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Everything posted by Steenamaroo
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Where Can I Find the Weapon Settings for Custom NPCs?
Steenamaroo replied to tonnp's Support Report in Support
Hi, NPC weapons, clothing, etc is handled by free Kits.cs plugin. It's pretty straight forward to use - UI based, and when you've successfully created a kit with it that will show up in BotReSpawn. Every BRS profile has a 'Kits' button and you'll be able to see your new kit there. Just toggle its value from 0, to 1, then reload the BotReSpawn profile and you should be good. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hm, ok. Might just be a vanilla code limitation. I'll look into it and find out. Thanks. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hm, maybe it's getting caught by BotReSpawn's Pve_Safe setting. It shouldn't....but maybe it is. Would you mind turning that off to confirm? It's one of the global config options. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Same applies - BotReSpawn doesn't do anything with damage for APC - Only targeting, so you're probably looking at your PVE/PVP plugin, or whatever you have that's controlling damage. -
Bradley targets bots but is unable to damage them?
Steenamaroo replied to Azami1213's Support Report in Support
Hi, There's a few things this could be. BotReSpawn does have a per-profile option called APC_Safe which should stop APCs targeting BotReSpawn npcs completely. It doesn't monitor or control damage - It controls targeting behaviour. In your case I'd say something else is blocking the damage. Do you have TruePVE or similar - A pve/pvp/damage control plugin, that might be blocking npcs (scientistnpc_roam) from this kind of damage? If you want the APC to stop attacking altogether, set APC_Safe to true for the relevant profiles. -
Offline Raid Protection not supported under Carbon
Steenamaroo replied to HunterZ's Support Report in Support
All good now? -
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- 231 comments
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Tagged with:
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Offline Raid Protection not supported under Carbon
Steenamaroo replied to HunterZ's Support Report in Support
Thanks pal. I'll sort this in an update today. -
Possible there's two issues. The plugin strips out "Oxide.Plugins" from the name of other plugs, so you're just left with the important part but, apparently, some are have "Carbon.Plugins" in their name instead. That's fine...no problem...solved. Can just use plugin.Name instead but I don't see why that would affect my UpdatesChecker plugin. Maybe looking at two separate issues? @Ranger - Can I send you a test copy today to see what's up?
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Looks like this will be resolved in the next update, which should be soon - Before wipe.
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Hi, Do you mean that you want instant attack from npcs when you're within 100 meters, and no attacking at all if you're beyond that, even if you shoot them first? This is achievable, although with a ceveat. Setting peacekeeper to false and AggroRange to 100 will ensure that npcs attack you immediately if you come within 100 distance of them. You should set DeAggro range to the same, as you described, so that they let go of you if you escape. There is a memory duration, though (the caveat) so they won't just instantly forget you if you step outside of 100 distance. Players would exploit that. You may want to just turn it down - I'd suggest maybe 5 seconds or something. Ordinarily npcs will disregard aggro range if they are injured by a shot, but setting Immune_From_Damage_Beyond to 100 will ensure that they don't. The combination of those things should achieve what you're looking for. If I've misunderstood, please just let me know.
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Hey! Don't be sorry. Yeah, you're on the right track. CustomLoot can represent BotReSpawn as one single group, or by profile, so make sure you have "corpseTypePerBotReSpawnProfile" set to true in the config file. If you're already seeing CustomLoot entries for individual BotReSpawn profiles, then already have that done ^. Then just create your new BotReSpawn profile, as you described, and all you should have to do after that is just reload CustomLoot, so it picks up the new profile. Make sure you close your CustomLoot config+data files, then re-open them after reload, just to be certain you're seeing up to date info,
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Hi, The useNewNavmesh argument isn't a + or - situation. It's an executable argument, like -batchmode and -nographics, so, to test it, you'd change your startup script to have .....\server\RustDedicated.exe -batchmode -nographics -useNewNavmesh -logfile blah blah You'll know it worked when you see no mention of Unity navmesh during startup. There have definitely been some changes though, even using regular Unity navmesh. There are lots of areas showing as having no navmesh which did before, I've had a few reports around npcs trying to walk then warping back to where they started, indicating the BRS logic thinks there's a suitable navmesh path but, really, there isn't. I suspect the plan, for a while, is going to be 'keep it simple', unfortunately, because it's not really something we can mod our way around. I appreciate the info, though. Thank you for sharing.
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Has either of you got anything in your PermissionsManager config blocklist?
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Oh, this is fun! lol. I was hoping it would say not found, so it's a plugin permission registration issue, but nope. Any errors in console when you reload PermissionsManager, reload UpdateChecker, or toggle any perms/navigate PermsManager UI? For clarity, I'm only focussing on UpdateChecker (no Updates) because it's free, missing from your list, and showing in mine. I don't suspect any issue with it.
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Ok, thanks. If you do oxide.grant user 765611980RestOfYourID updatechecker.setup in server console, does it say granted or doesn't exist?
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Hi, Thanks for reporting. I took UpdateChecker as an example and it showed up here no problem, so that rules quite a few things out. I'm testing on window and oxide. Are you on Linux or Carbon, or both?