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Steenamaroo

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Everything posted by Steenamaroo

  1. Ah, I see! Someone else requested the same, or very similar, recently so I'll take a look at that. The existing code for population scaling against server population should make it pretty easy to add.
  2. @ViktorvillWhat Pookins said. The day and night amounts should be 100% accurate after a brief period of adjustment. It should spawn/kill npcs as needed, starting at the change of day/night, at a rate of around one every 10 seconds or so. I suppose if your day or night period is adjusted to be quite short, and the difference between day/night npc amounts is quite large, it's possible the numbers would never balance up properly. Let me know your circumstances and I'll take a look if needed.
  3. Hi, Honestly, I don't know. If you're willing to send me a link to a map that contains this prefab, and coordinates of where it is, I'd be happy to test and confirm.
  4. Hi @COSMO If the title for that category is blank, or there are no stats recorded against that category, the group won't be created. Could either of those be the case? PlayerRanks relies 100% upon local data file. SQL is completely optional and enabling it/disabling it has no impact on the functionality or workings of the plugin.
  5. Hi @Mortis No problem here for me. The hard coded "pr" chat command was removed some versions ago, in favour of using whatever is specified in the config under chatCommandAliases. Have a look in your config file and make sure "pr" is included there.
  6. @Stigiec@httpsfour Update 2.2.7, released a few minutes ago, fixes this issue. With AddTitleHoldersToGroup set to false, auto-created groups will be removed and will not be recreated automatically.
  7. Hi, As far as I can see it should be working? Have you double checked the config to make sure? I can't remember - It's possible you might have to unload the plugin to make config changes, then reload it again after saving your changes.
  8. Understood. Thanks for the quick reply.
  9. HI @Kk I think MuB is concerned because there's no purchase for this product associated with your account. Could you elaborate, please?
  10. Ignore. Was easier than I thought. Proper use of seeking missiles will be in the next update.
  11. Hi @Viktorvill No, unfortunately not. They run around firing it but it doesn't have a target so the missile just flies off. I'd have to write a custom behaviour for it but I'll look into that.
  12. @httpsfour- That's a known bug which will be addressed in the next update. It's fixed and tested. I just haven't released the update yet.
  13. Hi @Lei_Wong That's right - There's no navmesh for automatic spawning at the OIlRigs, but you can place custom spawnpoints there with stationary set to true, for non-moving npcs. At one time I didn't include OilRig profiles, for this reason, but people requested it so that they didn't have to re do their custom spawnpoints every wipe.
  14. @copcopekcro I've added Bot_Take_Damage_Percent per profile, with a default of 100 which will mean nothing changes unless users change the value. I'll be in the next update. The alternative was to prevent condition loss for npc worn armour but that means the use of a pretty heavy hooks so I went with this.
  15. Oh, ok. Fair enough. I'll take a look at that.
  16. Hi, No, that's not an option but you can double the value of BotHealth to achieve the same results.
  17. Hi @Mbesailor Chat priority, for titles, is the order in which titles will be displayed in cases where a player has multiple titles. This is particularly important since there are options to limit the number of titles displayed. If you have multiple titles, the ones with smaller priority number will be displayed first.
  18. Hi @Malkizid You're quite right - The current population scaling only allows for more npcs as there more players. The reverse isn't possible, with the current version, but it's something I could look into. To be honest I didn't think anyone would be interested in that!
  19. Hi @OlRandal Looks like you're viewing the json file in the /config folder. The preferences information is stored in the json file in the /data folder.
  20. Hi, In the RustRewards.json file in your server data folder you will find a section at the bottom called "PrefDefaults" There you can specify default preferences for any new player who joins the server. It wont change the settings for users who already have their own preferences logged in the data file, but it will for any new users. "Default_Notification_Type": 0 - The options are 0, 1, 2 or 3 for "Chat", "Banner", "Icon", or "Off" It looks like I've failed to include 'Position' in that section so I'll add that in for the next update.
  21. Steenamaroo

    Quarry Levels

    Yeah, this is definitely an oversight. Sales are meant to be disabled on QuarryLevels so it shouldn't be available as part of any bundle, as far as I know. @Death
  22. Hey, It does that already. There's a repeating print-to-chat of the top X and you can control the timer duration and the number printed in the config.
  23. Hey, I understand people will have personal preferences but I don't think I've ever had anyone describe them as idiots. I have seen cases where under extreme server pressure npcs will stop shooting but continue to move, so they're just walking around doing nothing. Could that be what's happening? If that's the case you'd most likely notice there's no issue at wipe time but then at some point during the wipe issues start to creep in.
  24. Hi, Yes, you can do that although it's not automatic. The plugin has TitleStart = "["; TitleEnd = "]"; which you're seeing right now. [ all the titles here ] You could set those to be blank like this TitleStart = ""; TitleEnd = "" then put your brackets in as part of the individual titles, like Title = "[Hunter]";
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