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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    GridTP

    Update released. Thanks for letting me know about it.
  2. Steenamaroo

    GridTP

    oh, boo. Must need using Rust.Ai.Gen2; or using Rust.Ai; I'll get on it in the morning. Thanks!
  3. Steenamaroo

    GridTP

    Hi, Thanks for reporting. I won't be on an up to date server until tomorrow but I can get it sorted and update then. If you're comfortable editing, I'm pretty sure changing NavMesh.SamplePosition.... to RustNavMeshHelpers.SamplePosition.... should sort it out. Just that one word, and there's only one instance of it.
  4. Hi, No, it's just governed by the global priority system.
  5. Steenamaroo

    Some missing permissions

    Hi, Yes, no problem. I'll do that soon. Thanks for the info.
  6. Hi, There's nothing automatic built in, no, but there are console commands for BotReSpawn enable/disable "ProfileName" Running disable immediately removes existing npcs, so any plugin managing events could offer a config field for profile names, then toggle them off/back on as needed.
  7. Hi, If you are admin (auth level 2) on the server you won't need the permission, so you should be able to just use the /perms chat command and get in to the UI, although if you're seeing "permissionsmanager.allowed doesn't exist", then it sounds like the plugin isn't loaded. do oxide.reload PermissionsManager and watch console. If it throws an error then PermissionsManager.cs isn't in your /oxide/plugins folder, or the file is damaged somehow.
  8. Everything looks fine. My best guess is a timing issue when plugins are reloaded, as PermissionsManager removes, then re-adds them. I'll add a brief delay to see if that solves it.
  9. Thanks ^^. Are you on oxide or carbon? Any specific plugins it happened with, preferably free ones?
  10. Are you folks on the latest version? I updated for this issue a little while ago.
  11. Steenamaroo

    Please fix it.

    @520520 You attached the paid .cs plugin, making it available for anyone to download. I have removed it but please be more careful in future.
  12. Hi, Thanks for letting me know. The SMG issue is something I've fixed although in an unreleased branch, so that will be publicly updated soon. I actually meant to copy that over for yesterday's update, so thanks for flagging it. Unfortunately the murderer breathing sound is no longer there as a playable effect, but I'm looking at alternatives.
  13. I can't say for certain but there's a good chance that's why. If Automated events just spawns a vanilla APC then BotReSpawn APC_Safe should work, but if it's handling the targeting itself, BotReSpawn won't have control over it. If you don't see any problems at the launch site with the vanilla APC, then that would point to AutomatedEvents taking over its APC targeting.
  14. Hi, Thanks for the report. Is the APC vanilla or spawned by some plugin?
  15. @Gromnoth - That's something I haven't looked in to yet but plan to. I believe deep sea is dynamically created and taken down so a BotReSpawn set up would require a different approach. @Papa Bear - Picking this up in discord, if that's OK.
  16. Public update released.
  17. Found and fixed. Thank you.
  18. I'm afraid that's the bottom line then. Like animals and scarecrows they're navmesh based npcs so if there's no navmesh down there any more the only option is some stationary ones. That's a shame but we do know FP is working on their own navmesh implementation, instead of UnityEngine's, with run time baking for user-built structures and that kind of thing. Can't make promises but maybe we'll have some control of that kind of thing in the near future.
  19. Assuming you both have custom spawn points placed down there and UseCustomSpawns set to true, is either of you able to confirm that there's still navmesh there? If there isn't (and they aren't stationary) they just won't spawn. Viewing all spawnpoints via UI button will tell you - Red = no navmesh.
  20. "[Fixed] Instant gathering skills (Instant Butchering," Thank you @Mevent
  21. No, I'm not sure you follow me. NextTick isn't causing anything to fire multiple times. NextTick is the way of preventing that - Waiting for a moment to ensure the corpse is gone before giving a reward. For it to break, something must be simulating hitting the corpse multiple times in the same tick. There are better ways to do it.
  22. I'm not sure if I can help here or not. I still don't know what butchering skill is, but I know RustRewards waits for a small amount of time then checks if the corpse is gone to give out the reward. If you hit a corpse and it finds the corpse is still there, a fraction of a second later, it won't reward you. That means you can't get the reward twice because the sequence has to be hit corpse - wait - corpse is gone...give reward. The only way that could go wrong is if something "hits" the corpse for you loads of times at the same moment, which I guess some plugin you have is doing? Edit : I thought this was in RustRewards support...Didn't realise it was under Skills. My mistake!
  23. Not sure why you're dodging the question. You're claiming MonBots and Scarecrows use a running animation. Was that with melee or projectile weapons?
  24. Yes, I understand. I'm asking if you confirmed this with both melee and projectile weapons? Because BotReSpawn does the proper running animation with melee, and the scarecrow spawns with melee. I don't know anything about MonBots.
  25. With projectile weapons? BotReSpawn still runs with melee...

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