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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. Yup, that's the solution ^. That will guarantee scrap whilst maintaining your probability based items in addition.
  6. 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.
  7. 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?
  8. Hi, This definitely used to work so I'll take a look and see what changed. Thanks for letting me know!
  9. Hi, Are you able to load other plugins without issue? Can you show a screenshot of what happens when you copy PermissionsManager.cs to your plugins folder? Make sure the file hasn't been auto-renamed due to duplicates (PermissionsManager(1).cs) or anything like that. and try console command oxide.reload PermissionsManager, to rule out the possibility of the compiler reading the file before upload was complete. This can happen sometimes with FTP file uploads.
  10. No trouble.
  11. Hi, There's no way to set kills, specifically, to zero in a zone, but you can set it such that there'll be no rewards at all in a zone. If you set up a multiplier of 0 for the zone, that'll do it. ^ My memory is hazy on how, exactly, to do it but I'm pretty certain it's all doable through UI, and the plugin detects what zone you are in at the time.
  12. Hi @Viktorvill I've had a few more requests for kits pagination so I'll address this soon. Thanks for pointing it out.
  13. I'll stick an option in the global settings - Allow_Oilrig.
  14. Hi, I never added the Oilrigs as default monuments because they don't have the navmesh to support moving npcs from BotReSpawn. Are you adding custom profiles for the Oilrigs?
  15. No problem. Thanks for the feedback and suggestions. If more needs to be done that's totally fine...just let me know.
  16. Hi folks, @MadKingCraig- Accuracy should automatically decrease over distance. It is hard coded, though...not user adjustable. I get a lot of reports from server owners, originating from players, complaining that accuracy over distance is too strong but having tested extensively I think it's just that people report the 1 headshot from 300m, but don't report the 40 or 50 misses which also happened. I'll give it a check to make sure nothing has changed or broken but, as it stands, I think their accuracy drops off quite a lot. @MadKingCraigand @pookins There is a global config option called Reduce_Damage_Over_Distance. It is false by default. Also shotguns are categorised as short range weapons and there is a global config option to Limit_ShortRange_Weapon_Use. If you set that to true it forces npcs not to use pistols/shottys/bows over long ranges. They'll either switch to a mid/long range weapon if they have one, or start running to get closer. Hopefully those options help. @Ram- That doesn't sound like a BotReSpawn issue, I'm afraid. It's possible BotReSpawn is deleting/making null something which has a knock on effect for another plugin. If that can be identified of course I'd be happy to do what I can to prevent it but, at the most basic level, that's not a BotReSpawn bug or error.
  17. Hi @MadKingCraig How do you mean, on both of those?
  18. Hey mate, As far as I know the only weapons not covered are water pistols and throwable melee's like spears and stuff. Everything else, as far as I know works.
  19. Hi @Lei_Wong, I've had a small handful of reports like this through the year...maybe 5. Every time the issue did come down to overall server load. The solution in each case was just taming back the numbers of npcs - Not just counting npcs from BotReSpawn but from any plugins.
  20. Hi, It's harmless but I'll push an up date shortly to suppress it. Thank you.
  21. Hi @thepiercedweirdo Thanks mate. Nah, it's a me problem. I'll get another update out for it shortly.
  22. The public release is for the main branch of Rust. That error is from a staging server. Edit: 1.1.5 released, so it's available at/before wipe. if you're on staging now that'll work for you.
  23. Hey, Yeah, I've had a few requests for that. Not sure when I'll do it but it's on the list.
  24. That would probably happen if there was a mistake made when editing... a dropped comma or an extra quotation mark or something. This is a handy site for verifying formatting with larger files. https://jsonlint.com
  25. The RustRewards.json data file lets you set friendly names for every entity the plugin deals with.
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