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Everything posted by Steenamaroo
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Hi, Thanks for reporting. I'll have to look in to that tomorrow and see what's happening. I'll update you when I know more.
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Hi, What, specifically, were you looking for? Seems Facepunch have introduced a new npc type in certain areas, including the oilrig, which doesn't inherit from BasePlayer, use .userID, or use traditional inventory. Whether alternative approaches are developed in future I can't really say, but, for now, these npcs are fundamentally incompatible with NPCKits/Kits.
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Hi, If I had to guess, most likely a call from another plugin. If, for example, that was a BotReSpawn npc you killed, you have the choice of RustRewards managing and issuing the reward, though the value set in its UI, or BotReSpawn managing the reward through the 'RustRewardsValue' set in its own UI. It's a per-profile option under the 'Death' tab. The reason, or advantage, is that RustRewards can only see 'BotReSpawn' as one broad type, whereas using BotReSpawn UI to manage the rewards lets you have different reward values for different profiles. If both are enabled + greater than zero, you'd see two separate rewards coming through. There are other plugins which operate the same way, giving you the choice, so that's where I'd look.
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Hi, No worries - Thanks for the info. Are you 100% sure it's happening when killing npcs? It's a client side update error, which is kind of strange. You'd expect to see that if a player was parachuting and something went wrong, I think.
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I'm really not sure what that could be. I'd have to try to replicate it to find out. With regard to the sense/assist code, there was an issue that would just prevent nearby npcs from locking on to you. A console error was possible, but there shouldn't have been any impact on behaviour, other than failing to engage.
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I did find an issue. I think an object I'm addressing is maybe being disposed of sooner than it used to be. I've patched it now and all seems well. NPCs shouldn't be running to nowhere, though...Not sure what that's about. Can you tell me more?
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Ok, thanks. I'll take a look now.
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Hi, Is global setting NPCs_Assist_NPCs set to true?
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No problem. Have fun!
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Hi, Yes, every profile has a Respawn Timer (in minutes) which you can increase. You'll find it in the 'Death' tab for every profile in the /botrespawn UI.
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Hi there, It sounds like you have Peacekeeper set to true for that profile. Changing it to false in the BotReSpawn Ui should solve the problem.
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Error at oxide.reload - file modifications
Steenamaroo replied to Lolapalooza's Support Report in Support
Glad you found the problem. Thanks for updating me and sorry for the delayed reply. Codefling no longer notifies me, again, for whatever reason, and the compose-new-message box was missing all day yesterday. -
Error at oxide.reload - file modifications
Steenamaroo replied to Lolapalooza's Support Report in Support
Hi, Can you send me the default.json file, please? I'll see if I can figure out what the problem is. -
DM sent.
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Hi, That's not an option right now or, at least, it's not an automated set-and-forget option. There is a 'toplayer' command in BotReSpawn, though, so it's possible to set up profiles with are AutoSpawn false, just for that purpose, then periodically use the 'toplayer' command to call in npcs as you describe. A small additional plugin could do this automatically every X minutes. I could put that together for you to demonstrate, if you want.
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Thanks for doing that. I'll test again tomorrow with the weapons you mentioned, as I only used ak47 before. I'll keep you posted!
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Yeah, that's a solid idea. Thanks @Malkizid @Painfully Ordinary- There are commands to enable/disable profiles but be aware that disable turns the profile off but also kills off any existing npcs, so you'd probably still want to set respawn time prohibitively high, then set TimedExecute to run as late as possible during your first day. If you have a plugin automating your server restart, you could even, maybe, incorporate the profile disables in to that.
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Thanks for the info. There shouldn't be any problem as I believe Carbon is meant to be compatible with all oxide plugins, and any time there have been issues they've updated to address them. I didn't tick the box simply because I use oxide when writing and testing so I can't personally stand over Carbon compatibility.