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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    NPCKits

    I'll have a check to see if that's kits plugin or me. At a glance I don't think it's me but I'll make sure. Thanks for the info!
  2. Steenamaroo

    NPCKits

    Hi, @TheEye I updated Kits to be on the same version as you and I'm not seeing an issue. Would you mind rolling back NPCKits to confirm for sure if it's related or not?
  3. Uploaded file is 2.2.3. Confirmed by downloading.
  4. @Country_SassNot really, no. Each npc chooses random points to walk to, within the roam range of his spawn point. ZombieHorde does that, though.
  5. I don't see any API for identifying helis from that plugin but I can take a punt that it's adding a custom component and/or changing OwnerID. I'll send you something for testing, if you're willing.
  6. Hi, The advice would have been to ensure that nav_wait is true. If it's false then the server starts up fully before navmesh generation is complete, so then there's nowhere for the npcs to spawn at first. It wouldn't apply to any profiles where Stationary is set true, as those npcs don't move and don't need navmesh.
  7. I can probably increase it with distance. Thanks for pointing that out.
  8. Steenamaroo

    NPCKits

    Alright, thanks for letting me know. I don't know what would have caused that but don't hesitate to report if you see it again.
  9. Steenamaroo

    NPCKits

    Have you recently introduced any new loot or npc plugins which could be doing something to npc inventories? If you have a test server I'd recommend firing it up with no plugins except for NPCKits and Godmode, then kill off a few vanilla npcs (modified by npckits) to see if the issue persists.
  10. Steenamaroo

    NPCKits

    Are you getting that often or was it a one-off? I think that can only happen if a corpse spawns and has null or empty inventory so I've added a condition to check for that. That's a strange thing to happen, though.
  11. Peacekeeper_Uses_Damage will be a new option in the next up date. With the setting false, Peacekeeper functions as it does in the current version. With it set to true, peacekeeper npcs should ignore you until you actually hurt one of them. Thanks for the suggestion!
  12. That's how it used to be in BotSpawn but it often raised eyebrows - People didn't understand why they couldn't hurt the npcs with melee. I think your first suggestion makes the most sense, making the npcs ignore completely unless you actually hurt them. I'd probably just add PeaceKeeper_Follows_Hostility : true/false, with the default true so, by default, nothing changes, then if you set that to false it would work based on whether you've hurt the npc or not.
  13. I'll take a look.
  14. I'll look into that. Shouldn't be too difficult to give a global option for how peacekeeper works. Right now it's based on Rust hostility so what you're describing makes sense.
  15. The plugin that keeps on giving! @Country_Sass - You'll find it there for every profile, under the 'Other' tab in UI,
  16. MalS can answer but I imagine BotReSpawn - It has parachute options for all profiles, including biome.
  17. Hi, Not really, I'm afraid. I used to get requests to make them roam in hordes from time to time but, really, that's what ZombieHorde does so I never wanted to go down that path, and also BotReSpawn was always about having NPCs tied to a certain area. You can enable biome profiles and have npcs spread far and wide, so they don't really have a home, as such, but no...there's no roaming in groups I'm afraid.
  18. @Stark That's not something I can really answer as I don't have BetterNpc experience, but maybe some users of both will comment here. I can say that much effort has gone in to making setup and maintenance as easy as possible, with almost everything being configurable via UI, and I haven't had queries or reports about performance issues in quite some time. Every npc plugin will have limits, as will every server, but reports overall seem to be pretty good these days. @Dad Frog No worries. Just let me know if you have any other questions. There's an update due for release which gives in-UI descriptions of every single option. I'll try to get that released sooner rather than later.
  19. Hi, I'm not sure what you mean by number of spawn slots, but BotReSpawn has a UI for setting up now making setup very quick and easy. If you were referencing the SpawnsData file, that's for custom spawn points for profiles and is also managed in-game via UI. Day_Time_Spawn_Amount and Night_Time_Spawn_Amount are options for every profile in BotReSpawn and can be found in the "Spawn" tab, which is the first tab that shows up when you click a profile name.
  20. Oooh, I did not. Apologies, I forgot about that. Will do soon.
  21. Hi, Yes, there is a peacekeeper option per-profile, although it's not strictly based on whether you are holding a weapon or not, like old BotSpawn. Instead it's based your vanilla hostility marker. Peacekeeper npcs will only initiate a fight with a player if that player is marked hostile.
  22. Is it only Heavy Scientist or happening with other npc types too? It's possible to get double rewards with BotReSpawn, for example, as RustRewards has a BotReSpawn reward setting built in, but BotReSpawn also has per-profile Reward settings which call RustRewards. I'd guess it's something like that, except not BotReSpawn...Some other plugin.
  23. That may be an option in ServerRewards/Economics - I'm not sure. If it's not I can look into adding that to RustRewards.
  24. Ah, I forgot about that. Sure. I can sort that out for you.
  25. Yes. They'll do that in the next update.
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