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Everything posted by Steenamaroo
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I'm sorry, I can't fix Mevent's Kits plugin. I have @ pinged him with a simple description of the issue but that's about all I can do. Of course if there's an issue I can fix I certainly will, but if Kits 2.2.10 worked and 2.211 doesn't, it seems like something for Mevent to address. If by coincidence FP introduced changes affecting BotReSpawn around the same time as Mevent's update then, of course, I'll address that, but BotReSpawn is working perfectly fine with uMod Kits plugin for me, and that's what it's tested with and advertised as working with.
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To be fair you made it sound like beginner/BotReSpawn issue. @Mevent- They have no issue with V 2.2.10, but with V 2.2.11 BotReSpawn claims no weapon was found, and the belt weapon can be seen worn on the npc's back, so I guess either V 2.2.11 is moving the items in to the wrong container, or it introduces a delay that wasn't in previous versions?
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@Mevent- You did an update, not me. Your previous V works fine according to these fine people.
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How to prevent bots from being run over by cars
Steenamaroo replied to Runcul's Support Request in Support
Oh, that's a shame. Thanks for checking. I'll have to look into it then for a future update. There's probably another rust damagetype I'll have to include. -
How to prevent bots from being run over by cars
Steenamaroo replied to Runcul's Support Request in Support
Hi, I think PVE_Safe should cover this. It stops the npcs from being killed by damage where there's no known attacker, like fire, cacti, barricades. Hopefully it should cover vehicles too. -
Yes, that's all correct. That's exactly how it works. No trouble at all. Don't hesitate if you have any other questions.
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You could set the same number for many but there isn't really an advantage, because all you're doing is putting several titles in a group but then you have no control over the order of titles within that group. You may as well just give them unique numbers so the order is 100% within your control.
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Yes, you can put colour tags in the Title field and / or TitleStart and TitleEnd fields, like this "Title": "<color=#d4d3d3>[Killer]</color>", or to keep your brackets white "Title": "[<color=#d4d3d3>Killer</color>]",
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Hi, I guess you have "TitleStart": "[", "TitleEnd": "]", ? Remove the brackets from those two ^^, then manually add them around each title entry, like this "Title": "[BotKiller]",
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Good to know. Do please drop a support request to Mevent, though. Chances are they aren't aware of the issue. Edit : Didn't realise you tagged Mevent. That'll do. Thanks for updating me.
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Would you be willing to roll back to 2.2.10 to test? I expect something has changed in the Kits update, especially considering I see no issue with uMod Kits. If rolling back one version solves the problem, you'd want to let Mevent know.
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@Markiii - Going to handle this here, as it's the same issue as yours. @MichuX and @Markiii Do your npcs hold their weapons and refuse to fire, or not get the weapon at all? I just tested here with current public version of BotReSpawn and mp5, then LR300, and there's no issue. Which Kits plugin do you use, and what is the version number?
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Someone else just reported the same so I guess something happened in the Rust update. Looking into it now. Thanks.
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Hi, Second report on this so I'll fire up the server now and find out. Thanks for reporting.
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Hi, There hasn't been a BotReSpawn update for a while so nothing's changed here. When did the issue begin? If it's some time after wipe then you're looking for a change in your set up. Think back over what changes were made recently - plugin additions, plugin updates, that kind of thing. Some main troubleshooting approaches I'd take are 1: Strip completely naked and redeem one of the kits in question, to be 100% sure it's being given out as you expect. 2: Disable belt wipe for the npcs with that kit and kill the npc to confirm whether or not it has the weapon in its inventory. 3: I think all weapons should work but if it's some new or unusual weapon, change the kit to have a known quantity like an AK or LR. 4: Unload all plugins then load Kits, then load BotReSpawn. Each of those will confirm something useful.
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Last I checked that was only the only way to change the avatar shown before a chat message in game, because Rust Client retrieves the image based on steam ID. All our mods are for the server - We can't modify the client.
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You can change "ChatIcon" in your RustRewards config json file. You need to change it to a SteamID where the account avatar is the image you want.
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You can change "BackgroundImage" in your RustRewards config json file.
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No, it's always been how I described. The reason all profiles have this option is because you can specify any existing profile when making a ToPlayer call, or when some other plugin makes a call to spawn npcs somewhere. As with the airdrop (etc) problem, there's nothing to stop someone, or some plugin, making this call dozens or hundreds of times, resulting in countless npcs, with no guarantee they'll be killed by anything. So in cases where npcs are spawned outside of regular maintained + controlled populations, suicide timer is engaged. Roam distance is just managed by Roam_Range setting, but is completely ignored when an npc is agressive to a player. When aggressive Aggro_Range and Memory_Duration are used together to determine when the npc should give up, and when it gives up it goes back to respecting roam range (from initial spawn point). The known issue is with expiration of Aggro. There are cases where a player can bait an npc right across the map and it never gives up, but that's patched for the next update.
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Hi, Thanks for reporting. There's a known issue in some cases with deaggro which is patched for the next update. It would have resulted in NPCs remaining aggressive towards players for too long and, potentially, chasing them farther from spawn than they should. I'm not aware of anything affecting idle / non-aggressive state npcs, though. Suicide timer only applies to populations which aren't maintained, which would include all the event profiles (Airdrop, crate hack, etc), and ToPlayer calls. For example, there's nothing to stop you having airdrops every few minutes on a 10 pop server. Most likely that would eventually result in thousands on npcs, so suicide timer kills them off after a suitable period. Regular custom and default location based profiles are population maintained and, so, there's no need for this.