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Everything posted by Steenamaroo
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InstantButcher giving 10x the amount of Reward
Steenamaroo replied to Rust Admin's Support Report in Support
"[Fixed] Instant gathering skills (Instant Butchering," Thank you @Mevent -
InstantButcher giving 10x the amount of Reward
Steenamaroo replied to Rust Admin's Support Report in Support
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. -
InstantButcher giving 10x the amount of Reward
Steenamaroo replied to Rust Admin's Support Report in Support
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! -
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?
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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.
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With projectile weapons? BotReSpawn still runs with melee...
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2. "entity.spawnhere rocket_mlrs" kills the npcs. Tested and confirmed. I guess that must be due to other changes I made today. 3: Solved. Issue was with chute not being destroyed properly. Seems like a new issue - Something must have changed with dismounting etc. 4: Done and tested. (respect ai ignored players) 6: Yeah, I noticed that. (running speed) Not sure what that's about. Other npc plugins doing the same, do you know?
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1: Fair. 2: Ok. I wasn't aware that was a thing (I don't play..haven't in years) so I'll look in to that. Can probably add a simple condition. 3: Oh you're literally unloading the plugin!? Ok, fair enough. I didn't test that. I'll get digging on this. Thanks for reporting. 4: Yes, BotReSpawn bots will continue firing and will target players. They are not governed by ai.addignoreplayer. I could make it so, if you think that's something you'd want? 5: I'm happy to send you a prelease copy to confirm various fixes, particularly if you'd be interested in testing the samsite issue again?
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Alright, Let's just work here instead of maintaining multiple threads, if that's cool. You were right reporting them separately - No criticism... I'll make a list and address them bit by bit. Some might be considered non-issues, some might be that's how it is, some might be problems I can fix....but we'll address them all here if that's cool. 1: Biome NPCs and their behaviour near safe zones I think this is a 'that's just how it is' one. The behaviour you're describing is as-intended so I think the suggestions would be Embrace the chaos Make that Biome peacekeeper:true, so they suit the safe-zone environment Turn that biome off and replace it with a custom profile with custom spawn points, and ensure the custom spawnpoints avoid the safe zone. The exception to this would be if the npc's are gathering, due to a player interest, and then refusing to disengage and just getting stuck at safe zone. If that's the case please let me know and I'll look into that. 2: MLRS governed by PVE_Safe setting. Are you certain? MLRS is definitely killing BotReSpawn npcs over here, whether PVE_Safe is true or not. The PVE_Safe rule would come in to player if initiator is unknown, but initiator is known. MLRS is manual, player controlled only, right? If there's ai controlled/automatic/plugin controlled/remote MLRS somehow, I can add an exception to cover it. 3: Errors with parachuting scientists Testing here with about 20 parachuting npcs, reloading while some have landed and some are still falling. No issues seen, so far. Can you paste the specific error? If there's a lot, feel free to IM me a log file. 4: ai.addignoreplayer not working with BRS installed. Issue found and fixed, for APCs. Thanks for flagging that. Can you elaborate on "Same applies to the bots, they don't obey the command either."? The convar should not affect BotReSpawn npcs - That's expected. BotReSpawn isn't affecting vanilla npc behaviour but do not that if a vanilla npcs is hostile to you and then you use ai.ignoreplayer YourName, that npc will remain hostile. 5: Samsites/APC shells/splash doesn't interact with BRS npcs Issue found and fixed. It related to Timed Explosive/ServerProjectile rather than anything APC specific, so it may solve samsite issue too (untested). 6: Add increment UI option for number up/down adjustments. Done. 1/10/100/1000 selector in profile settings pages.
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Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
What kind of roam ranges are you setting? When they don't have a valid target the npcs stay within X meters of their original spawn point, so they really shouldn't be doing that. Even if a player baits a far away npc right to the safe zone, the npc should just give up after `Memory_Duration` seconds, and walk home. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Yeah, the bandits are sentries are vanilla. I don't control who they target. I did make an exception for APC because so many people asked, and because it did work (vanilla) then FP made changes but, generally, I don't control behaviour of vanilla npcs. The safe zone behaviour sounds expected, I think. The Respect Safe Zones rule simply means that if the BotReSpawn npc, or the target, is inside a safe zone, then there will be no attack. If you leave the safe zone, though, and the BRS npc remembers you, or isn't a peacekeeper npc, it'll immediately attack you. It's probably best to set BotReSpawn npcs near safe zones as Peacekeeper:true, because peacekeeper uses the vanilla hostility marker. Note that BRS npcs have a memory duration, though, too - So if you cease to be marked hostile, or step outside their aggro range, they won't just instantly forget you. That memory duration (global config) has to elapse too. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Oof, lol. I thought the world was falling apart there. Yeah, I'll have to dig in to this but it seems it's deeper than just the normal apc targeting code/damage handling code. At worst, maybe I can prevent APC from using shells against BRS npcs...That would be better than nothing. Thanks for all the info! -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Slash damage? You mean you can't melee attack them? -
InstantButcher giving 10x the amount of Reward
Steenamaroo replied to Rust Admin's Support Report in Support
Are they getting the expected reward but ten times, or one single reward which is 10X what's expected? I don't know what instant butchering skill is. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
I tested this today. The npcs took damage, and died, from the machine gun fire, but the shells didn't register as damage at all. Is that your experience? I mean, the APC completely misses them with the shells, which doesn't help, but even forcing a hit it just didn't register as damage at all. I completely bypassed all damage code in BRS and just monitored for damage type and there was nothing, and I have patched the apc damage code to ensure that BRS npcs get hurt so I guess there's something vanilla, deeper than that, preventing it. -
Ok, fair enough. I'll take a look at adding a toggle for settings that don't already have special rules.
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Hi, you shouldn't have to click that many times for health. It should be automatically increasing the increment, as health rises, so moving in tens, then hundreds, the thousands. Is that not what you're seeing?
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Where Can I Find the Weapon Settings for Custom NPCs?
Steenamaroo replied to tonnp's Support Report in Support
Hi, NPC weapons, clothing, etc is handled by free Kits.cs plugin. It's pretty straight forward to use - UI based, and when you've successfully created a kit with it that will show up in BotReSpawn. Every BRS profile has a 'Kits' button and you'll be able to see your new kit there. Just toggle its value from 0, to 1, then reload the BotReSpawn profile and you should be good. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hm, ok. Might just be a vanilla code limitation. I'll look into it and find out. Thanks. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hm, maybe it's getting caught by BotReSpawn's Pve_Safe setting. It shouldn't....but maybe it is. Would you mind turning that off to confirm? It's one of the global config options. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Same applies - BotReSpawn doesn't do anything with damage for APC - Only targeting, so you're probably looking at your PVE/PVP plugin, or whatever you have that's controlling damage. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hi, There's a few things this could be. BotReSpawn does have a per-profile option called APC_Safe which should stop APCs targeting BotReSpawn npcs completely. It doesn't monitor or control damage - It controls targeting behaviour. In your case I'd say something else is blocking the damage. Do you have TruePVE or similar - A pve/pvp/damage control plugin, that might be blocking npcs (scientistnpc_roam) from this kind of damage? If you want the APC to stop attacking altogether, set APC_Safe to true for the relevant profiles. -
Offline Raid Protection not supported under Carbon
Steenamaroo replied to HunterZ's Support Report in Support
All good now?