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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, No, there's no option for that right now. I could look in to it - It'd be similar to the drone defence, code wise.
  2. PermissionsManager doesn't curate your groups. Most likely some other plugin is auto-creating them.
  3. That would be my guess too. Maybe there's an issue with their implementation or something. Thanks!
  4. That would be consistent with WeaponTrap_Safe false, the turret shooting at an npc, and then unloading BotReSpawn removes the npc and, so, the shooting stops. Is that what's happening?
  5. Hi, You're right that BotReSpawn subscribes to CanBeTargeted if any profile has WeaponTrap_Safe set to true, but it only returns false if the potential target is an NPCPlayer, with a BotReSpawn component, and their profile has a WeaponTrap_Safe value of true. In all other cases it returns null, so that BotReSpawn is not making any decision. I doubt your issue is related to BotReSpawn but, perhaps, next time you see the issue you could unload BotReSpawn to prove?
  6. Hey, You've probably got Profile > Other > Invincible_Whilst_Chuting set to true.
  7. Steenamaroo

    NPCKits

    Yeah, I figured they probably changed the AI on the OilRig or, at least, renamed them. I've added the two new naval scientists locally but I'll look at the oil rig guys and get them fixed before updating. @Papa Bear - I did separate Large and Small OilRig over here but for one reason and another that update never went public. I'll make an effort to get the public version bang up to date...possibly tomorrow. Willing to test?
  8. Steenamaroo

    NPCKits

    I plan to, yes.
  9. Have to be honest, I'm 100% at a loss here. The fact that you're seeing the same message regardless of whether you use chat or console confirms for me that the correct code is being called with PlayerRanks. Both cases, chat and command, do exactly the same thing Command IssueRewards(false, null); <--- PrintWarning(lang.GetMessage("rewardsissued", this)); Chat IssueRewards(false, null); <--- SendReply(player, conf.GUI.ChatTextColourStrong + lang.GetMessage("title", this) + "</color>" + lang.GetMessage("rewardsissued", this)); The fact that you see "Command 'rp add 12345678901234567 10' not found." is further confirmation. The code is running and the commands are being called. That's what happens inside IssueRewards method. I don't see what could cause this ^^ other than ServerRewards becoming unloaded or its command somehow becoming unregistered. Is there any possibility you've got timed unload/load of plugins or anything strange going on?
  10. Ok, thank you. When you issue the command in chat, do you see "Rewards issued for all enabled categories." in chat? And, also, when you issue the command by console, do you see the same message but in console?
  11. You said you saw "a bunch of similar errors", and I guess you've put in a placeholder for the player's userID. Could you private message me a recent console log showing a failure, please?
  12. I just tested with public PlayerRanks and latest ServerRewards. Chat command and console command both worked fine for me. I can't think of a good reason for the behaviour you're seeing, but If you're seeing the same confirmation message each time (default is "Rewards issued for all enabled categories."), then PlayerRanks is calling exactly the same code, whether the reward call comes from console or chat. I was going to ask if PlayerRanks is latest version but I just checked - The relevant code hasn't changed in a very long time.
  13. Oh, looks like it was changed some months ago. Default was always sr. What version of server rewards are you on? PlayerRanks calls exactly the same code whether you use chat command or console command, so there should be no difference. If you're only seeing the complaint sometimes, I'd guess it's not calling that sr/rp command sometimes due to the top player not being online at the time, or something like that. do rp add yoursteamid 1 in console and see if it works. if it doesn't, do sr add yoursteamid 1
  14. There are a few other reasons that a BotReSpawn npc wouldn't take damage, but those should apply to attacks from regular players too, like if the attacker-npc distance exceeds Immune_From_Damage_Beyond, or if Respect_Safe_Zones is true and the npc is in a safe zone. I can't think of anything else that should prevent some npc from being able to hurt BotReSpawn npcs, unless it's coming from a PVE plugin, or Zone settings, or similar.
  15. Unless there's a way to change it, the command for server rewards is sr and /sr, not rp.
  16. I can't control whether some other plugin's NPCs attack BotReSpawn npcs or not, but I can control whether the BotReSpawn npcs should return fire and/or take damage. Most likely the Global PVE_Safe setting is set to true and preventing damage. Would you be willing to test and confirm? If this is the case I could take a loot at that, because the code there is really meant for autoturret attack and that kind of thing.
  17. Steenamaroo

    peacekeeper

    Yes, please. If I can't discern anything useful from that, maybe you could share your BotReSpawn config+data files, and map seed? I'll try to replicate the issue here.
  18. Steenamaroo

    peacekeeper

    Is it only happening with the SKS? I haven't tried that weapon. It could be an issue specific to it. Failing that, is there anything special or different about the area they are in? Safe zone, for example?
  19. Steenamaroo

    peacekeeper

    Hi, If you were attacking them from outside their aggro range, and their memory duration is very short, that's the kind of result I'd expect. They'd respond to your attack then quickly forget about you. Could that be it?
  20. @RockinMedico- What version of BetterLoot are you on? This issue was only raised in, I think, November so most likely it only became a thing since V4.X.X
  21. I added the AllowBetterLoot - default false because someone had loot issues and it turned out the npcs were getting loot from BetterLoot so, on some level, yeah...it works. I'm not familiar with BetterLoot setup, though, so I can't really give specifics. BotReSpawn uses scientistnpc_roam if that's helpful.
  22. Hi, There is a per-profile setting called Immune_From_Damage_Beyond. Have you got that set to some number that would correlate, like 100 or so?
  23. Hi, I added AllowBetterLoot true/false in the last version to allow people to prevent BetterLoot from populating BotReSpawn corpses. If you want BetterLoot to populate the corpses you'd just set that option to true.
  24. Hi, No guarantees but I usually fire up staging a few days ahead of major updates to make sure everything's going to work. I'll see about updating NPCKits/CustomLoot/RustRewards for any new npc types in advance. If I don't make it, there should certainly be updates fairly soon after wipe for them.
  25. Steenamaroo

    permissions manager

    If you're admin or have the correct permission, just type /perms in chat. If you aren't admin and need the permission, go to the server console and enter oxide.grant user YourSteamID permissionsmanager.allowed then you'll be able to do /perms in game chat.
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