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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Enable/Disable command bug

    Problem solved and tested. No need for any changes to how you're calling enable/disable. There's a required update for wipe on Thursday, so this fix will be in that update. Thanks for flagging this.
  2. Steenamaroo

    Enable/Disable command bug

    I see what's happening. We're not saving back to disk immediately after the change and because enable/disable is tied in to ReloadProfile(), it's re-reading from data file for every command you run. For Default profiles the result should be forgetting all your enable/disable changes except the last one. It's not related to the if (UI) SaveData(); That's there to catch changes you make in UI before clicking "Reload Profile", since, ordinarily, UI changes are saved down when you close it. I think taking out the SaveData() call in ReloadData, and moving it to the bottom (so it always runs) will solve the problem, although it's still inefficient. A better solution, which I'll look in to, would be to allow for an enable/disable string of profiles as one command, so it reads the files fresh once, makes all the changes, then saves back once. Are you able and willing to test the quick-fix? If you need me to mod it and send it over let me know and I'll do that today.
  3. Steenamaroo

    Bradley shoots bots

    Not strictly, no. There is peacekeeper mode which means npcs will not attack players unless the player is hostile. BotReSpawn npcs do ignore aggro_range settings, for a while, if you directly hit them, so you could try setting aggro_range to something very low...
  4. Steenamaroo

    June 2026 Staging

    Everything will be updated before wipe night.
  5. Thanks very much for reporting. I had the same thing come up in another plugin of mine. I'll get a look at that before Thursday.
  6. Steenamaroo

    Enable/Disable command bug

    Hi, Are you using quotation marks around profile names where "There are spaces"? If so, is it profile names with spaces which are failing? It may be that I need to insert_underscores_behind the scenes. Let me know, please. I'll look into it today for you. Thanks for reporting.
  7. Steenamaroo

    Bradley shoots bots

    Oh, wow...Yeah, that would be one super long video! I know there are a few things which were left out or over looked but for the vast majority of options I made their text labels clickable, and clicking gives you a decent description of what that option does. That is in the plugin's main description/overview, but people often miss it. Of course if you have any other questions or issues I'm never far away. It's rare I can't answer same day, or within 24 hours.
  8. Steenamaroo

    Bradley shoots bots

    Copied and pasted from the plugin description page. Kits. Kits are managed, per profile, in UI. As with BotSpawn, kit probability can be balanced by assigning a number to a kit. When selecting multiple kits, increasing a kit's number increases its chances of being picked. Only kits with weapons in the belt are shown in UI. Most weapons are supported for npc use, including normal bullet and melee weapons, rocket launchers, bows, crossbows, MGLs, nailguns, flamethrowers, etc. Throwable explosives can be used but throwable melee (like spears) can be used but will not be thrown. If you want a video of me clicking 'Kits' then clicking an up arrow, I can do that.
  9. Steenamaroo

    Bradley shoots bots

    APC_Safe true. It's a per-profile option.
  10. Steenamaroo

    Error in Staging

    Hey Mal, Thank you for this. I'm away for an overnight but I'll definitely get a look at it before wipe.
  11. Hi, That's telling you that BotReSpawn is set up to allow APC to target BotReSpawn npcs, and ArmoredTrain is set up to prevent it. If you want it prevented you should set APC_Safe to true for the relevant BotReSpawn profile(s). If you want it allowed, you'd need to find a similar, but opposite, option in ArmoredTrain.
  12. I think that requires another update from me too. Not sure what the story is there - The new scientists are a new type, presently incompatible with NPCKits/CustomLoot. I'll have to dig in to that. Thank you for testing the boats. I'll add in on-load processing for them, to catch boats which are already spawned.
  13. Ok. First thing would be to strip naked and redeem one of the kits you're meant to be giving it, to ensure there's nothing wrong there. Don't just check the config or UI for that kit - Literally strip and redeem it. If that checks out, make sure that the profiles for these npcs have Wipe_Default_Clothing set to true. If it's false, clothing fails to go on because their hazmat suit prevents it. Those are probably the two most common hurdles. If those check out but you're still having problems, check to see if these npcs are getting their guns but not clothing, of of they just aren't getting the kit at all. Focus on one mainland profile for testing, like Airfield or Launchsite or something.
  14. Hi casey. Can you give me a little more info than that? Have you used NPCKits before successfully or is this your first time setting it up?
  15. Hi, That's an oversight which I will fix. The "Change Spawnpoint On Death" option shouldn't show up for biome profiles, and it's not serialised (saved to the file). The reason is that it's for cases where you have X npcs and you have created Y custom spawn points, and Y is greater than X, you can ensure that a re-spawning npc takes a new, previously unused, spawnpoint for more variety. Edit: Custom spawn points aren't an option with biome profiles. For biome npcs it's randomised anyway and there should always be plenty of spawnpoints available. Glad to hear you got CustomLoot working. It's a little late, then, but I incorporated BetterLoot compatibility for the vanilla Rust_Loot_Source setting too.
  16. Anyone want to test this for rhib.deepsea and ptboat.deepsea? CustomLoot.cs
  17. I definitely did not take a look that day. Sorry about that... It's on my to-do list now.
  18. Steenamaroo

    BetterLoot/Looty

    I'll take a look in to that. What you're describing would be ideal, but it would require BetterLoot to have API to make it work, most likely. I did do such a thing for AlphaLoot, so selecting vanilla loot sources does actually get AlphaLooted, if you have it set up. Being able to to the same automatically with BetterLoot would be nice.
  19. Steenamaroo

    BetterLoot/Looty

    If you're happy with all profiles having the same loot I'd go the BetterLoot way, because you're familiar and that's pretty straight forward. For unique loot per-profile, though, CustomLoot is the way, even if it is more work.
  20. Steenamaroo

    BetterLoot/Looty

    I don't know what looty is but I think you should be able to make a profile for scientistnpc_roam in BetterLoot, I think, and then all BotReSpawn npcs would get that. Does that help?
  21. Steenamaroo

    BetterLoot/Looty

    Hi, Yes - The 'Rust Loot Source' selection does just give vanilla loot for whatever you select, even if you're using BetterLoot. I think BetterLoot populates npcs based on their prefab (scientistnpc_roam for BotReSpawn) and the AllowBetterLoot option is there so that users can disable/prevent that for BotReSpawn npcs, if they want to. If you're looking for more specific tailoring, like on a per-profile basis, items can be added to the npcs kits or, for more control, I have a free plugin called CustomLoot. It's not the easiest thing in the world to use but it does support BotReSpawn on a per-profile basis, or globally, you can choose, and can be used to supplement vanilla or other loot.
  22. Your original post was April 22nd. There's been a forced wipe and compulsory oxide/carbon update since then, but I suppose double checking would do no harm. Sending the log file I asked for would be helpful.
  23. Ok, please share with me a recent server log file where these npcs have been fighting with each other, and where you have unloaded BotReSpawn for a period to confirm. Send the whole file, please, not just a snippet. I'll give it a look over.
  24. I think it must be BotReSpawn vs other npcs, whether vanilla or from another plugin. You can easily confirm by finding an active fight and just unloading BotReSpawn. If there are still npcs after unload, that confirms. BotReSpawn has some options, per profile, in the behaviour tab which you can set to 'Ignore'.
  25. Hi, BotReSpawn npcs don't attack each other unless you set different faction+subfaction values for various profiles. Looks like all of yours are set at 0 (default) so there should be no fighting between BotReSpawn npcs at all.

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