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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. I'll take a look.
  3. 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.
  4. The plugin that keeps on giving! @Country_Sass - You'll find it there for every profile, under the 'Other' tab in UI,
  5. MalS can answer but I imagine BotReSpawn - It has parachute options for all profiles, including biome.
  6. 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.
  7. @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.
  8. 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.
  9. Oooh, I did not. Apologies, I forgot about that. Will do soon.
  10. 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.
  11. 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.
  12. That may be an option in ServerRewards/Economics - I'm not sure. If it's not I can look into adding that to RustRewards.
  13. Ah, I forgot about that. Sure. I can sort that out for you.
  14. Yes. They'll do that in the next update.
  15. 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.
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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.
  21. You restart the server regularly though, no?
  22. 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.
  23. Hi, What data? RustRewards just stores player preferences and your friendly names for everything. Do you mean player currencies...ServerRewards or Economics?
  24. Steenamaroo

    NPCKits

    I'm afraid not, no. NPCKits doesn't modify weapon use behaviour. The npcs are vanilla in that respect.
  25. 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.
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