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Everything posted by Steenamaroo
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Alright, thanks for the info. I'll look into it tomorrow. I feel it's likely to be some other plugin doing something odd but I'll confirm and let you know.
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Do you get RP for destroying barrels under any circumstances? If not, try unloading all plugins then loading RustRewards and your economics plugin on their own to test.
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No problem at all. Glad to help if I can. If adding such an option solves a problem I can look in to that but, to be honest, it's never come up before. I expect restarting once a day at something like 4am local will probably make it a non-issue. Let me know how you go and, yes, don't hesitate if you have any questions.
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No trouble. That's a bit of a tricky one. I suppose a solution could be to make BotReSpawn save down the IDs of crates which have an npc complement, so upon reload it could repopulate those crates with a new npc complement, and just put it behind a true/false autorepopulate option, although, saying that, I didn't think hackable crates and supply drops were persistent across server restart... On the other hand, most servers I've dealt with don't restart that frequently. Maybe there's a reason for that...a problem we can solve that lets you just restart once daily at the server's lowest population time? If I can help with that I will.
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Hi, In short, yes. It's possible the map maker might include a BotReSpawn json set of pre-made profiles but you'd need to check that with them. It's also possible someone in the community might share theirs. Failing that, yes, at a minimum you'd probably want to go in and create new profiles at each of the non-vanilla monuments or points of interest. You can just create a profile and set radius then let BotReSpawn spawn npcs at random points within that area, or you can go in greater detail and create custom spawnpoints for the profiles - As with a vanilla map, that's up to you. Everything can be done in the UI now, saving you from tedious json editing. If the map maker is including vanilla monuments I think those should be detected as normal and should have automatically generated profiles, but it would be good if someone else could confirm that - I don't have a lot of custom map experience. If you go the route of setting up your BotReSpawn profiles in advance (I.E. before the actual wipe), you'll want to make sure you set Disable_Non_Parented_Custom_Profiles_After_Wipe to false for all your profiles. It's just a point of convenience - If you don't do that BotReSpawn will detect that there's been a wipe and turn off all the custom profiles you created. Let me know if that answers your question.
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Hi, BotReSpawn does kill off all of its npcs if you unload, or reload it, to make sure it leaves the server as it found it. Plugins which spawn and manage populations of custom npcs or vehicles or whatever should always do this. I have made efforts to reduce the number of scenarios where you'd need to reload the plugin, though. Everything (I think?) can be changed via the in-game UI, saving you from having to make json edits. Many of the options per profile take effect immediately without the need to kill/respawn npcs, and in cases where kill/respawn is needed, like changing kits or spawnpoints or names, you can reload the specific profile via UI, rather than reloading the whole plugin. Is there some reason you're finding you need to reload the plugin often?
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In short, yes and no. Murderer prefab no longer exists in the game but I believe their clothing items still do, so you can make a kit to dress the npcs as murderers. BotReSpawn has its own attack logic and does support melee-only behaviour, which is very similar to the older Murderer behaviour, and also supports npcs using throwables like beancan grenades etc if you place any of those in the kit belt. So while you can't directly spawn murderer or scarecrow prefab with BotReSpawn, you can more or less re-create the same thing. You can also give your npcs frankenstein parts, if you want, either through Kits or though the clickable options in any profile's UI settings.
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`Couldn't connect to SQL. Please check config credentials and ensure that SQL host is whitelisting Rust server IP.` Did you do this? I know you checked the credentials but the Rust server IP needs to be whitelisted with your SQL host. If you've done that and it doesn't work maybe contact your Rust server provider and ask what IP SQL queries would go out on. I've had cases where it's not the same as the Rust server join IP.
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One plugin is saying Bradley can target APCs and the other plugin is saying it can't. You'd need to look at the settings for both and make sure they agree, assuming Bradley plugin offers you that control. There may also be cases where the conflict warning is fine and you can just ignore it - For example if default desired behaviour is that APC targets NPCs but the circumstances with this Bradley plugin are an exception where it shouldn't. Depends what you want, really.
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Hi, I'm afraid neither of those is my plugin. Sorry!
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For profiles where the monument doesn't exist, I'm not sure about forcing AutoSpawn false, or locking the button, because a lot of people deliberately keep those profiles set up and ready to go (autospawn true), so that they don't have to do anything when the map changes, but certainly the idea of separating them out or having filters makes perfect sense. That would probably tidy up the default-profiles page a lot! Thanks for the suggestion.
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If you have it enabled then, most likely, the environment people are throwing supply grenades in can't support bots. Try testing in an open terrain area, or in one of the vanilla monuments with open ground, like the airfield. It's possible something's changed - If you think that's the case I'll fire up the server and get is sorted, but it's not uncommon to get not-working reports for supply signals thrown in the water, for example.
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