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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    About loot for some bots

    "To be honest, I’m still not entirely sure how BotReSpawn and CustomLoot work." You can basically forget about BotReSpawn. No changes need to be made there. CustomLoot can 'see' barrels, crates, and corpses. It's written to recognise what profile any given BotReSpawn corpse is from. All the work for managing loot is done in CustomLoot's files. Regarding the method you mentioned—does it go like this? In config/CustomLoot.json, I assign a LootTable (e.g. “Hunter”) to monuments like Water Treatment or Airfield, then reload CustomLoot. In data/CustomLoot/Hunter.json, I set the chance for skull.human to 1, and also set bluedogtags to 1. Is this correct? Yes, that sounds good. If you're using probabilities make sure the "Resources" category is set to probability 1 also, and that the profile (in config file) is set for min/max items = 2. However, there’s one thing I still don’t understand. I want regular zombies to drop only skulls, and Hunters to drop skulls and bluedogtags. Just make sure that the BotReSpawn profiles for regular zombies are using your original CustomLoot loot table - The one with skulls only. Really, in summary, all you're doing is making a new loot table with extra stuff and assigning it to select BotReSpawn profiles. The ones which should remain skull-only shouldn't be changed.
  2. Steenamaroo

    About loot for some bots

    I doubt commas are a good idea in loottable / file names. If you're trying to apply two loot tables there, that's not a thing. There's a few different approaches but the simplest would be to give the WaterTreatment BotReSpawn entry, in /config/CustomLoot.json, a new loot table name, then reload CustomLoot so it creates that file, then edit that file (in /data/CustomLoot) with the AlwaysSpawnList that as I pasted above. That takes probability out of the equation and keeps things simple. If you need to refer back to previous support where I outlined creating and setting a loot table, do that. That should get you your skull and tags for that particular BotReSpawn profile.
  3. Steenamaroo

    About loot for some bots

    "Should I simply copy that file and rename it?" Yes, that's right. I mean, you can just open the /config/CustomLoot/json and enter a new (unique) loottable name for your WaterTreatment guys, then reload the plugin and it will create a new blank table (just like previous instructions). From there you'd set up your skull and your dog tags. The duplicate approach just saves you a few steps, since you already have a loottable giving skulls, and you want a new one to give skulls plus other items. The easiest option is probably the one I described using the AlwaysSpawnList inside your customloot loot table json. The approaches I've described are all within, and handled by CustomLoot - Nothing to do with BotReSpawn or Kits. You could add the items you want to the npc profile's kit, if you wanted, but then you'd have to set custom loot's "Clear Container First" to false for that profiles CustomLoot table, and then set Allow_Rust_Loot_Percent to zero for that profile in BotReSpawn. That's more complicated, and your'e already using CustomLoot so you might as well handle it there.
  4. Steenamaroo

    About loot for some bots

    Hi, If it's just single, or a few, specific items like that it's probably easiest to just add them to a customloot table for that npc profile. Just duplicate and rename your current customloot table - the one that gives skulls, then in /config/CustomLoot.json, apply that new name to whatever profile you're working on as "lootTable". While you're there, make sure minItems and maxItems are set to 2 Now open and edit that new loot table and set "Resources" category probability to 1, then search to find "bluedogtags" entry and set its probability to 1. Alternatively you can just set all probabilities to zero and just use the AlwaysSpawnList, at the top of your /data/Customloot... loot table file. Like this. "AlwaysSpawnList": [ "bluedogtags", "skull.human" ],
  5. Both RustRewards and ServerRewards work fine, to the best of my knowledge. Can you be more specific?
  6. 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.
  7. Steenamaroo

    Item duplicated

    Alright, leave it with me.
  8. Steenamaroo

    Item duplicated

    What plugin did you use to add these items to the corpse (resourcedispenser) ?
  9. 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.
  10. 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.
  11. 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.
  12. Yeah, FP changed things. Not sure when but I've patched for it. It'll be in the next update. Thanks for reporting.
  13. 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.
  14. Steenamaroo

    Bots are not attacking.

    Glad that was it. Thanks for updating.
  15. 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?
  16. Hi, Thanks for reporting. I've released an update that should address this.
  17. 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.
  18. Steenamaroo

    Issue after force

    Possible. Keep me posted if there any problems.
  19. 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.
  20. Glad to hear.
  21. 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.
  22. In BotReSpawn enabled true/false is turning the profile on and off. That is, if you set it to false npcs won't spawn.
  23. None of it is set up in BotReSpawn UI or files. All of the instructions are for custom loot config + data files.
  24. 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.
  25. 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.
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