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Steenamaroo

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Everything posted by Steenamaroo

  1. No, I'm saying that spawning them in isn't going to work as a test because the profiles only acts on the ones that Rust spawns in.
  2. Well, that makes sense. The Scientist profile catches anything that doesn't fit another category so that's console or plugin spawned npcs. All other profiles are there to kit out Rust default populations. You'd need to actually go to the bandit camp and look at one of the ones Rust put there.
  3. If the bandits spawns have been put there in RustEdit then yeah, I guess that wouldn't work. If Rust is spawning them in at a BanditCamp monument then it should.
  4. Hm. not sure what to tell you. Should be as simple as Install plugin. Edit config to include valid kit for BanditTown. Reload plugin and make sure console (not f1..rcon or server window) shows no errors or warnings. Fly to bandit camp and see kitted bandits.
  5. It was bandit camp I checked with a few minutes ago. They looked very friendly with their boltys and bunny outfits. If there are no console complaints about non existent kits, and you're 100% certain all kits definitely have items, I'm not really sure what's going
  6. If they're coming out naked and there are no console warnings about it (meaning kit exists), strip and redeem one of the kits yourself. It's so easy to forget the '/kit items' command and end up with an empty.
  7. Working fine here. Make sure the kits you're using are valid and have items in them.
  8. Sure; I mean set no kit for "scientist"...pretend it doesn't exist, then do set kits for junkpile, bandit, etc
  9. Oh, sorry. I meant set no kit for that profile.
  10. "Scientist" is the only non-specific option there and is only really there as a debugging/checking leftover. It catches anything doesn't fit all the other options which, really, should just be console + plugin spawned scientists. Can't see it affecting all npcs on the server but, regardless, just turn it off and use the the other type-specific categories.
  11. Hi, You're doing nothing wrong. BotSpawn NPCs don't attack animals or APCs.
  12. Hi, As long a the corpse/container type is set enabled: true in config, and the specific loot table has at least one category with > 0 probability, and that category has at least one item with > 0 probability, CustomLoot will spawn items. Check those three things are true for some corpse/container type and see how that goes.
  13. Hi, This is described in the overview. If you want some element to be visible on subpage 1 only the set its "ShowOnSubPages" to 1. If you want it visible on 1,2 and 3...set it to 1,2 and 3. Formatting examples are given.
  14. Whatever you like, as long as it's unique
  15. Hi, For now you can just point it to a coloured image but I'll see about adding a 'Background Colour' option that only shows up if there's no valid image URL. Thanks.
  16. Steenamaroo

    button text not showing

    Hi, I've added a fix for this in the next version. Thanks for letting me know.
  17. Steenamaroo

    button text not showing

    Changed Fixed In to Next Version
  18. No, there's no fixed scale/percentages. If you set some category to 2 and some other to 4 (and the rest 0) then the second category is twice as common as the first category. Same deal if you chose 1 +2, or 3+6, or 100+200 - It's relative. If all categories have the same probability (regardless of what it is) they all have the same chance of being picked. I'd suggest setting all the categories (that you want to use) to some base number, say 10, then tweak individual values up or down from there. The more extreme you want probability to be the higher that base number is going to have to be. Specific item probabilities works exactly the same way A category is picked first based on their probabilities, then an item is picked from that category based on all their probabilities. There's a bit of a setup description here.
  19. Hi, There are no percentages - It's relative probability. If, for example, you set all weapons to 0 except for AK at 1 and LR at 199, there'd be a 0.5% chance of getting the AK any time a weapon is chosen.
  20. Steenamaroo

    MySQL Error

    Changed Status from Pending to Closed
  21. Hi, I've had a few people asking about disengage/deaggro. I'll take a look at it next time test server is up. I'm not aware of any issue with flashlights but I'll double-check that with stationary npcs while I'm there. Thanks.
  22. I've not seen any issues so far myself and I haven't had any other reports about this. If it's still an issue please let me know.
  23. Changed Status from Pending to Can't Reproduce
  24. Steenamaroo

    Bots Ignoring Player

    Changed Status from Pending to Closed
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