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Everything posted by BippyMiester
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Grid R18 Scientists Spawning Too Much!
BippyMiester replied to BippyMiester's Support Request in Support
Yea i can do it myself. Just was giving you a heads up that the spawners in rustedit suck lol The people that are complaining about them not being there are lazy and just don't want to put out the money or the time to load the NPC's themselves using BotReSpawn. lol Its whatever. I'll deal with it myself. Thanks though for a great map! -
Grid R18 Scientists Spawning Too Much!
BippyMiester replied to BippyMiester's Support Request in Support
Yes of course I have it installed. Thats not a plugin though, thats an extension. So if you're asking about extensions, I have the following installed. Discord, RustEdit, and oxide.disable-sandbox file as well due to having a harmony mod added that allows every hit on a node or tree to be a bonus hit. It would be nice to not have these spawns direct from the map. Most maps that i've ever used it was up to the server owner to place hostile NPC's themselves using BotReSpawn and or Monument Bradley. If you are buying a map, its safe to say that you already are using BotReSpawn and Monument Bradley, and if the owner isn't using it then thats on them. The reason I suggest not having hostile NPC's being spawned through rustedit is because it has always been super buggy. Been like that going on 3+ years now. Case in point, this issue I'm having. -
So, I've been doing some testing on the map. I wanted to make sure that it wasn't a plugin making these scientists spawn so much. Currently I am running the following plugins on the server: AdminMenu, AdminRadar, Vanish, Godmode There are a ton of scientists that just keep spawning here in grid r18 making the town completely inaccessible due to the shear number of the scientists. Is there any way you can fix this issue? I'm assuming that this issue is stemming from a junkpile prefab that just keeps spawning and spawning over and over again. See attached screenshots... Testing Methodology: Loaded up a test server on my local machine with nobody able to log in except from the local network Spawned in at 7:30PM Killed all scientists at grid 18 outside of the town at 7:32PM Logged out of the server but kept it running Waited until 10:07PM (3 hours ish) Logged back in, scientists still spawning too much
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That makes sense. thank you!
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So, in the documentation it doesn't actually state what the "Convert PVE to PVP" and "Convert PVP to PVE" values actually do. More specifically, in what use case would someone enable this to true instead of false? Is it used to flip flop the chances? For example, talking about maintained events, if I set the "Chance To Randomly Spawn PVP Bases (0 = Ignore Setting)" value to 15.0, and also set both "Convert PVE to PVP" and "Convert PVP to PVE" to true, would the random spawn chance for a PVP be inverted to 85.0% chance?
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Removing Default Bots from Monuments
BippyMiester replied to BippyMiester's Support Request in Support
Yes, thats exactly what i meant. I did use NPCKits to make it blend in already, but i wanted it to be on the same wipe/respawn schedule, and have BotReSpawn completely control all NPC's on any navmesh compatible monuments. Thanks! Looking forward to seeing that plugin when it comes out! -
Is there any way currently with the most recent version to disable the default bots that spawn in? Particularly the Arctic Research Station, Launch Site, Trainyard, etc.? If there isn't a way to do this with this plugin, is there another plugin you would recommend to achieve this functionality?
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Yea, so I've been doing a bit of research myself into this. I like the data file if thats the only way to save a hard copy, the discord channel works beautifully, and so for now that will do. I just wanted to create something for my admin team to search through easily, and saving to a MySQL database would enable me to create a web portal for them to log into and look at.
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Is there any way that you can put the option in the plugin to save the information to a MySQL database instead of the JSON data file? If you could do this, I'll purchase this plugin as soon as you update it. I just don't want to have a huge data file, and since I already use SQLStats on my server with a custom built web UI, it would be nice to have the information in the same database, so i can easily pull the information from there instead of having to parse the information from the JSON file. Edit: I bought the plugin anyways, cause i support this cause. Its a good idea and a good plugin. Hopefully you can integrate the SQL logging as well!
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So, I'm trying to create an item in a case that gives RP from the ServerRewards plugin. I must not be doing something right. here are my item objects within the Items key. { "Display Name (for display in the interface)": "RP x100,000", "ID": 0, "Chance": 0.1, "Item type": "Command", "Image (if empty - the icon is taken by shortname) ": "https://i.imgur.com/nJqsuZT.png", "Display name (for the item) (if empty - standard)": "RP x100,000", "Shortname": "", "Skin": 0, "Amount (for item)": 1, "Command": "sr add {userid} 100000", "Plugin": { "Hook to call": "AddPoints", "Plugin name": "ServerRewards", "Amount": 100000 } } So I've tried to change the "Item Type" to "Command" and "Plugin", however I'm still getting this error message. (04:51:03) | [Battlepass] Player TESTTEST (15613554565412) opened case Case 'Pirate Treasure' and received: (04:51:03) | Failed to call hook 'CmdConsole' on plugin 'Battlepass v1.37.2' (ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index) at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <fb001e01371b4adca20013e0ac763896>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.Battlepass.OpenCasesUI (BasePlayer player, System.Int32 page) [0x00812] in <374dc9ed40894549ab2529cdc65b68da>:0 at Oxide.Plugins.Battlepass.CmdConsole (ConsoleSystem+Arg arg) [0x004f6] in <374dc9ed40894549ab2529cdc65b68da>:0 at Oxide.Plugins.Battlepass.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0187f] in <374dc9ed40894549ab2529cdc65b68da>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0 Wondering if you could help point me in the right direction of getting this setup so I don't keep running into this issue. FYI: The Item type of Item works just fine. Its only while I try to implement these Command bases items that i've having the issue. Also, can you please explain to me what the ID key is compared to the Skin key? Can I just leave the first ID key a 0?
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@Meventnot the text color, the other UI elements such as the lines around the buttons on the main page where it has the missions, cases, and inventory buttons. Also, another suggestion, if you could put a small dropshadow on all the text, that would really help with those of us who are using a lighter colored background image.
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Well i figured out the text color in the config, but the line color still can't be changed... Correct value in the config is: "0 0 0 1"
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Not really sure how to go about changing the colors of the font and the lines that are drawn on the UI. I would like to switch over all the lines, and fonts over to a black color (#000000) however any time that i change the color, it doesn't work... For example... I've tried the following on the cases Button section in the config. "Button": { "FontSize": 16, "Font": null, "Align": "MiddleCenter", "Color": "000000", "FadeIn": 0.0, "AnchorMin": "0.5 0", "AnchorMax": "0.5 0", "OffsetMin": "-105 5", "OffsetMax": "105 35" } And "Button": { "FontSize": 16, "Font": null, "Align": "MiddleCenter", "Color": "#000000", "FadeIn": 0.0, "AnchorMin": "0.5 0", "AnchorMax": "0.5 0", "OffsetMin": "-105 5", "OffsetMax": "105 35" } And "Button": { "FontSize": 16, "Font": null, "Align": "MiddleCenter", "Color": "Black", "FadeIn": 0.0, "AnchorMin": "0.5 0", "AnchorMax": "0.5 0", "OffsetMin": "-105 5", "OffsetMax": "105 35" } Nothing will change the color. So am i just doing something wrong here? Theres very little information on how to get things setup, which makes configuring the plugin super hard, and i've had to go into the C# code just to see how things are being parsed.
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No problem! Thank you. I'll go ahead and migrate all the spawns over to bot spawn then. Thanks!
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So I've got my spawn file for a custom monument. However, when I use the ingame command /botspawn loadspawns it does not load the spawns. My spawns file name is monument.farmland. I thought it might have been an issue with the . so I changed it to just farmland. Still doesn't load the spawns. No errors in console, no errors in game chat. Don't really know what else to give you since there really aren't any errors to go off of. Edit: For now I'm just going to forgo using Spawns Database, however when I was using BotSpawn 2.1.1 this issue wasn't happening.
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Steen, I'm also using ZombieHorde as well. The Attacks_Other_Profiles does not enable BotSpawn to attack the ZombieHorde NPC's. However that does allow the BotSpawn NPC's to attack other BotSpawn NPC's. Not sure why its not detecting ZombieHorde NPC's as hostile. Wondering if there is a fix to this, or maybe a patch? DJ
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Vending machine when set to true does not allow a player to access the front end part of the shop, or the back end. it protects both sides. Any way to fix this?
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So, I also want to backup my Map Files as well. Including the save files. So two questions. 1) What is the root folder that the DLL looks at? So if i use /server/myserver/mapfile.map is that going to be a valid entry for the array? Or by default does the array look into the oxide folder so I would then have to go back a folder using ../? 2) Does the DLL accept wildcard values such as *.map, *.sav, etc. Thanks for the awesome extension! Keep up the good work!