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Steenamaroo

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Everything posted by Steenamaroo

  1. Day/Night spawn amount dictates how many npcs will be spawned during day/night. Ordinarily the Radius option dictates the size of the area within which npcs will spawn (when not using custom placed spawnpoints) but there is no such option for Biome profiles. The npcs just spawn somewhere within that biome.
  2. Hi, No, there's no console command for teleporting players to monuments or profiles. The only teleport option is to teleport yourself to a profile's location, and it's a button click in the UI. There is a command for toplayer which will spawn the specified profile at the specified player. The profile's radius is taken into account, though, so if you want an npc to spawn right near the player you'd probably be best setting up a profile specifically for toplayer usage, and set it with a low radius like 5 or 10.
  3. Hi, No, there's no setting relating to it right now. I'll take a look into that. Thanks for reporting. 👍
  4. Steenamaroo

    Option to change names

    Hi, You can set your own 'Friendly names' for every item/container/entity in the RustRewards data file in /oxide/data Just be sure to unload the plugin before making, and saving, your changes. 👍
  5. Interesting. I'm not sure what could have happened there but I appreciate you posting back to let us all know. If anything else comes up don't be afraid to ask. 👍
  6. I'll take a look at that. I'm sure it could be moved. Thanks for the suggestion.
  7. Hi, I've got this fixed at my end but just want to give it a bit more testing to make sure I haven't introduced any bugs or anything. Thanks for reporting it. 👍 As far as I know the everything should work fine, for now, other than the parachute being invisible.
  8. If global setting 'UseServerTime' is false, check your settings for NightStartHour and DayStartHour, to make sure they're set such that there is actually a night time. If that all checks out, what pookins mentioned is pretty common - If you're letting your players skip night then you're probably skipping that npc. Wait for night time on your server and do bots.count in server console, to confirm that the biome profile has spawned. If that doesn't help, please let me know. 👍
  9. There's a bots.count console command that will give you a per-profile breakdown of how many npcs have spawned. You can use that to confirm if your biome npcs are spawning or not. Be sure to test at night time, since your profile calls for zero npcs during the day. Also keep an eye on console when reloading the plugin, or these profiles, in case there's some issue with your kit. If it has no valid weapons in it then BotReSpawn will tell you that in console. 👍
  10. In V2.2.5 I removed the hardcoded /pr command in favour of whatever is in your config, under Options>chatCommandAliases. 👍 The defaults are "chatCommandAliases": [ "pr", "ranks", "rank" ], so you probably want to change it to "chatCommandAliases": [ "pr" ],
  11. @ZAC- Thanks for following up. No worries...my pleasure. I understand your point and take no disrespect from it - You're right, it's a pretty big price for a plugin. It can be very time consuming, though, whether that's in maintenance of the plugin, adding new features/requests, or spending one-on-one time troubleshooting some obscure issue with a user. I knew from maintaining BotSpawn for free for 4+ years how much time it was likely to take up. Estimating time I'd spend, the length of time the plugin would likely be for sale and supported, and the number of sales I was likely to get, that's the price I arrived at. Sorry you got a misleading ping about the price. Hopefully it's something Death can resolve quickly.
  12. Thank you for the replies, folks. 👍 Agreed - Sounds like a site bug. I certainly didn't put BotReSpawn on sale at any point, so I've made sure Death is aware.
  13. Are you certain? It's coded to remove all players from the group before adding the new title holder to it.
  14. Just don't load or unload other plugins while the UI is open. Should work fine. 👍
  15. Make sure that ActivityRewardAmount and ActivityReward_Seconds are both greater than zero in the config, If Use_Permissions is true in the config, make sure you have the permission rustrewards.activity. If Use_Permissions is false, ignore that. I think that's all you should need to do.
  16. Rewards can be announced via a UI graphic, GuiAnnouncements, or in chat. Server owners can set a default option for new players joining the server, but players can access the preferences menu and set their own preference for this.
  17. Hi, If you've got everything relevant set to 1 in RustRewards then some other plugin must be making the call to RustRewards and telling it to issue 30. I have this as an option so npc plugins can issue a specific reward for their npcs, without that reward being issued for vanilla npcs which happen to be of the same type. I guess look through any seemingly relevant plugin config files for any setting to do with RustRewards, and hopefully you'll find something set to 30 that you can turn off or adjust.
  18. No worries! Pretty sure that should sort your error out. I'd always rather people ask so don't ever hesitate. 👍 I'm not 100% sure but to get updates when a new version is released you might need to go in to your account > Account Settings > Notification settings (right side), then set it up like this. If it's not working maybe unfollow/refollow BotReSpawn and, hopefully, that'll sort it. It works, as I get emails for my own public updates. 🤦‍♂️ If that doesn't get you up and running please let me know - I'll poke Death and see if there's a site issue there.
  19. Hi @mikebare Sorry, I overlooked your question, although this is public discussion so Windwood's question isn't really out of place. Are you on the current version of BotReSpawn, 1.2.1, unmodified?
  20. Hi, I'm not really familiar with BetterNPC. I can tell you that BotReSpawn allows you to use Kits to customise your npc's appearance and weapons, and there are extensive controls for things like the npc's health, aggression, the amount of damage they can deal, etc. BotReSpawn does not support waypoints / patrol points, but it does allow you to choose precise custom spawn points, if you want, and limit the distance that an npc will roam from their spawn point. There's bound to be some people in here who own both so hopefully some of them will be able to give you more info. 👍 If you've any specific questions about BotReSpawn, feel free to ask.
  21. Hi, No, there's no provision for that at the moment. Any multipliers which exist are global - They apply to everything.
  22. Picking this up on discord.
  23. Hi, The npcs will only heal if you've put medical syringes in their kit belt so, to stop them healing, just remove those. The weapons they use is set up the same way - Just put whatever you want them to use in the kit belt for that profile of npcs.
  24. Nah, unexpected end-of-file means the .cs dile is damaged, modified, or incomplete. Sometimes seen with FTP transfer where oxide picks up on, and tries to compile, the file before transfer is complete, but given that we see the error twice here, and the reference line numbers aren't the same each time, I doubt it's that. Either way, delete PermissionsManager.cs, and delete all copies from your downloads folder, just to be sure, then re-download from Codefling and install. 👍
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