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File Comments posted by Steenamaroo
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Thanks for reporting folks.
It's in hand - Updating today for it.
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Hi,
No need to edit the .cs file - Just the /config/RustRewards.json.Yes, all you need to do is set Scrap + ServerRewards to false, and Economics to true.
If it's not taking, unload RustRewards plugin before saving your changes, and you should be good.-
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Thanks very much for reporting.
I had the same thing come up in another plugin of mine. I'll get a look at that before Thursday.
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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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I definitely did not take a look that day.
Sorry about that... It's on my to-do list now.
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Like this
"TitleStart": "<color=#d11d38>", "TitleEnd": "</color>",
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Hi,
You can wrap <color> tags around the titles in your config,
and/or use the titleStart and titleEnd options.
Go the first way if you want unique colours per title.
Do the second one if you just want all titles to be the same colour. -
Hi,
I'll have to check that. Facepunch probably added a new type that isn't being automatically added by CustomLoot.
I'll take a look today and let you know.
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I'm not sure about adding that to the plugin.
Seems like players would exploit it where high tier loot spawning is guaranteed.
I'll DM you an alternative solution, though.-
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I don't believe so, no, although you should double check with the author of server panel.
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Hi @maxalt
There's an option in the Global config - Allow_Oilrigs.
Sounds like you just need to set that to true.
They're optional because there's no navmesh there and, so, having them as an enabled monument by default doesn't make sense,
but some like to use them for stationary npcs regardless.-
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Thank you.

No, respawning is only time-based at present. -
Hi,
What, specifically, were you looking for?
Seems Facepunch have introduced a new npc type in certain areas, including the oilrig,
which doesn't inherit from BasePlayer, use .userID, or use traditional inventory.
Whether alternative approaches are developed in future I can't really say, but, for now, these npcs are fundamentally incompatible with NPCKits/Kits.-
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Hi,
I think you're on the wrong plugin page.
This is UpdateSChecker. You're looking for UpdateChecker.
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Hi,
Not exactly like that, no, but there are options to prevent Clan mates/Friends from contributing to PVPKills,
so groups can't farm PVPKills by killing each other.-
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Hi,
I don't mark Carbon compatibility just because I don't test on Carbon myself,
but if issues are reported I look in to them and, in the past, the Carbon team has made any necessary changes.That hasn't happened in some time so, realistically, everything should be good.
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Most likely, yes. I'll have to take a look at it, though.
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lol. No problem.
Glad you found it and thanks for letting me know.
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Hi,
If I had to guess, most likely a call from another plugin.
If, for example, that was a BotReSpawn npc you killed,
you have the choice of RustRewards managing and issuing the reward, though the value set in its UI,
or BotReSpawn managing the reward through the 'RustRewardsValue' set in its own UI.
It's a per-profile option under the 'Death' tab.The reason, or advantage, is that RustRewards can only see 'BotReSpawn' as one broad type,
whereas using BotReSpawn UI to manage the rewards lets you have different reward values for different profiles.
If both are enabled + greater than zero, you'd see two separate rewards coming through.
There are other plugins which operate the same way, giving you the choice,
so that's where I'd look.
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Yeah, that's a solid idea. Thanks @Malkizid
@Painfully Ordinary- There are commands to enable/disable profiles but be aware that disable
turns the profile off but also kills off any existing npcs,
so you'd probably still want to set respawn time prohibitively high, then set TimedExecute to run as late as possible during your first day.
If you have a plugin automating your server restart, you could even, maybe, incorporate the profile disables in to that.-
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Thanks for the info.
There shouldn't be any problem as I believe Carbon is meant to be compatible with all oxide plugins,
and any time there have been issues they've updated to address them.
I didn't tick the box simply because I use oxide when writing and testing so I can't personally stand over Carbon compatibility.-
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The good kind, I hope!
Just ask, if anything else comes up.
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Not really, no.
There are workarounds, I guess.
You could set up and enable the profiles with extremely high respawn timer, making them never respawn,
then manually disable them at your first server restart.
It could be prepared in advance so you have two custom profile jsons and it's just a case of switching them while the server is down.
Sorry...There's no automatic way.
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idk, all I can suggest is just unloading everything then loading BotReSpawn on its own and testing.
If there's no problem, then some plugin is governing the damage.
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It's there, in the 'Spawn' section, per profile.
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I didn't see anything like that in my testing.
I didn't test extreme ranges but a few were within a couple of foundations distance,
and a few were maybe 5-10 foundations distance away.
They all seemed to be killed in around the same number of shots - It was rapid...like maybe 5 or 6 ak shots to take down a default-profile npc.
BotReSpawn does have a Bot_Take_Damage_Percent which you can adjust, but it's global.
If it's already at 100 I'd leave it alone.
It doesn't input any over-distance reductions, in terms of the npc taking damage.-
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I'm not intimately familiar with that plugin but it's not that putting npcs there isn't possible,
it's that it's not really compatible with how BotReSpawn operates.-
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18 hours ago, pinoysaboteur said:
Hey Steen, Feb wipe/patch I noticed that the players Turrets cant harm the APC_Kill (bradley bots). WeaponTrap Safe is [False]. we didn't change any settings it was suddenly immune to player turrets. Please Advice.
Working perfectly here.
Tested with user-placed Autoturret and APC_Kill profile,
using current public version, just to be sure.
Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc.
With ignore false, the autoturret fired at, and killed, the npc.Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.
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No, Stark.
OilRig isn't a default profile or, at least, isn't permanently enabled,
because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary.The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe,
because some people wanted that.
Cargo profile doesn't exist because there's no navmesh there and it's a moving location.
All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.-
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I'll take a look into this.
A few people have reported it but I'm pretty sure I didn't change anything relevant,
so maybe FP did in the last update.Thanks!
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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.-
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PermissionsManager doesn't curate your groups.
Most likely some other plugin is auto-creating them. -
That would be my guess too.
Maybe there's an issue with their implementation or something.
Thanks!-
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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?
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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?
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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?-
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@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 -
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.
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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?
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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.
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It's an assumption but yes - If they have written in PlayerRanks compatibility and are calling 'GetPlayerTitle',
they should change it to 'GetBCTitle' instead.
Those are both methods in PlayerRanks but only one of them respects your 'ShowTitleIn...' config settings.-
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Thanks for the screen shot.
That shouldn't be possible so the only thing I can think of is that the author of IQChat is using 'GetPlayerTitle' method from within PlayerRanks.
If that's the case, they should use 'GetBCTitle', as that takes into account the 'ShowTitleInPlayertChatMessages' option.-
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Alright, thank you very much.
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Can you screenshot the issue please?
Without BetterChat PlayerRanks shouldn’t be able to put any titles in the player’s name in chat at all.
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Do you have BetterChat installed?
Showing titles in player names in chat relies on BetterChatI don't think IQChat has any compatibility for that so, as far as I know, it should be irrelevant.
Can you share your config file with me, please, and, if possible, a screen shot of the issue?
Thank you.-
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Hi @FandangoChristmas
Have you got `ShowTitleInPlayerChatMessages` set to false for those categories? -
Would you be willing to check and tell me if the attached copy solves the problem?
Many thanks.-
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Fair all round.
I'll send you a copy later patched for testing, if you're willing.
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Hi,
Thanks for reporting.
Looks like time played is being updated fairly frequently but the order+titles aren't being recalculated.
I'll see about patching that.
Where is your screenshot from? PR UI should show the correct order, yes?Skulls crushed is working fine, though.
Have you got something that is changing the name of the skull, maybe?
PlayerRanks relies on the "Skull of ****" pattern.
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Hi,
I see no issue here and multiple people have been testing that latest update for several days.
Are you sure there isn't just an issue with that particular kit? -
Thank you @Lei_Wong
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Hi @rex
I'm working through some minor issues relating to population counts / respawn right now.
I have a few people testing and am trying to get solid feedback before publicly updating.
I can send you my current working version if you like or, if you prefer, there should be a public update very soon.
Thanks for reporting. -
Hi,
It looks like you've got an issue with your BotReSpawn default data file.
Dump them it and I'll fix, if you want,
or you can run it through https://jsonlint.com to find and fix issues.
Alternatively it might be something obvious.
Have a look under Events : LockedCrate_Spawn, near the setting Marker_Visible_When_NPCs_Are_Dead.
There's probably a stray character or something. -
Sending DM.
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@ROCKETBOT SERVERS- Where?
@KingSizeKevin- I wasn't aware of that. I'll look into it.
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Hey @PistOffBastd- You're quite right.
There's a check missing in the code so the Ignore_Skinned option isn't working at present.
I'll fix that for the next update.
Thanks for flagging it, and for your considerate approach!
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Hi,
No, I don't believe they're compatible.
Happy to be corrected but I think you're out of luck unless they offer MySQL/MariaDB. -
Use whatever you're comfortable with.
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I don't know that plugin but "Permissions for" text shows the name of a group or player you're viewing.
If a group of that name exists it'll be listed in the UI - Just do `/perms group` and you'll see them all listed there. -
'authenticated' is the name of either a player or a group.
Seems like group would make more sense. -
BotReSpawn has API so other developers can identify them.
it's documented in the description, if your guy needs that.
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The setting governs vanilla APCs.
APCs spawned by plugins most likely have their own rules and logic.
Might be worth checking to see if your APC plugin has an option to ignore npcs? -
Profile > Other > WeaponTrap_Safe : true/false
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Yes, that's exactly right ^.
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Raul has confirmed he found an issue in Carbon, so there should be an update to fix this fairly soon.
Thanks to all who reported.
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Hi,
No, PlayerRanks should list data in the top 30 tables even you don't have 30 records yet.
You shouldn't have a problem.
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Thank you!
I'm troubleshooting and passing info on to Raul @Carbon as we speak.
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See above reply ^^.
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Would anyone with the issue be willing to unload all plugins
then load PermissionsManager on its own,
then open the UI and click 'All Groups' to see if it works?
BotReSpawn
in Plugins
Posted · Edited by Steenamaroo
Hey Pist... I'm half expecting navmesh related issues to creep in since FP are actively working on replacing Unity Navmesh with their own implementation.
I've had a few reports of spots which used to work (have navmesh) not working anymore,
so I'll be looking in to these to see what we can do.
Expecting a few bumps along the road but, from what I've seen so far, it should be a very good thing longer term!