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Everything posted by Steenamaroo
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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.
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"During the daytime, 30 NPCs are spawned — 29 are set as "zombie" and 1 as "hunter" via "Edit Kits"." This is your problem. ^ Your hunters and zombies would need to be two separate profiles within BotReSpawn - Not one. I recommend using BotReSpawn default Water Treatment profile for your 29 zombies, then create a custom BotReSpawn profile (chat command /botrespawn add *name*) to create a new profile for your hunter. Before you do anything else to it, set Other/ParentMonument to Water Treatment 0. That's in the BotReSpawn UI. That way your new custom hunter profile will always be tied to the Water Treatment location and profile. Once that's all done you can go into CustomLoot config file and assign Water Treatment 0 one loot table, and your new hunter profile a different loot table.
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Who are the regular zombies? They should be a different BotReSpawn profile to your hunters and, if they are, then just make sure their profile doesn't have the hunter loot table in CustomLoot config file. I mean, you already had a customloot loot table for skulls only - Your other npcs (not hunters) should be using that.
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"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.
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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.
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"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.
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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" ],
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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.
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Alright, leave it with me.
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What plugin did you use to add these items to the corpse (resourcedispenser) ?
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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.
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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.
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Yeah, FP changed things. Not sure when but I've patched for it. It'll be in the next update. Thanks for reporting.
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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.