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Steenamaroo

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Everything posted by Steenamaroo

  1. 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
  2. No worries. Looks like these changes aren't necessary for current staging (downloaded yesterday) so if you update your server and shit doesn't work, go back to vanilla BotReSpawn.
  3. I don't think many people are doing custom SpawnGroups. If that's all they've changed it'll probably just be me. Probably Monument Addons too...
  4. Ok. Looks like they've changed a few things from protected to public. Change protected override BaseSpawnPoint GetSpawnPoint... to public override BaseSpawnPoint GetSpawnPoint... and protected override void Spawn to public override void Spawn
  5. @Butler NM. Yeah. Looks like you're on staging. If you edit the plugin .cs and change protected override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) to public override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) Hopefully it should work fine. I can do that for you and send, if you need.
  6. Hi, No, I'm not sure what's happened there. Are you on a staging server?
  7. Confirmed - The next update, due soon, fixes this issue. Thanks for testing and confirming @Baron Von Finchus
  8. Ok, thanks for the info. There must be some combination of settings I didn't try that allows this to happen, although there were a few issues relating to event spawns and parachutes, as I've recently made changes allowing events to spawn npcs underground, when the event occurs underground, so it's entirely possible I've fixed this, even though I couldn't replicate it. I'll get you on discord and send you the pre-release copy I have here, if you're up for that.
  9. Hey, Sorry man, I don't think I'm following. That mockup is identical to what PermissionsManager does. Vanilla screenshot attached.
  10. Hi mate, I'm not sure that would make it faster or easer. Right now you choose a group, then choose a plugin, then you're shown a page where you toggle permissions for that plugin/group combination without any further navigation. I realise if you want to grant new plugin perms to multiple groups you have to pick the plugin out of a list multiple times (once for each group), but the same would be true in reverse. If it went on a per-plugin bases, you'd still have to back and forth to change the selection for the group you're working on. If I've misunderstood please let me know!
  11. Hi, I just tested with my current local copy, and also with the current public version. I can't get npcs to parachute down on to the oilrig from hacked crate spawn or hack profiles. That's how it should be, since there's no navmesh there for them. Maybe the npcs you saw were coming from another plugin? Or any chance you were just going off the Spawn_Announcment ? Because there was an issue where announce would happen, even in cases where npcs can't/don't spawn. I've since fixed that for next update. Let me know.
  12. Ooh, thanks for letting me know. That's not meant to be the case, since there's no navmesh on the Oil Rig so those npcs wouldn't be able to walk around once they land. I'll check into this and see what's happening.
  13. Honestly, I've no idea. Sorry. I don't run servers or anything. I'm sure there are plugins that show SR/Economics balances; maybe someone else here will know?
  14. Hi, Yes, you could use RustRewards to accumulate ServerRewards/Economics/Scrap only for activity, but I'm afraid I don't know anything about Welcome Panel.
  15. No worries. If the npc's name isn't showing for you in the corpse or backpack loot panels, along the top, I guess maybe some other plugin is interfering there? That part's definitely working no problem here.
  16. "the thomson fire like a pistol, one bullet at time" I'll check this out. Edit : Thompson rate of fire has been fixed. Thank you!
  17. Are you saying the npcs fire the entire custom smg mag in one sustained burst?
  18. I do slightly modify their fire-burst duration but I could increase it further, or make it customisable. If there's a specific weapon where their fire burst is very short, like a problem rather than a preference, please let me know and I'll fix it. We had that before with the custom SMG and it required a patch to sort it out.
  19. Hey! Sorry, I've been out of action for a little bit. Just joined my test server today, though, and dead npc names are showing just fine in their corpse loot panel, and also in the loot panel when backpacks spawn. On the player death screen it just shows "Killed by Scientist". I think that's always been the way. Not 100% sure but I think that's done on the client and not something I can change.
  20. Hey @Iron I don't think I have any friendly fire protection right now, since the addition of the factions thing. I'll take a look and see if I can suppress damage between friendlies.
  21. SignManager doesn't have an option to import from URL, but it can save whatever is on the sign, regardless of source, so you could use SignArtist to jpg import, then use SignManager to save that to your personal collection for re-use, if you wanted. I'm not sure if there's any advantage to that, over just using SignArtist for jpg/URL import, but I suppose that depends on what you're doing.
  22. Hi, I'm not aware of a free Sign Manager on uMod. Maybe you're mixing it up with Sign Artist which is free and lets you import png/jpg from external sources? Sign Manager lets players save up to 25 images, from signs, in their own personal UI library, and restore those images on to as many signs as they like. That would mean, for example, if a sign that took some time to create is destroyed, a user could easily reapply the image to a new sign in a few clicks rather than having to draw the whole thing again. it also allows admin to view sign image and creator history and remove unwanted images from the server in a few clicks.
  23. Yup, that's the solution ^. That will guarantee scrap whilst maintaining your probability based items in addition.
  24. Hey @Venedas. Thanks for the reminder about the permissions thing. I had forgotten about that, to be honest. I'll see what I can do. Protection whilst parachuting should be easy enough. I'd like them to fire more whilst they're parachuting too - I'll look into both.
  25. Hi, I'm afraid that's not something I'd have control over. If the SkillTree plugin already issues XP for BotReSpawn npc kills, I'd have no way to alter or modify that. BotReSpawn does have API to return NPC profile name - string NPCProfile(NPCPlayer npc) - returns profile name or "No Name" if it's not a BotReSpawn npc. Maybe the SkillTree author can do something with that, allowing users to specify profilenames and multipliers, or specific amounts?
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