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Everything posted by Steenamaroo
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- 50 comments
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- 2
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- #updates
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Hi, It compiles just fine although there was an interruption to Codefling's API which, I believe, is now resolved. Thanks for reporting.
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@robfruinUpdate released.
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Np. Thanks for letting me know!
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Hi, There's an update coming shortly to address that but if, for now, you set Dont_Fire_Beyond_Distance to zero it will stop the issue from happening.
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Hi, Sorry, I overlooked this. Are you trying to use TruePVE to prevent the npcs from hurting players in some location?
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Hi, Throw this on the server - It'll report in console which plugins are referencing GridAPI. WhoUsesGridAPI.cs
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Hi, Unless you're seeing errors in console, most likely it's doing that because other plugins are being loaded, or unloaded. PermissionsManager shuts down the UI when plugins are loaded, or unloaded, because the content you're viewing will most likely have changed.
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Hi, The only thing I can think of is maybe a timing issue where ServerRewards isn't fully loaded when RustRewards is doing its initial checks. It's not an issue here on my test server but I suppose it's still possible. I've had a few similar requests so I'm going to add a new currency option for .None, which will be the new default, to prevent payouts in the event of an issue, but also I'm going to detect when Economics and ServerRewards are loaded/reloaded, and ensure that currency is set according to config at that time too. Hopefully that should resolve it. Thanks for reporting!
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@Gold Mysterious - Glad you got sorted. What was your solution?
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Hi, Have you set `Dont_Fire_Beyond_Distance` above zero for any profiles recently? There's a bug with that which will be addressed in the next update, shortly, and could account for the NullReferenceException errors you saw. Warnings about npc's kits having no weapon are probably unrelated. Has Kits.cs become unloaded? Try stripping your character then redeeming one of the cited kits, to confirm it's still there and completel. What was "today's update" ? I don't see any updates for Rust or Kits today.
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Hi, I don't know anything about ShoppyStock but to make RustRewards give you RP for killing npcs, you just have to make sure ServerRewards is installed, and chosen as the currency in RustRewards config, and then that the reward value for Kills>NPCS (whatever npc type you want) is set to above zero. RustRewards lists lists all the vanilla npc types by their location, like OilRig, BandTown, etc, plus BotReSpawn and ZombieHorde. Npcs spawned by other plugins might fall under 'Scientist' but that really depends on the plugin. If you have that all set up and you're not getting rewards, make sure you don't have a multiplier in play set to 0, as that would nullify any potential reward. Any multipliers you want disabled/off should be set to 1.
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Hi, I didn't put in any damage control for explosive throwables but I can look into doing that if it's something you want.
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Hope to add BotresPawn Killbot "Profile Name Here" command
Steenamaroo replied to RICK's Support Request in Support
Great to hear. Thanks for letting me know. -
Hope to add BotresPawn Killbot "Profile Name Here" command
Steenamaroo replied to RICK's Support Request in Support
Hi, There are console commands for botrespawn enable/disable "profilename". Disabling a profile would kill all the currently spawned npcs for that profile. -
@GrejoryThe plugin has copy/paste profile and save to/recall from template built in to the UI. You shouldn't really need to manually copy and paste whole entries in any of the data files but, if for some reason you do, make sure you don't duplicate existing profiles. That's what's happened here - Your default profiles data file has two entries for 'AirDrop', so one of them is going to have to go before it'll work properly again.
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Do you have a detailed configuration tutorial?
Steenamaroo replied to laodu's Support Request in Support
What language do you speak? Maybe there's a BotReSpawn user who'd be willing to translate/explain a few things? -
Do you have a detailed configuration tutorial?
Steenamaroo replied to laodu's Support Request in Support
That's already built in to the plugin, albeit in English. Click where the arrow is pointing. That will give a more detailed description for the option. -
Do you have a detailed configuration tutorial?
Steenamaroo replied to laodu's Support Request in Support
Damn, that's a shame. I guess if I do a demonstration it'll be a silent movie. -
Do you have a detailed configuration tutorial?
Steenamaroo replied to laodu's Support Request in Support
Hi, Did you know that you can click on the labels for all of the main options in the GUI to see a more detailed description of what that option does? Of course it's still in English but I guess if you have limited English that's better than a one or two word label. If that's no help let me know. Maybe I can do a short demonstration video or something. There are lots of options in BotReSpawn due to requests and suggestions but so many of them probably aren't used on the majority of servers. The basics aren't all that complicated. -
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My pleasure. No, just to confirm, BotReSpawn doesn't affect or interfere with vanilla npcs, or npcs from any other plugins. All the throwables can be used...grenades, satchels, molotovs, flashbangs, but the npc must have a main weapon. The throwables are considered secondary so you'll have to give the npcs at least one gun, or melee weapon. Melee + throwables isn't really a great combination because npcs won't throw things at very close range (because it would kill them too) and all melee-only npcs do is try get to get close enough to slash you, so throwables with a gun/guns makes the most sense.
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- 50 comments
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Hi, The OIlRig is the odd one out as it doesn't have navmesh to support moving npcs from BotReSpawn. That particular monument profile is only useful if you intend to add custom spawnpoint npcs with stationary true. I only added it in recently because its presence saves users who want to do that from having to make a custom profile and re-do their spawnpoints after every wipe. By default "Allow_Oilrigs": is set to false, so the OilRigs shouldn't show up as a profile at all. I guess you set that true, in your test, then false again at some point?