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Everything posted by Steenamaroo
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It's just a two-tier probability process, so every time the plugin needs to create an item it chooses a category, then chooses an item from that category. If you had 5 categories and their probabilities were 1, 1, 1, 1, 6 the've all got 1 in 10 chance of being picked, except the last one which has 6 in 10 chance. Same logic applies to items within. If you have some category with probability 1 or more, and some item within it with probability 1 or more then yes, your npcs should always get that item. If they're coming up empty I'd guess they're being looted, or some other plugin is maybe clearing their inventory. Since you're having problems, I'd stick to the default categories and items for now. Maybe try custom stuff, if you want, once you know it's working as it should.
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- 426 comments
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- #statistics
- #leaderboard
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It's not the intended use but I suppose you could make your own if you want. The plugin selects a category from the file, and and item from that category, so as long as all the manually entered item names are correct, as they appear in a default file, it should work.
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Cool. Thanks for the info.
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All good. Yes, two messages is correct. One for successfully saving main SQL table and one for snap-shot leaderboards table.
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SQL saves when the main database saves. You're looking at a save of the table when that player was offline. Next time Playerranks saves, SQL table will update.
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Nav_wait is whether or not the server waits for navmesh generation to complete before starting up, so with nav_wait false your server goes live before navmesh is up, and BotSpawn fails to spawn most of its npcs. With nav_wait true, navmesh is ready when your server goes live, and BotSpawn should have no issues. aimanager.nav_wait "false" and nav_wait true are the same thing I think the last one in sequence would be the loaded value, but it's probably better to remove one of those and just have nav_wait true on its own. Sorry for the confusion. Edit : Fixed information - I said it backwards.
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All good.
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@Arcanekniight- The report function is for site issues and abuse - that kind of thing. Jump on our discord - Maybe someone there can talk you through.
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Ah, ok. Sounds like you have nav_wait enabled. That means BotSpawn's initial spawn won't work and, ask you've discovered, you'd need to reload the plugin some time later to get them all spawned. Set nav_wait to false.
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I understand but PlayerRanks just reads whatever value PlaytimeTracker has. It never wipes or clears that data so I guess there must be some issue with PlaytimeTracker itself?
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PermissionsManager doesn't handle creating/renaming/removing groups, but there are oxide commands for these. oxide.group remove <GroupName>
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Have you got night time spawn amount at zero by mistake? If not, attach your files and I'll take a look.
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Hi, Sorry, not really. PlayerRanks just displays the figure held by Playtime Tracker. Even if you totally wipe PlayerRanks data, it'll still show the current figures for Playtime Tracker (and Economics and ServerRewards).
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- 426 comments
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- #statistics
- #leaderboard
- (and 12 more)
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- 426 comments
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- #statistics
- #leaderboard
- (and 12 more)
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- 426 comments
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- #statistics
- #leaderboard
- (and 12 more)
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Suicide timer governs that. Any NPCS which aren't population controlled auto-destroy themselves after a period of time. The reason is that nothing's monitoring how many of them there are, so if you have a low pop server with regular airdrops, you could end up with hundreds on npcs roaming around very quickly.
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Hi, Completely remove the tables then reload, or save, PlayerRanks. The tables will then be created automatically.
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Hi, Sounds like you're looking for "Allow_Rust_Loot_Percent" : 0. Yes, you can set the Respawn_Timer as high as you like - It's in seconds so set it greater than 600.
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Thanks for reporting. I'll fix this tomorrow. For now, removing 'admin' from the groups entry should get it going for you.
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Hi, TimePlayed requires the PlaytimeTracker plugin from uMod. PlayerRanks just reads the data straight from it.
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- 50 comments
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- #updates
- #steenamaroo
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(and 5 more)
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There's no %. It's all probability. If you set Ammo 1, Food 1, Weapons 8, then weapons category has an 8 in 10 chance of being picked, for each item that's created. The same logic applies to choosing an item within the chosen category. Two stages of probability. If you have some category enabled and then all item probabilities set to zero, that category will never be used. If the probabilities are set such that no item can ever be picked, then there'll be no items.