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Everything posted by Steenamaroo
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Hey, It sounds like maybe those spots require stationary to be set to true? This is the case anywhere where there isn't navmesh. You can use the 'Check Navmesh' button in the UI, in the add spawn points menu, if you need to confirm if any given point does, or doesn't have navmesh.
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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.
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@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.
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Here is fine. Weapons should go in the npc's kit's belt section, and any attachments for that weapon should be fitted to the weapon, just as you would if you were going to use the weapon yourself.
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Hi, It shouldn't be overly taxing on resources but the reason you're seeing this happen is probably because you have different npc spawn amounts set for day time and night time, so when day/night begins BotReSpawn will spawn, or kill, the difference to make the numbers right again. If you want the npcs to only ever respawn based on respawn timer, after having been killed, then set day and night spawn amounts to the same figure.
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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.
- 424 comments
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- #statistics
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Thanks for reporting. I'll have to add a couple of additional checks to prevent that from happening. It'll be patched in the next update.
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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.
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- 195 comments
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- #rust plugin
- #custom rust plugin
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Hi there, Glad you're enjoying it. It sounds like maybe one of your loot tables got messed up. Have you been editing any recently? The error makes it sound like the plugin is looking for a category called "Categories", so I'm thinking maybe commas got misplaced or something like this? Feel free to attach your most recently edited loottable, or DM me a zip of your /data/CustomLoot if you want me to take a look. The things you list there aren't loot containers so I did choose to leave them out of the plugin. Anything like harvesting from an animal, gutting a fish, unwrapping a present, as far as I know they all create the loot directly in your inventory upon an action, whereas containers contain the items and they can be viewed. Barrels are an exception to that, sort of, but they are loot containers technically - They just work slightly differently. Maybe I can see about adding these presents etc in their own section or, at least, do a separate plugin that lets you customise them with a CustomLoot table.
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Unterminated string. Expected delimiter
Steenamaroo replied to rifle.ak's Support Request in Support
Hopefully it's just one of those things but if it happens again please let me know and I'll see if there's something that needs to be addressed. -
Unterminated string. Expected delimiter
Steenamaroo replied to rifle.ak's Support Request in Support
Oooh, ok. That means SignManager plugin is not loading. Seems like an issue with the data file. Ensure that the plugin is unloaded, delete the json data file file, then reload the plugin. -
Unterminated string. Expected delimiter
Steenamaroo replied to rifle.ak's Support Request in Support
Sorry, I'm not clear on what happened. Using the export command yields no console output, so what resulted in the error in your first post? -
Unterminated string. Expected delimiter
Steenamaroo replied to rifle.ak's Support Request in Support
Hi, Are you sure this is coming from SignManager? What do you do right before you see this message? -
- 424 comments
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- #statistics
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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.
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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]";
- 424 comments
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I'll get you on discord.
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They do not spawn in Terran trigger volumes
Steenamaroo replied to Zero Absoluto's Support Request in Support
Thanks for coming back to explain. Sounds like you have one profile but want it to have some npcs at terrain level and some underground? If so your solution should work. Just for clarity, though, when UseCustomSpawns is set to false, BotReSpawn will try to find random spawn point where the profile is located. Keep in mind that the profile itself has a location - where you were when you created it. This can be checked with 'Show All Profiles' in the UI, and you can move any profile at any time using it's use Move profile here button. If you have Off_Terrain to true and create a profile in a cave or tunnel, for example, BotReSpawn *should* find its random spawnpoints down there instead of at terrain level, although in many cases the walkable areas are so tight that it fails to find the number you want, so often custom spawnpoints are the better option. If you want some variety, so the players don't know the precise spot the npcs will spawn, you could split that up into two profiles. An above ground profile, and an underground one. The underground one should have UseCustomSpawns true and spawn amount to 5, but you then have the luxury of adding more spawnpoints than you need, say 10, and setting ChangeCustomSpawnOnDeath to true. That would randomise their spawn points a little bit. -
They do not spawn in Terran trigger volumes
Steenamaroo replied to Zero Absoluto's Support Request in Support
Oh you're using custom spawn points? Didn't realise that. They're green so there shouldn't be an issue. It's definitely not something silly like spawn population is set to 0 for day/night, or UseCustomSpawns being set to false?