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Everything posted by Steenamaroo
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Hi, Have you tried it, by opening the kits page for any profile in BotReSpawn UI? If your kits are listed and can be selected there then it probably already works. BotReSpawn uses the API laid out by uMod long-standing free Kits plugin. I know some developers of alternative Kits plugins have implemented the same API for compatibility so it's possible @Amino did the same. If not, perhaps they'd be willing?
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"The given key 'Scientist' was not present in the dictionary." is something I've addressed in the next V. It should only happen when RustRewards doesn't know where that npc came from, which should be RustEdit + plugin npcs. It'll just silently ignore them in future, thanks. "and every time I return to that screen, its asking me to if I want to reload it" RustRewards saves down the config file when the UI is used, because the UI can be used to make config changes. This is why it's essential to unload RustRewards before making manual file edits because, if you don't, it'll just overwrite your changes with the copy that's in memory.
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Hi, I'm not super familiar with that plugin but I see in the overview it says "BotReSpawn compatibility, with the option to specify a BRS spawn profile at the Bradley kill site." I'm not sure if that's just a global option or if it lets you specify different BotReSpawn profiles for different difficulty levels, but it's certainly be worth checking. If it is currently just a global option perhaps the developer could make it a per-profile thing? That would make the most sense to me. They could use `OnBotReSpawnAPCKill` hook to prevent BotReSpawn's APC Kill profile from working, for their APCs, if they aren't already.
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Following what Chill Roleplay said, can you unload RustRewards then check the config file to make sure only one currency option is set to true? UseScrap and UseEconomics should be false, while UseServerRewards is true. If you need to make manual changes to the file, make certain RustRewards is not loaded at the time. I will be implementing the safeguards discussed but the reason I'm coming back to you is that I just started up my local test server with the current public version of RustRewards, set to use ServerRewards, and it worked without issue from a fresh boot with no reloads or user intervention. I thought load order may be related but apparently that's not the case. OnServerInitialized for ServerRewards does fire after RustRewards but it seems that's not relevant. All RustRewards wants to know is if ServerRewards is presently installed/loaded which, it seems, is coming back true during server boot.
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I think it's probably to do with the load order of plugins. If you look at your startup log, there'll probably be some complaint from RustRewards that ServerRewards isn't installed, and it's defaulting to scrap. I've changed this system for the next update so that this shouldn't be able to happen, and have also created a CurrencyType "None", behind the scenes, to which the plugin will default in the event that there's some problem, like ServerRewards/Economics not being present for example.
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It'll drop whatever you want it to drop. If you want the npc's clothing to be lootable then set Wipe_Clothing_Percent to 0 If that doesn't work then either some other plugin is wiping the npc's clothing, or something has changed in Rust that I'm not aware of. Let me know and I'll pursue it if needed.
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Hi, If you're talking about the vanilla npcs then NPCKits is what you're looking for.
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How do I get BotReSpan to spawn for BradleyDrops
Steenamaroo replied to Smithy's Support Request in Support
Hi, There's a few possibilities, although BotReSpawn just checks if (entity is BradleyAPC) so I doubt it's a prefab name issue. Is it possible the area where you were testing doesn't have open terrain with navmesh? If there's no navmesh or its in shallow water, for example, BotReSpawn wont spawn the npcs. I do provide an object return hook so other plugins can choose to cancel BotReSpawn's action - OnBotReSpawnAPCKill. It's also possible BradleyDrops author is making use of that. Might be worth asking them. -
Description updated with * Note : addspawn and showspawns commands require the user to select "Edit with console commands" first, from a profile's spawnpoints menu.
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HI, The showspawns console command was added for binding convenience but is only really useful if you're currently editing a profile. It was added by request for convenience for users who were already binding the addspawn command which needs to be enabled in the UI - putting you in a sort of 'editing mode' for that profile. I'll make that clearer in the description.
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"...may cause significant performance drops, and/or server stalls." console message
Steenamaroo replied to WickedSchnitzel's Support Request in Support
Nah. There’s no need for that message. ignore. -
Hi, PermissionsManager is just a front end for the oxide permissions system, so it doesn't store the data itself. There are, however, options in the '/perms data' menu which will allow you to export permissions and/or groups to either SQL or data file. If you were to export to data file you could then take that file (/server/data/PermissionsManager.json) over to your other server, then use the same menu to import. The same can be achieved by copying the oxide data file which stores permissions and groups but the advantages of doing it with PermissionManager are you can do permissions or groups separately, if you want, and it can all be done without rebooting any servers.
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Hi, No, that's not a thing. Plugins need to register their own permissions but, more importantly, they need to write the code to determine what that permission allows you to do. You'd need to put in a request with the author of that plugin.
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Hi, Vanilla npcs can't use bows I'm afraid. NPCKits does customise some surface things like appearance and whether their inventory wipes, but it doesn't modify their behavioural code. BotReSpawn, which does have it's own custom behaviour, does let the npcs use bows as well as flamethrowers, MGL, rocket launchers etc.
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- 191 comments
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- #permissions
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