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Steenamaroo

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Everything posted by Steenamaroo

  1. Ah, I forgot about that. Sure. I can sort that out for you.
  2. Yes. They'll do that in the next update.
  3. Yeah, that setting is badly named. It's not really so much about speed as it is the variation in fall speed, which is apparent when a group all spawn at once. It looks better, in my opinion, if they all fall at slightly different speeds so I gave that option, but there's no option to just make them fall faster overall. It's been requested a few times so I'll look into adding that.
  4. Hi @Infidel Are you using LootDefender? If so you'll need to set up the reward values for those crates in LootDefender's config file as it gives players ownership of the crates, and RustRewards ignores player-owned crates by default.
  5. You probably need to set `Ignore_HackableCrates_With_OwnerID` to false or, in the other plugin set `"Only player that hacked can loot?"` to false. Either of those should sort it.
  6. Can do a separate plugin to make a one-off call OnNewSave (at wipe). it's only a few lines. I'll throw it together tomorrow.
  7. At a glance I don't think that plugin should make any difference. There is a profile in BotReSpawn for Crate_Hack. That plugin just introduces requirements but, ultimately, it looks like the player hacks the crate as normal, so the profile should work as normal.
  8. If you restart daily then everything about BotReSpawn resets daily. That means you don't need a one-month respawn duration...just one day, although it also means your npc will respawn daily. If you literally just want this npc to spawn when the server wipes, once, and never again, we'd need some kind of custom solution. It would be an easy enough thing to do. If you need help with it let me know.
  9. You restart the server regularly though, no?
  10. Hi, Sort of... The main default and custom profiles maintain a population set by you, so those guys will respawn when killed. You could set the respawn duration (minutes) so high that it never actually happens, though.
  11. Hi, What data? RustRewards just stores player preferences and your friendly names for everything. Do you mean player currencies...ServerRewards or Economics?
  12. Steenamaroo

    NPCKits

    I'm afraid not, no. NPCKits doesn't modify weapon use behaviour. The npcs are vanilla in that respect.
  13. Hi, There's a global option called NPCs_Assist_NPCs which you can disable, or you can leave it enabled and reduce their Assist_Sense_Range (per profile) That's probably what's causing nearby npcs to get involved in fights.
  14. HI @AKWA Yes, there's a reward for activity that you can enable. It gives out the specified amount of currency every X minutes that a player is on the server.
  15. Probably should have told you what those mean... Descriptions from the upcoming UI update... Short_Roam_Range. When passively roaming, npcs choose a spot on the ground to walk to, walk to it, then choose another...and repeat. If this setting is true npcs will choose spots much closer to their current position than normal. This can be useful where npcs are in areas with a narrow river, for example, to prevent them trying to roam to the other side of it. Assist Sense Range If Global Setting 'NPCs_Assist_NPCs' is set to true then npcs can assist nearby npcs who have a target. Use this setting to adjust how far away an npc can sense other aggravated npcs.
  16. Hi @Rezanow, None of the profile configurable values is detailed in the description. Profile values. Each profile value and description is not listed here, but all (apart from text strings) are now configurable via UI, and have sensible default values. Most should be self explanatory, although I do intend to add descriptions/notes in the UI itself in the near future. If any specific setting/value is unclear, please just ask in CF discord, my discord, or the support section here. As it happens I did the part in bold last week so the next public release will have clickable labels and full descriptions for every profile option.
  17. Steenamaroo

    NPCKits

    Hi @nivierheim I think that should be CompoundScientist.
  18. Yes, that should be resolved in the next version too, unless the name really is ridiculously long. I put fewer kits on the page to allow more space, and wrote in pagination so you can browse a limitless number of kits.
  19. There's a global config option `NPCs_Assist_NPCs` which you can turn off, if you prefer, and also a per-profile option `Assist_Sense_Range` which you can adjust to taste. The next update of BotReSpawn will have a per-profile option `Friendly_Fire_Safe` which will prevent damage when npc's accidentally hit each other.
  20. Hi, They only throw grenades if you have them placed in the kit, and they should only attack each other if you've got Ignore_Factions set to true, or set up factions such that certain profiles are aggressive to each other.
  21. @RobertLeal- As it happens I added both of those last week. You're welcome to test it out before I update properly. Recommend using the `/perms data` menu to save a local back for groups + perms, just as a precaution. PermissionsManager.cs
  22. No trouble at all. Thanks for coming back with more info!
  23. Hi, Just checked and they're working fine here. You know beancans have a chance of not exploding? Some are duds.
  24. Ok, thanks for letting me know. I'll take a look at that soon!
  25. Hi, Most likely nav_wait is false. When it's false it means the server doesn't wait for completion of navmesh generation before starting up, so when the server goes live and BotReSpawn starts up, there's no navmesh for the npcs to spawn on. Type nav_wait into server console and if the response if False, do nav_wait True server.writecfg
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