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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, No, there's no category for that. It's doubtful I'll add any more categories to the current plugin, at this stage but I'll certainly add all the seasonal collectable events in to the rewrite. The list of new categories is getting huge. I put quite a bit of work into it this week. It's getting very close to sending out to people for testing.
  2. Always great to hear. Thanks for commenting, @phillip.van deventer Maybe I'll mark it compatible but put a caveat at the start of the description that I don't personally write, or test, on Carbon. To be honest, any time Carbon specific issues have come up I've reported them and Raul has sorted it, or I've made adjustments at my end to work around it.
  3. Yes. If you add custom spawn points to any of the default monuments, they will automatically be kept in the same place relative to those monuments, no matter what map you're on. If you change maps and there is no Airfield (for example) on your new one, that profile will just be ignored until the next time you fire up a map that does have it.
  4. It probably works just fine but I can't really advertise as Carbon compatible because I do all my writing and testing under oxide.
  5. Resolved in V.1.3.2
  6. Continuing in DM.
  7. Hi, Thanks for letting me know. Is this issue only since updating to 1.3.1? I just tested to confirm - It's working fine here. Do you see a message in console when you reload BotReSpawn, [BotReSpawn] Automatically Harmony Patched...etc ?
  8. Hi, I suppose try the different communities - Someone may reply here, or maybe post in some of the rust/oxide/codefling discords? Realistically, though, you're probably better just setting it up yourself as there are so many options that suits one sever but may not suit yours. I've tried to make BotReSpawn setup as easy as possible. The vast majority of settings can be changed via UI without editing any files, and profiles can be reloaded individually to save you having to reload the entire plugin. The default settings for things like health, spawn radius, damage dealt etc are all fairly sensible values, so you can simply set autospawn true and reload a profile to have working npcs. There's also a copy/paste option within the UI so if you find you want to set numerous things the same way across many profiles, you can use that. Every option name in the UI is clickable, showing a brief description of what that option does - You might make use of that. Oxide's free Kits.cs plugin does make kit making very easy - Again, all can be done via UI in a few clicks, and selecting them or some profile within BotReSpawn is also just a matter of a few clicks. Don't be afraid to ask if you've any questions but, hopefully, you'll find it's fairly quick and easy to get going.
  9. Your question prompted me to revisit the rewrite. It's much farther on than I had remembered so maybe I'll prioritise this and see about getting it wrapped up fairly soon.
  10. Not in the short term, no. I did have plans to rewrite PlayerRanks 'cos it could really do with it, and did make a good start but, like so many things, it's a case of finding the time, so I definitely wouldn't be putting any promises on a time scale for that, I'm afraid.
  11. Maybe I forgot then. I'll check. I mean, everyone who is running the plugin is going to have to delete their lang file or manually fix it regardless but fair point - New users shouldn't have to.
  12. Continuing in private message.
  13. HI @Kaj Van der Hallen Could you reload BotReSpawn and tell me if you see additional/different errors at that point? Thanks for reporting.
  14. Hi @MooDDang No, I'm afraid not. Navmesh isn't something that's within BotReSpawn's control. I think the only real options are 1: Temporarily disable that profile, to see if things are fixed/reverted at some point 2: Temporarily (or permanently) relocate or remove those npcs 3: Set the profile to stationary, for now. The third option sucks, of course, because the npcs wont be able to move, but they will, at least, spawn in the intended locations and fight with people.
  15. Steenamaroo

    NPCKits

    Handled in private message. Will update shortly to address this.
  16. Actually, it looks like there's quite a few mistakes in that file. You'd probably need to go through with a json validator to remove all the stray commas. I guess someone went through this file deleting lines? That shouldn't ever be necessary. I'll DM back a fixed copy of the one file you sent. You can use https://jsonlint.com to fix the other.
  17. Thanks for sending the file. There is an issue with the file, and CustomLoot should be reporting this as the plugin loads. Remove the stray comma at the end of the highlighted line, save the file, then reload CustomLoot.
  18. Not sure what to tell you. Could you DM me either of those loot table data files, please?
  19. The plugin only updates loot tables which mentioned in the /config/CustomLoot.json file. I bet your files which aren't updated aren't actually in use.
  20. Which new items, that you know of, are missing?
  21. None, sorry. I just checked and all my files on the local test server have updated. Do you see any errors in console when you reload CustomLoot?
  22. Hi, PermissionsManager does offer a backup and restore option but, of course, that'll only work if you used the backup command in advance. For normal use PermissionsManager doesn't rely on its own data record but, rather, oxide's permission system and storage. On oxide servers they're stored in /server/data/oxide.users.data, as far as I know. Maybe you deleted that by mistake? If so you should be able to shut down the server and restore that file from backup. oxide.groups.data is stored there too.
  23. I've never placed npcs there but I can fire up a map and check it out. Any chance you could fire me a screen shot for reference?
  24. I can only really reiterate what I said before, because I don't know that plugin, but my assumption would be that if you already have CustomLoot set up to put loot on the type of npc that plugin spawns, then the option provided would let you prevent that from happening for BossMonster npcs. It sounds like when I had 'Allow_Alphaloot' in BotReSpawn. I had dozens of people asking 'where do I put the loot table name' when, really, the option was preventative and should have been called 'Prevent_Alphaloot'. Maybe the author would consider adding "CustomLoot_Profile" as a string option, and making their own call for loot to CustomLoot if that's not empty. That would give more control.
  25. I can only guess, without knowing a bit more, but if true/false is the only option I'd assume it's giving you the option to prevent CustomLoot from filling some container/corpse, in the event that you already have CustomLoot set up for that container/corpse type.
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