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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Item duplicated

    Hi again, I looked in to this and spoke to The_Kiiing. This issue could be solve in Loot Table & Stacksize GUI or it could be solved in BotReSpawn. The_Kiiing has offered to solve it at Loot Table & Stacksize GUI end. Thanks @The_Kiiiing, for that, and thanks @Krusnyik for reporting it.
  2. Steenamaroo

    Item duplicated

    Alright, leave it with me.
  3. Steenamaroo

    Item duplicated

    What plugin did you use to add these items to the corpse (resourcedispenser) ?
  4. Steenamaroo

    Item duplicated

    Update: On my server it's showing 30 bone.fragments and 5 cloth with skull disabled, and the same plus the skull when skull is enabled. If you're getting meat and blood I'd guess you have some other plugin modifying the npc's resource dispenser.
  5. Steenamaroo

    Item duplicated

    Hi, Are you sure it's not just always slightly randomised? BotReSpawn adds the skull (if enabled) to the resource dispenser after it's created.
  6. I don't think so, no. I think your only options would be to set Stationary true which, of course, means they can't move, or maybe create your dungeons as part of the map in RustEdit, so that navmesh gets baked on to them? I have no idea if that's actually feasible or how it would be done, though.
  7. Yeah, FP changed things. Not sure when but I've patched for it. It'll be in the next update. Thanks for reporting.
  8. BotReSpawn does have a 'Invincible_Whilst_Chuting' option which may be set to true, so that might not be the best test, but for npcs which are walking/running around on the ground, I'm pretty sure I don't have anything controlling takedamage from APCs. I'll double check to make sure - It's possible something's changed in Rust or I'm overlooking or forgetting about some option in BRS. I'll get back to you shortly.
  9. Steenamaroo

    Bots are not attacking.

    Glad that was it. Thanks for updating.
  10. Hi, BotReSpawn controls APC targeting its npcs but it does not control ACP damaging its npcs. Either you have some other plugin controlling this damage, or maybe server.pve is set to True?
  11. Hi, Thanks for reporting. I've released an update that should address this.
  12. Hi, I tested and it's working without issue. My guess would be AutoPickupBarrels is destroying the barrel and interfering with vanilla behaviour. An easy to would be to just unload that then see if RustRewards is giving rewards for barrels as it should.
  13. Steenamaroo

    Issue after force

    Possible. Keep me posted if there any problems.
  14. Steenamaroo

    Issue after force

    Hi, Thanks for reporting. Do you see any errors when you reload the plugin? My first thought would be an issue with your config file.
  15. Glad to hear.
  16. Hi, Referring back to the original instructions, I said you should said ClearContainerFirst to false. If you want to get rid of the other loot that's present, you should go back and set it to true instead. Yes, the skull doesn't have the npc's name. It's not the npc's skull - It's just loot. The named skull of the npc can be obtained by killing the npc and harvesting its corpse - The same as you do with regular players.
  17. In BotReSpawn enabled true/false is turning the profile on and off. That is, if you set it to false npcs won't spawn.
  18. None of it is set up in BotReSpawn UI or files. All of the instructions are for custom loot config + data files.
  19. Hi, BotReSpawn has the option Corpse_Has_Skull to allow players to farm the skull, with npc name, from the corpse. Maybe that would save you the hassle of setting up CustomLoot? If not, open /config/CustomLoot.json and set corpseTypePerBotReSpawnProfile to true. Save the file, close the file, reload CustomLoot plugin, then reopen the file. You should now see all your BotReSpawn profiles listed individually. Find the one you're working on and set the field "lootTable": to "skull" (or whatever made up name you prefer). Set "ClearContainerFirst": true for that profile to false. Save the file, close the file, reload CustomLoot. Navigate to /data/CustomLoot/ and find and open Skull.json which will have been newly created. Near the top of the file find "Resources" under "Categories" and set "probability": 1, use search to find "skull.human" and set probability 1. Save the file, close the file, and reload CustomLoot. Your BotReSpawn npcs from that profile will now always be given a human skull as loot.
  20. Steenamaroo

    Bots are not attacking.

    Hi, Given that it's wipe you probably just have Target_Noobs set to false. You can either set it true, or handle any weapon or tool, outside of your spawn rock+torch. Let me know if that wasn't it.
  21. @Deicide there are options for colour and radius already.
  22. You mean it's not practical or they literally don't work?
  23. Hi, I don't think anyone's reported this before so I'll look into it and get it sorted. Thanks for letting me know.
  24. Oh, you're only seeing this behaviour with certain profiles? Most likely it's something to do with that specific weapon then.
  25. I'll look into to that today. Some degree of stop/start is expected but it shouldn't be as bad as you describe. The reason there's stop/start in a sprint chase is because npcs can't anticipate like real players. They don't understand the environment and terrain so they can't guess where you're going, or cut a corner to gain on you. They literally just set direction to where you are X times per second. I'll test today and see about a couple of methods to smooth that out, if I can.
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