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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    NPCKits

    HI @DeadGirl I'm not aware of any issues. Maybe test with all other plugins unloaded to see if the problem persists?
  2. Thanks for reporting. I've seen this in a few other plugins recently. I guess FP changed Unity versions or something. I'll get it patched.
  3. Steenamaroo

    Grenades

    Hi, No, there's no control for that but you can increase their health, give them better armour, increase the amount of damage npcs can deal, or give them more damaging weapons, like MGL. Is explosion_take_damage_% something that would be useful to people?
  4. @Neighigh- Last line was your request ^^
  5. There are some changes which aren't thoroughly tested yet, but you're welcome to be that guinea pig, if you want. Improved initial setup efficiency. Added day/night multipliers, and options to set custom day/night start times. Added option to use real world time for day/night and happy hour, instead of server time. Added day of week multipliers. Using npc displayname where possible for notifications. Created 'None' default option for currency, to prevent defaulting to scrap in the event of an issue. Fix to prevent negative fractions of SR and Economics, as well as positive fractions. Fixed PatrolHeli changes. Added config option Add_Multipliers - default false. Adds all multipliers together instead of multiplying them together. I.E.multipliers 5,5,5 would equal 15, instead of 125. Added config option Use_Highest_Multiplier_Only - default false. Allowed SamSites/Turrets which aren't .deployed (static) Fix for activity rewards chat notification not being sent. Added Activity_Reward_For_AFK to config - default is true. Included 'Position' in default notification preferences. Added fixes for cases where corpse type can't be determined. OnPlayerDeath keynotfound fix Added auto purge of player preferences if player hasn't been online in X days - Delete_Player_Prefs_After_Days RustRewards.cs
  6. Hi, It is scientistnpc_roam, although there's a chance other plugins will be using that. BotReSpawn has API so other developers can identify it's npcs. That might be something the authors of the plugins you mentioned would be interested in using?
  7. Steenamaroo

    Bot spawn with no kits

    Hi, I think when you're creating your kit there's an option there for "Copy Paste File Name" or something similar. If memory serves, just make sure that field is blank for kits that you're giving to npcs.
  8. Changed Status from Pending to Closed Changed Fixed In to 1.0.7
  9. Hi, Reload the plugin in console then watch to see if there are any errors shows. If there are, paste them here and I'll take a look. If there are no errors, are there definitely vanilla monuments on your map?
  10. 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?
  11. "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.
  12. Steenamaroo

    Feature Request

    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.
  13. Probably this. Ah well, I'll compensate in the next update anyway. Thanks for the info.
  14. 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.
  15. 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.
  16. 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.
  17. Hi, If you're talking about the vanilla npcs then NPCKits is what you're looking for.
  18. Steenamaroo

    NPCKits

    Hi, Set Wipe_Default_Clothing for that profile to true. That'll get rid of the hazmat suit and solve the problem.
  19. 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.
  20. Description updated with * Note : addspawn and showspawns commands require the user to select "Edit with console commands" first, from a profile's spawnpoints menu.
  21. 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.
  22. Nah. There’s no need for that message. ignore.
  23. 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.
  24. The player can't decide but you can - every category has a 'ChatPriority' number. Whichever has the lowest number will be shown.
  25. I looked into it again. I think I can do this with minimum performance impact. That was always my concern, using turret targeting hooks. Should be in the next update.
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