-
Posts
3,671 -
Joined
-
Last visited
-
Days Won
208
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Services
Downloads Plus Support
DOWNLOADS EXTRA
Everything posted by Steenamaroo
-
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.
-
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.
-
Hi, No worries. Not sure what you mean by points balance? Rust Rewards can issue ServerRewards, Economics, or Scrap, but it doesn't keep track of totals or balances. It just notifies you, at the time, if you earn a reward - if notification settings are enabled. Players can choose their preferred notification type via the UI - Options are chat text, popup icon, or GUIAnnouncements (requires that plugin).
-
Ok, Regarding the npc positioning - The 'Move profile here' option, which you said worked, is only in play if UseCustomSpawns is set to false. With UseCustomSpawns false, BotReSpawn tries to find random spawnpoints in the area around your profile, and those spawnpoints must always have a clear view to the sky, which would explain them being on top of the building. It sounds like what you want to do is use the UI to add one custom spawnpoint at a precise location, then make sure that UseCustomSpawns is set to true. Use 'Show All Spawnpoints' for that same profile to ensure that your spawnpoint shows up in game (as a number) in green. If it is green, and in the correct location, and UseCustomSpawns is true, then the npc will spawn at precisely that position. With regard to the npc running on water, I think that has to be a custom map issue. Map making isn't something I'm very familiar with but these npcs can only navigate on navmesh. If your npcs are able to run along the top of deep water then there must be navmesh there. Map makers would be able to tell you more but I'd guess that means there's some kind of invisible collider/surface there that gets navmesh baked on to it when the server starts. If that doesn't get you up and running maybe we can talk more in discord or something. I'm sure we'll get it sorted. I'll test the immune-from distance myself - Sounds like that's simply not working. It was tested well before release but perhaps something's changed. Thanks for letting me know!
-
Hi @Ping Chun Chang BotReSpawn does some checks with reference to terrain height, making sure terrain level isn't underwater etc, so that means custom monuments made out at sea (like a custom oilrig with navmesh) wouldn't work. The OverWater: true option is a workaround for that. It probably isn't applicable to your situation. Water navigating : The npcs should never set their target destination in water, but they can set a target destination beyond water, which isn't great sometimes. By that I mean they'll never choose to run into the sea, but they might try to run to a point on land which involves running through a river to get there. I'd guess that's what's happening in your case, although you say "walking on the water". Do you literally mean on top of it? Is it very shallow water? In short there is no way to completely prevent an npc from leaving a certain area, although I could write that in to the next update. it might be a popular feature. Immune_From_Damage_Beyond should work. When it's working it makes the npc 100% ignore attacks. The npc won't get hurt, or return fire, or chase - It should be like the attack never happened. I'd guess your test shots are maybe closer than you think? Try setting that figure to, say, 50, just for testing. Note, though, that it does operate on the condition that you are not already a valid target for the npc, so if you were to come up close, aggro him, then fly far away and shoot, he will respond because you were already his target. Regarding your custom buildings and underground areas - If a BotReSpawn profile is left to find random spawnpoints (UseCustomSpawns false) then it will never find points inside a building or in an underground area. The random system always seeks points on open terrain. If you create custom spawnpoints inside your building/cave/whatever and set UseCustomSpawns true, though, they should work just fine, as long as there's navmesh where you created the spawnpoints. The UI has a 'Check Navmesh' button you can use, and also 'Show Spawnpoints' which shows invalid points in red, instead of green. Hope that helps - If not just let me know.
-
Something funny going on here. @kosuke09211 - Would you mind disabling Launch Site and testing some other profiles? @Viktorvill - Would you mind disabling Oil Rig and testing some other profiles? I'm wondering if you guys have some plugin that's replacing all the vanilla npcs with a specific npc prefab, because I couldn't replicate this and it went out to testing on a few servers long before the last few updates.
