minimum time between events(minutes):": 60, "Npc Settings": [ { "NpcConfig": { "Aim Cone Scale": 0.8, "Attack Range Multiplier": 2.5, "Belt items": [ { "Ammo": "", "Amount": 1, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "ShortName": "smg.mp5", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 3, "Mods": [], "ShortName": "syringe.medical", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 2, "Mods": [], "ShortName": "grenade.f1", "SkinID (0 - default)": 0 } ], "Chase Range": 100, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Disable radio effects? [true/false]": true, "Health": 125, "Kit (it is recommended to use the previous 2 settings to improve performance)": "", "Name": "Mercenary", "Roam Range": 0, "Scale damage": 1.5, "Sense Range": 40, "Should these NPCs still deploy if the codelock for the turrets is not enabled? [true/false]": false, "Should this NPC be allowed to move? [true/false]": false, "Should this NPC roam when not in combat? [true/false]": false, "Speed": 7.5, "Target Memory Duration [sec.]": 60, "Vision Cone": 135, "Wear items": [ { "ShortName": "hazmatsuit_scientist", "SkinID (0 - default)": 0 } ] }, "Spawn Locations": [ { "x": 3.9, "y": -0.1, "z": 4.2 }, { "x": 1.8, "y": -0.2, "z": 3.2 }, { "x": 9.6, "y": -0.1, "z": 3 }, { "x": -19.8, "y": -0.1, "z": -3 }, { "x": 20.3, "y": -0.1, "z": -14.2 }, { "x": -16.9, "y": 0, "z": -22.6 }, { "x": 0.5, "y": 0, "z": -20.9 }, { "x": 15.4, "y": -0.2, "z": -1.2 }, { "x": 22.3, "y": -0.3, "z": -57.1 }, { "x": 18.3, "y": -0.3, "z": -56.6 }, { "x": 19.2, "y": -0.1, "z": -60.8 }, { "x": 22.3, "y": -0.2, "z": -61.4 }, { "x": -27.6, "y": -0.1, "z": -58.1 }, { "x": -27.2, "y": -0.1, "z": -55 }, { "x": -27.5, "y": -0.1, "z": -52.8 }, { "x": -29.6, "y": -0.1, "z": -53.4 } ] }, { "NpcConfig": { "Aim Cone Scale": 0.8, "Attack Range Multiplier": 2.5, "Belt items": [ { "Ammo": "", "Amount": 1, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "ShortName": "lmg.m249", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 3, "Mods": [], "ShortName": "syringe.medical", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 2, "Mods": [], "ShortName": "grenade.f1", "SkinID (0 - default)": 0 } ], "Chase Range": 100, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Disable radio effects? [true/false]": true, "Health": 125, "Kit (it is recommended to use the previous 2 settings to improve performance)": "", "Name": "Mercenary", "Roam Range": 0, "Scale damage": 1.5, "Sense Range": 40, "Should these NPCs still deploy if the codelock for the turrets is not enabled? [true/false]": false, "Should this NPC be allowed to move? [true/false]": true, "Should this NPC roam when not in combat? [true/false]": false, "Speed": 7.5, "Target Memory Duration [sec.]": 60, "Vision Cone": 135, "Wear items": [ { "ShortName": "scientistsuit_heavy", "SkinID (0 - default)": 0 } ] }, "Spawn Locations": [ { "x": 8.5, "y": 6, "z": -5.7 }, { "x": -0.4, "y": 6, "z": -14.6 }, { "x": -8.5, "y": 6, "z": -13.5 }, { "x": -14.5, "y": 3, "z": -3.8 }, { "x": -14.4, "y": 3, "z": -14.6 }, { "x": -11.1, "y": 3, "z": -17.4 } ] }, { "NpcConfig": { "Aim Cone Scale": 0.8, "Attack Range Multiplier": 2.5, "Belt items": [ { "Ammo": "", "Amount": 1, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "ShortName": "smg.mp5", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 3, "Mods": [], "ShortName": "syringe.medical", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 2, "Mods": [], "ShortName": "grenade.f1", "SkinID (0 - default)": 0 } ], "Chase Range": 100, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Disable radio effects? [true/false]": true, "Health": 125, "Kit (it is recommended to use the previous 2 settings to improve performance)": "", "Name": "Mercenary", "Roam Range": 0, "Scale damage": 1.5, "Sense Range": 40, "Should these NPCs still deploy if the codelock for the turrets is not enabled? [true/false]": true, "Should this NPC be allowed to move? [true/false]": false, "Should this NPC roam when not in combat? [true/false]": false, "Speed": 7.5, "Target Memory Duration [sec.]": 60, "Vision Cone": 135, "Wear items": [ { "ShortName": "hazmatsuit_scientist", "SkinID (0 - default)": 0 } ] }, "Spawn Locations": [ { "x": 68.5, "y": 0, "z": 59 }, { "x": 79.4, "y": -0.2, "z": 58.5 }, { "x": 83.1, "y": 6, "z": 70.7 }, { "x": 69.6, "y": 6, "z": 59.3 }, { "x": 69, "y": 6, "z": 53.3 }, { "x": 73.2, "y": 2.9, "z": 47.9 }, { "x": 70.3, "y": 3, "z": 36.4 } ] } ], "Remove code lock & Note code Drop(turrets can only be destroyed)": false, "Should the event start automatically(false if you only want manually start with HwtStart command": true, "Skip event if players are already at the Water Treatment Plant?": true, "Start locations for AutoTurrets": [ { "x": -13.1, "y": 4.5, "z": -6.6 }, { "x": 35.5, "y": 5.2, "z": 14.3 }, { "x": -39.6, "y": 4.5, "z": 26.7 } ], "Start locations for Bradleys": [ { "x": 19.4, "y": -0.1, "z": -6.1 }, { "x": -24.7, "y": -0.1, "z": -7.8 } ], "Start locations for hackable Crates": [ { "x": 1.8, "y": 0, "z": -3.5 }, { "x": 2.5, "y": 0, "z": -9.8 }, { "x": -4.7, "y": 6, "z": -2.2 } ], "This is for special items you want added to the hackable crates outside of loot tables": [ { "itemData": { "Random amount maximum:": 1, "Random amount minimum:": 5, "skin id for the item": 0, "The Item Id:": 0 }, "percentage chance for it to appear in a hackable crate (IE 30 = 30% chance)": 50 } ] }
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Nothing changed. There were still 10 turrets. The turrets are just simply aiming through the terrain.
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The turrets on this event are MUCH stronger than the turrets on the other events I've noticed.
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How can I reduce or change the stats on the Turrets that spawn for this heavy event? I removed the spawn locations for 5 out of 10 of the turrets and this seems to have broken the entire plugin lol.
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For server that are using plugins like "BotReSpawn" that want to utilize your Grudge System with building up revenge points against the player, is there a way to have those points accumulate with NPC's from plugins like these?
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plugin is installed, i am Auth 2 - However none of the commands are working /waterstart etc
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Yes I am running 1.1.4
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I am trying to get the Damage from "Random NPC Raids" AI to apply to the "Raidable Bases" Structures. Is this a setting within your plugin here or "Raidable Bses" I am having a hard time locating where this would be.
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Could we possibly get a Debug command to be able to see what the plugin is attempting to do, I.E "RandomRaid Easy spawn at (Grid/coords) Error: Player has been raided within set timeframe (Doesnt raid player within timeframe set in config)" Essentially just want to be able to see what the plugin is Trying to do and why it does what it does or doesnt do what it doesnt do
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I am using BotReSpawn on my server, NPC's are in factions and wage war with each other. The Biome NPC's that live in their home biome for example will aggro onto the Raid NPC's , however the Raid NPC's will not fight back. How can I get them to defend themselves vs Other NPC's ?
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I have setting to 2 people for event to trigger, however the event is not triggering. Regardless if 2, 5, or 10 people are online it will not automatically trigger the event. Not sure if/what i'm missing.