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Everything posted by Steenamaroo
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- 424 comments
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- 2
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- #statistics
- #leaderboard
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- 24 comments
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- 24 comments
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Hi, No, this doesn't apply to all npcs. You can click on any of the option names in BotReSpawn UI for a popup with more information. 👠The popup for SuicideTimer shows this "Event profile populations are kept under control by causing the npcs to suicide after X minutes. (Airdrop, Crate hack, Crate spawn, Heli kill, etc) This setting allows you to adjust the number of minutes before the npcs will suicide. For default/custom/biome profiles, this setting only applies when /toplayer command or button was used, as those are additional npcs outside of the regular maintained population." This safety is in place because there are many very low pop servers with very frequent airdrops and without some sort of automatic cleanup there'd be hundreds, if not thousands of airdrop profile npcs running around after a while. You can effectively disable it, if you want to, by just turning up the timer to the point of being meaningless.
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Make sure you're on the terrain when checking, not flying or standing on any obstacle, and try moving around a few feet. Sometimes it can be fussy. If that doesn't help then it just means there's no navmesh at that location, so you can't have free roaming npcs there. You can either look for another location, or set stationary to true for that profile, to have non-moving npcs.
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Hi, Yes, there is a Respawn_Timer in the 'Death' category for every profile. The timer is in minutes and the default is 1
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Hi, Yes, I ignore vehicles with assigned OwnerID intentionally, so that RustRewards doesn't give out rewards for vehicles spawned or managed by other plugins. It means that developers managing vehicles would have to manually opt in for RustRewards if they want, rather than having to opt out if they don't. I have API the dev can call, if they want to use that RustRewards?.Call("GiveRustReward", attacker, 0, amount, apc); Ideally amount would be a user configurable value. The 0, here indicates reward type kill.
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If it's suddenly happened across multiple servers with no errors then I'd be inclined to agree. @Raul-Sorin Sorban= Is this a carbon thing?
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Do you see the plugins listed if you view permissions for a player, rather than a group? Not the point, I know, but it could help with troubleshooting.
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Do you see any errors in console when you open that UI? If so most likely there's an issue with the config, data, or lang file for PermissionsManager. If you see an error paste it here and I'll tell you which. ðŸ‘
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Min/max condition bug with custom categories?
Steenamaroo replied to HunterZ's Support Request in Support
Actually, ignore the NPC part. Corpses are handled by a different hook. -
Min/max condition bug with custom categories?
Steenamaroo replied to HunterZ's Support Request in Support
Hey, Thanks for the info. That's not good. I've no doubt performance of CustomLoot could be increased; It's an old plugin but OnLootSpawn is firing 150000 times in your 17 hour uptime which works out at 2.5 per second on average. That seems excessive. I'll use debug to check the rate on my own test server but assuming that reveals nothing I'd guess some plugin is mass creating/killing crates, unless your server has a super fast rate of npc spawn+death? -
- 424 comments
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- 2
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-
-
- #statistics
- #leaderboard
- (and 12 more)
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Min/max condition bug with custom categories?
Steenamaroo replied to HunterZ's Support Request in Support
From HunterZ's description it sounds like they're manually adding new categories, which isn't a thing, whereas the chat commands allow you to add new items which can appear as loot. The new items, created by you, have a custom name which you assign when you use the command, and then use existing in-game item name plus a skinID to make them unique, and separate to the original vanilla item. Are you having issue with the loot that you get inside a Christmas present? If so, CustomLoot doesn't support those, currently, as they work differently to normal lootcontainers, although I have had a few requests to support them and intend to add that in soon. -
Min/max condition bug with custom categories?
Steenamaroo replied to HunterZ's Support Request in Support
Hi @HunterZ This doesn't really sound like a bug, as such. You're not meant to be able to add new custom categories. The plugin works from the item categories defined by Rust vanilla game and every item in the game 'knows' what category it is in. You can have custom items, added via chat commands but, behind the scenes, that's really just assigning unique probabilities to X item with some specific skin., treating that as separate to the vanilla X item. -
@Diesel- Sounds like you don't have auth level 2. The plugin will allow you to use the commands if you have the permission, or if you are auth level 2. You can see your auth level in console when you join your server. ðŸ‘
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Hi, Most likely the plugin isn't installed or hasn't loaded properly. Watch your console and issue the command 'oxide.reload PermissionsManager' to ensure it loads correctly. If it spits any errors out let me know. ðŸ‘
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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. ðŸ‘
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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. ðŸ‘