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Everything posted by Steenamaroo
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Hi, No, there's no built in option for that. The best solution is to use groups, then it's easy to grant/revoke for many. I'll DM you a solution.
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Issues resolved. Thanks for the info!
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Hi, I'm not sure what you mean by "It only checks a part of the plugin and then doesn't do anything else" but I can confirm that using discord web hook to be notified of available updates is working fine, for me. There is no discord notification when an individual plugin is loaded, or reloaded, but there is when UpdatesChecker periodically checks all plugins on the server.
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Thanks for letting me know @Mals This is coming from cases where developers have put letters and words in their version numbers. I'll put in a catch and notify for those cases.
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I’m getting red error messages on the screen.
Steenamaroo replied to maxalt's Support Request in Support
HI, As far as I know Facepunch have removed the sound effect asset for the Murderer npc breathing. I didn't remove the option from BotReSpawn yet, just in case the decision gets reversed but to prevent the error text you can set profile > Other > MurdererSound to false. If the asset remains removed I'll see if I can replace it with something else - Bear or scarecrow or...some other sound.- 1 reply
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Hi, Yes, BotReSpawn is highly configurable. You can assign kits on a per-profile basis, to customise the npcs' weapons and appearance, and, if you want, you can also use this method to place lootable items in the main inventory container. You can also assign kits on a per-npc bases, in cases where custom spawn points are in use. There are built in options to enable/disable vanilla loot in the npc corpses, options to select what the vanilla loot type should be (barrels, crates, etc), options to give Frankenstein appearance, etc. You can also use free CustomLoot plugin if you want more complex loot tables, on a per profile bases, and there is support for using AlphaLoot, again, on a per-profile basis. All setup is handled by UI in-game, and the vast majority of options have clickable labels which pop up descriptions of what they do. The plugin is tested with, and written to support, the free Kits plugin from uMod, but my understanding is that Mevent has made efforts to keep his paid Kits plugin compatible. In short, I don't guarantee compatibility but, so far, he has provided it. I hope that answers your questions.
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Yeah, you can do that. Just make the profile at map centre, or as close as you can get without obstacles. If you're not setting a custom spawn point, use the profile Radius option to randomise exactly where the npc will spawn. The roam range should be 2250, not 4500, as the max distance the npc could travel from its spawn point would be half the map size.
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Ok. It's not something I've been keeping up to date with but Gen2 (from your errors) seems to relate to the new animals... Crocodile, Panther, Tiger, and Wolf 2. BotReSpawn doesn't spawn or manage these. I guess you could kill all of each kind from console, to see if the errors stop? del assets/rust.ai/agents/crocodile/crocodile.prefab del assets/rust.ai/agents/tiger/tiger.prefab del assets/rust.ai/agents/panther/panther.prefab del assets/rust.ai/agents/wolf/wolf2.prefab
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Hi, No, I don't think so. Your errors relate to Gen2 which, I believe, is the latest in game AI. The problem being in a method called "InSameTeam" suggests to me npcs rather than animals. Are on you staging or any other pre-release build?
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Desert scientist at Arctic research base
Steenamaroo replied to KingSizeKevin's Support Request in Support
No trouble. I believe it's solved, although I have a few people running it first to make sure the solution didn't introduce issues elsewhere. There should be an update fairly soon - Ideally before next wipe. -
Ok, thanks for the info. As I say, I don't really know the plugin but if it's giving you options for Alphaloot and CustomLoot then, presumably, it must have a space somewhere for you to enter a loot profile name? If that's the case then BetterNPC would make a call to CustomLoot (or Alphaloot) to get the correct custom loot for corpses, behind the scenes. If the specified profile doesn't exist, CustomLoot is written to catch that, notify you, and create it for you. If not, maybe DM BetterNPC author? - I'm willing to help, of course, but they'd be better positioned to advise.
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I'll check to make sure but I don't think there is. As far as I know it's a client side effect and once it's started the loop plays until completion. Like I say, I'll double check, but I think that's how it is.
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AlphaLoot custom loot profiles not applying?
Steenamaroo replied to Somescrub's Support Request in Support
BotReSpawn/Alphaloot relationship has changed since this discussion. From V1.3.6 update notes : Added automatic Alphaloot call for 'vanilla' Rust loot source. Added option for Alphaloot profile separately, for custom ones. That means if you're using the Rust Loot Source option in BotReSpawn, it will now request that loot from Alphaloot where applicable. Where Alphaloot is not in use, loot will be vanilla. -
Hi, Are you taking account 'Activity_Reward_For_AFK'? If it's set to false and you don't move between activity checks, it won't increase your accumulated activity reward time. Might also be worth considering your reward amount. If it's a fraction, say 0.2, and your reward frequency is every hour, it'll take 5 hours before the plugin actually gives you any reward. (1.0)
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Not necessarily a plugin but, for whatever reason, your server was unable to keep up. That's why SQL came to mind, because a failure to connect will stall the server for the duration of the timeout. It's not a guarantee but have a dig through your logs and see if time warnings like coincide with anything in particular like, for example, the pasting of a large structure,, Server Save, or some plugin saving its data. You might see a pattern,
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Ok. I'm not sure I can help much, I'm afraid. RustRewards OnCollectiblePickup just happens to be the thing that was happening while your server was shitting itself. It could easily have been a different hook, or a hook in a completely different plugin. If it's a recurring issue, your logs will most likely confirm that.
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Hi, Something is very heavily burdening your server, causing reasonably lightweight things, like CollectiblePickup in RustRewards, to take a very long time. 10 seconds is pretty ridiculous...Any chance you've got PlayerRanks (or some other plugin using SQL) and your credentials are wrong? That's a bit of a leap but PlayerRanks has a default 10 second time out on trying to connect to SQL.
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My advice would be to type 'pve' into server console and make sure it's false. If it is false then unload all plugins then load only Kits and BotReSpawn and test. oxide.unload * oxide.load Kits oxide.load BotReSpawn I'd bet it's some kind of zone based pve/pvp rule or something, but doing the above will prove.
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Have to refer to the previous answer, I'm afraid. I think it has to be server pve enabled, or a plugin managing damage. There are settings for invincibility under certain circumstances, like whilst parachuting, or immune from damage beyond, or friendly fire, but nothing that would make them permanently invincible.
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My pleasure, and thank you for the kind words. I'm glad you got it up and running. CustomLoot is not intuitive - I know that. I tried to make BotReSpawn as simple, convenient, and easy to understand as possible. CustomLoot? not so much... If you hit any problems, just reply here and let me know.
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It will exist if you reload CustomLoot first.
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Looks like you made a new profile for your hunters and set up Parent_Monument as Airfield. That's great. That now means your airfield zombies and hunters are under separate profiles, and CustomLoot will be able to see that. So now, using what you know from before, just set up the CustomLoot profiles for BotReSpawn-hunter and BotReSpawn-Airfield-0 to use the correct loottables. Airfield should use the skull-only loot table, and hunter should use the skull and tags loot table.