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Everything posted by Steenamaroo
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I think that requires another update from me too. Not sure what the story is there - The new scientists are a new type, presently incompatible with NPCKits/CustomLoot. I'll have to dig in to that. Thank you for testing the boats. I'll add in on-load processing for them, to catch boats which are already spawned.
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Ok. First thing would be to strip naked and redeem one of the kits you're meant to be giving it, to ensure there's nothing wrong there. Don't just check the config or UI for that kit - Literally strip and redeem it. If that checks out, make sure that the profiles for these npcs have Wipe_Default_Clothing set to true. If it's false, clothing fails to go on because their hazmat suit prevents it. Those are probably the two most common hurdles. If those check out but you're still having problems, check to see if these npcs are getting their guns but not clothing, of of they just aren't getting the kit at all. Focus on one mainland profile for testing, like Airfield or Launchsite or something.
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Hi casey. Can you give me a little more info than that? Have you used NPCKits before successfully or is this your first time setting it up?
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Hi, That's an oversight which I will fix. The "Change Spawnpoint On Death" option shouldn't show up for biome profiles, and it's not serialised (saved to the file). The reason is that it's for cases where you have X npcs and you have created Y custom spawn points, and Y is greater than X, you can ensure that a re-spawning npc takes a new, previously unused, spawnpoint for more variety. Edit: Custom spawn points aren't an option with biome profiles. For biome npcs it's randomised anyway and there should always be plenty of spawnpoints available. Glad to hear you got CustomLoot working. It's a little late, then, but I incorporated BetterLoot compatibility for the vanilla Rust_Loot_Source setting too.
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I'll take a look in to that. What you're describing would be ideal, but it would require BetterLoot to have API to make it work, most likely. I did do such a thing for AlphaLoot, so selecting vanilla loot sources does actually get AlphaLooted, if you have it set up. Being able to to the same automatically with BetterLoot would be nice.
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If you're happy with all profiles having the same loot I'd go the BetterLoot way, because you're familiar and that's pretty straight forward. For unique loot per-profile, though, CustomLoot is the way, even if it is more work.
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I don't know what looty is but I think you should be able to make a profile for scientistnpc_roam in BetterLoot, I think, and then all BotReSpawn npcs would get that. Does that help?
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Hi, Yes - The 'Rust Loot Source' selection does just give vanilla loot for whatever you select, even if you're using BetterLoot. I think BetterLoot populates npcs based on their prefab (scientistnpc_roam for BotReSpawn) and the AllowBetterLoot option is there so that users can disable/prevent that for BotReSpawn npcs, if they want to. If you're looking for more specific tailoring, like on a per-profile basis, items can be added to the npcs kits or, for more control, I have a free plugin called CustomLoot. It's not the easiest thing in the world to use but it does support BotReSpawn on a per-profile basis, or globally, you can choose, and can be used to supplement vanilla or other loot.
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Your original post was April 22nd. There's been a forced wipe and compulsory oxide/carbon update since then, but I suppose double checking would do no harm. Sending the log file I asked for would be helpful.
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Ok, please share with me a recent server log file where these npcs have been fighting with each other, and where you have unloaded BotReSpawn for a period to confirm. Send the whole file, please, not just a snippet. I'll give it a look over.
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I think it must be BotReSpawn vs other npcs, whether vanilla or from another plugin. You can easily confirm by finding an active fight and just unloading BotReSpawn. If there are still npcs after unload, that confirms. BotReSpawn has some options, per profile, in the behaviour tab which you can set to 'Ignore'.
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Hi, BotReSpawn npcs don't attack each other unless you set different faction+subfaction values for various profiles. Looks like all of yours are set at 0 (default) so there should be no fighting between BotReSpawn npcs at all.
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Hey, I think there may have been post-wipe updates which address this. Can you check your server+oxide/carbon are fully up to date?
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Private message me the most recent server log file, please, where you joined the server and tried to open PermissionsManager. I'll take a look and see if anything stands out.
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Yeah, don't worry about UIs from other plugins. We need a concrete way to confirm that you're auth level 2 admin on the server. The best way to do that is to look at the server log / console when you join. It's as simple as connecting to the server and watching the console. If you can confirm that, then confirm you are typing /perms into chat, and that chat is set to 'Global'. If you did all that and are still having issues, then I'd guess some plugin is interfering with your chat input. Do the following commands to unload all plugins, load PermissionsManager, then test PermissionsManager. console - oxide.unload * console - oxide.load PermissionsManager chat - /perms
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Make sure you're set to global chat. If you already were, check the console logs from when you joined the server (or disconnect and reconnect) and make certain it says you have auth level 2.
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Hey, Those settings should work, but the marker is for the profile location - Not a specific npc location. It's so that players know the rough area to scout, rather than the precise location of any given npc.
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If it's affecting multiple plugins, check to make sure you're still admin on the server.
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- 458 comments
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- #statistics
- #leaderboard
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- 458 comments
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- #statistics
- #leaderboard
- (and 12 more)
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Hi, I believe I solved this with another user recently. I'll DM you a copy for confirmation. Thanks for reporting.
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Failed to execute OnFrame callback
Steenamaroo replied to BetterDeadThanZed's Support Report in Support
Not really. Easiest thing to do would probably be to just back up your data file, then unload the plugin, delete the data file, then reload the plugin. If the errors go away, there is something wrong with your data file. If not then it's something else, but the data file is most likely as it isn't null checked in the code. -
Failed to execute OnFrame callback
Steenamaroo replied to BetterDeadThanZed's Support Report in Support
Hi, Sounds like maybe your data file has an issue. I can add a null check to suppress the error, and should, but that won't fix the problem. Check your data file to see if it's broken or contents are null.