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Everything posted by Steenamaroo
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Kits only applying to all npcs, from one npc config
Steenamaroo replied to ChogChey's Support Request in Support
Changed Status from Pending to Closed -
No, AlphaLoot's a separate loot plugin I think some people use CustomLoot for some containers/npcs and AlphaLoot for others. Not sure why.
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I think there's only condition min/max for weapons. I may look into adding condition for items with adjustable condition and, while I'm there, making it that "skin" only shows for skinnable items.
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Nice. Thanks for letting me know. I think there was a fairly recent update addressing an issue like this but I guess you know that now.
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Hi, Edits to the BotSpawn json files aren't needed unless you want loot CustomLoot to spawn in a hackable crate when your npcs die. At present you have the % chance for hackable-crates-on-deat set to zero - If you don't want those, leave it that way. The rest, for populating the npcs inventory main container, looks fine. As far as I can see it should work. I guess just make 100% sure you're killing the right npc for testing. If you only have one profile at the airfield then that's not an issue but if you have multiple double-check you're killing/checking the right guy. For quick proof that the setup is or isn't working I'd oxide.unload * then oxide.load BotSpawn and oxide.load CustomLoot then test. That'll rule out the possibility of some other plugin overriding. Small tip - If you're going to have probabilities the same for all categories you may as well set them to 1 instead of 100. The result will be exactly the same but there'll it'll be quicker/more performant.
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It has not but it's on the to do list.
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Looks like /data/ArenaItems.json isnt saving...
Steenamaroo replied to ManMarc's Support Request in Support
Hey, I can understand that. I don't want to make the data file commit every time the user makes a change - it's just overkill - but I can add a /ai save command. I'll also add chat alias option, like PlayerRanks and InfoScreens so users can add their own custom command, like "ai". Pleasure! Glad you're enjoying it. -
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/perms group default - Check that group has X permission /perms player <some player name> - Click 'groups' - check that this player is in the default group. Click 'back'. Check that player has 'inherited button' showing for X permission. *Clicking 'inherited' will show you a list of groups from which the player is inheriting the permission, as there may be multiple.
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When you grant a permission to a group then check the perms for an individual player in that group, you will see an 'inherited' button beside the permission, indicating that the player has it because they are in a group which has it. The player may or may not have the permissions themselves - This is indicated by the granted/revoked buttons. I laid it out like this because often it's important to know what permissions a player will/won't have once they are removed from a group. In your case, if no 'inherited' button is showing, it sounds like the players aren't in the default group, or the permission has not been granted to the default group.
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No probs. Thanks for reporting.
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Changed Fixed In to Next Version
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Looks like /data/ArenaItems.json isnt saving...
Steenamaroo replied to ManMarc's Support Request in Support
Hi ManMarc. Thanks for buying, and for the kind words. You're right, it only saves to file when it unloads. Any data you've added is in live memory, though, and all editing should be done through UI, so it shouldn't matter. Is there a reason you need the data committed to file straight away? -
Hey, Thanks for the video. I'll take a look at it. I was pretty sure their 'built in' deaggro would make them forget you after LOS is lost for X (no idea how long) but if you say you can break LOS for minutes and they're still on you I'll code something in to fix that. Thanks again.
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Hi, I don't think it would work very well because of categories like StucturesBuilt, ResourcesGathered, Economics, etc, but you can set MaxDisplayedTitles to 1 then put the title entries in the config into an order you like. Only one title will show per player, and it'll be the first one they hold as they appear in that list.
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Hi, I'll write in a UI kill at the start of the create method. Thanks.
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Changed Status from Pending to Closed Changed Fixed In to 2.1.1
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It is. BotSpawn only really supports held melee weapons and regular bullet weapons. Anything else is iffy.
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Does AlphaLoot interfere with BotSpawn and CustomLoot
Steenamaroo replied to Gomazoa's question in Support
also, feel free to jump in to my discord and/or Codefling discord. -
Does AlphaLoot interfere with BotSpawn and CustomLoot
Steenamaroo replied to Gomazoa's question in Support
Ok, thanks for trying that. Since I can't replicate it I can only make suggestions. How about unloading AlphaLoot to test? -
Does AlphaLoot interfere with BotSpawn and CustomLoot
Steenamaroo replied to Gomazoa's question in Support
No, you have the right idea. It's working fine here, though. I suspect you're not getting CustomLoot at all. Maybe change "lootTable" to something new then in that new loottable just set weapons category probability to 1, and a bunch of individual weapons to 1. That way it's super obvious if it's CustomLoot you're seeing, or just the regular rust loot. -
Thanks for that. I'll take a look.
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Does AlphaLoot interfere with BotSpawn and CustomLoot
Steenamaroo replied to Gomazoa's question in Support
Hi, There was an update for AlphaLoot about a month ago which addressed an issue where disabling NPC profiles was ignored. Are you up to date? -
Hi, I notice that Night_Time_Spawn_Amount is 0. Could that be it? If not, I'd reduce the respawn timer for testing and kill the npc then watch console (server window or rcon...not f1), around the time he should be respawning, to see if there are any warnings or errors.