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Everything posted by Steenamaroo
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Hi, Someone else reported this recently but, unfortunately, I can't seem to find that now. Their problem was cause by some other plugin which was modifying how barrels get destroyed. I think, maybe, it was a plugin that makes them break with one hit, or something like that.
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Let's hope they don't include an npc spawner then. I think Raul's fixing it in Carbon now.
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Inaccurate distance for pvp ro pve shootings
Steenamaroo replied to Unkown's Support Request in Support
Can't really say for sure, as I don't know what you're using to push stats to discord. When you attack someone and they become wounded and then die, PlayerRanks records the distance based on where you were when you wounded the player, not where you were when they died. That's one potential reason, if your other plugin doesn't do that. -
Ah, ok. If you're spawning this in I'd say almost certainly the npcs won't be able to navigate it, because navmesh is baked during the server startup and, as far as I know, is never updated. The best you could do is place some static npcs in strategic points with stationary: true. If you were adding these prefabs to a map that you're creating in RE then they'd probably work fine, but it'd need tested to confirm unless someone else happens to know.
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@ViktorvillWhat Pookins said. The day and night amounts should be 100% accurate after a brief period of adjustment. It should spawn/kill npcs as needed, starting at the change of day/night, at a rate of around one every 10 seconds or so. I suppose if your day or night period is adjusted to be quite short, and the difference between day/night npc amounts is quite large, it's possible the numbers would never balance up properly. Let me know your circumstances and I'll take a look if needed.
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@Sam I am I'm not sure - I couldn't get a reply from Raul about it. I guess maybe post in carbon discord? You can ignore the open connection message. It's not a problem.
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- 424 comments
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- #statistics
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Hi @COSMO If the title for that category is blank, or there are no stats recorded against that category, the group won't be created. Could either of those be the case? PlayerRanks relies 100% upon local data file. SQL is completely optional and enabling it/disabling it has no impact on the functionality or workings of the plugin.
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- #statistics
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It'll only ever change to false for custom profiles which don't use the Parent_Monument option, because if you change maps those custom profiles will no longer make sense and you'll have npcs in strange places, or failing to spawn. If you're recycling the same map and want to disable that feature (keep Autospawn true), you can set Disable_Non_Parented_Custom_Profiles_After_Wipe to false in the global config page.
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Hi, Looks like you've made a mistake when editing the default profiles data file. The error message is pointing you towards 'AutoSpawn' for the Dome profile. Check that area to make sure you're not missing a comma or quotation mark, or that you haven't used capitals like True or False. These should be lower case.
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- 424 comments
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- #statistics
- #leaderboard
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You take a look, @Raul-Sorin Sorban Sounds like maybe plugins.GetAll() or permission.GetPermissions() isn't returning what it should?
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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.