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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, Are you 100% sure? Looking at the code here and Suicides are subtracted from Deaths before working out KDR, if that option is set to true. It is, however, only updated each time the player records a PVPKill so if you changed KDRExcludesSuicides from false to true, players who haven't had a PVPKill since would still have their old stat, taking Suicides into account.
  2. Hi, PlayerRanks doesn't gather that information at present but it is something I'd planned to add in in the reasonably near future.
  3. Steenamaroo

    Question about cargo

    Hi, I'll take another look but it's unlikely just on how the cargo ship works and how BotReSpawn is written. If you're not aware you can use free NPCKits plugin (mine) to customise the vanilla npcs which spawn on the Cargo Ship. It's not the same, of course, but might be helpful.
  4. I'm not sure what to tell you. Maybe some other plugin is putting loot on these npcs? Saying that, "Random" as your selection isn't the best for determining that something has changed. When it's set to Random the npc could get loot normally found in literally any container/barrel in the game, so they could have top tier guns and ammo on one corpse and junk on the next. I haven't checked but maybe Facepunch have added new loot container types, or changed some of the loot tables? BotReSpawn would catch that and add them to the list automatically. Certainly it's not something I've changed or, indeed, can change. The Rust Loot Source option is just a selector, letting you pick a different type of vanilla loot, but it is vanilla loot as issued by the game. BotReSpawn doesn't get involved in loot tables or balancing or any of that. Making changes in AlphaLoot wont affect the vanilla loot I've been talking about above ^, as far as I know. That would only affect the loot on the corpse if AlphaLoot is putting it there, and that would only be the case if Allow AlphaLoot is true, and you've got AlphaLoot set up to put loot on scientistnpc_roam.
  5. Hi, The only loot handling BotReSpawn does is if you're manually selecting an alternative container/source type for their vanilla loot. If Facepunch removed or renamed some container that would cause a problem, most likely reverting back to vanilla scientist loot. If "Rust_Loot_Source" option is something you use for those profiles, check them in BotReSpawn UI to make sure they're what you expect them to be. If you use some other loot plugin to give these npcs their loot then, most likely, something has changed over there.
  6. @eov-dev- Most likely some plugin is giving those crates and OwnerID - Probably so they're tied to a certain player. CustomLoot ignores crates with OwnerID not zero, as it usually indicates some other plugin has spawned, or is modifying, that crate. If you use a plugin that locks loot to a certain player, take a look at its config and see if it has any options relating to CustomLoot.
  7. Hi, I get that quite a bit but that was never really on the roadmap for BotReSpawn. As you say, that's what ZombieHorde does. BotReSpawn was always about placing bots to protect or defend their spawnpoint.
  8. Plugins should only reload when you tell them to via console, or less commonly by some timed plugin - Say auto switching from main to purge or something like that. If some plugin is frequently reloading check your console logs to see what it is. It may have console output to tell you why.
  9. If everything works under oxide but not under Carbon then that's most likely something Carbon devs would want to know about. It's meant to be 100% compatible, I believe, so something like that seems pretty clear cut. My understanding is that free Kits and Mevent Kits both work fine with BotReSpawn under oxide, although I only test and guarantee compatibility with the free one.
  10. Hi, Yes, you can enable settings for npc corpses only without affecting any loot crates or barrels, if you want.
  11. Oh, OK. It's something for Mevent to look at then, assuming they want to maintain API compatibility with the free Kits plugin. Sorry for the ping, Raul. Misunderstanding.
  12. Hi, Sounds like this is one for @Raul-Sorin Sorban As far as I know Mevent maintains his Kits such that it's API compatible with uMod free Kits, and BotReSpawn gets tested with the latter. If BotReSpawn's API calls to Mevent's Kits work fine in oxide they should work under Carbon too.
  13. I can't say for certain but most likely they've written a custom plugin for their server.
  14. Hi, You can set different spawn amounts, per profile, for day and night and you can also set what hours you want to be day start and night start. There are biome profiles you can use for full map coverage or you can always create a custom profile in the middle of the map and make the spawn radius huge If you set night + day start hours to whatever suits you in BotReSpawn settings, via UI, then created a profile (standing at map centre) and set its radius to half your map size, and day spawn amount 0, that should achieve what you want.
  15. I think the fact that we're discussing in fractions might be complicating things. The current system, as you know, takes reward - say 100 - and multipliers of 2, 2, 8, to get 100 * 32x = 3200. The new addition would mean the multipliers are added together instead so you'd get 100 * 12x = 1200.
  16. I think I understand what you're asking for but, honestly, I think my proposed solution is a sensible compromise. Given that the term used is 'multiplier', and I'm genuinely not being snarky, it doesn't make sense for a value of 1 to represent 2X. I do get that the idea of multiplying all the multipliers together may get OP, though, so I'm happy to offer the addition alternative I described above. it may not be exactly what you're describing or asking for but I think it's a sensible interpretation, and you could get the results you want from it. For clarity you'd just set the multipliers in your example to 1.5 and 2, rather than 0.5 and 1. The result would be the same (100 + 50 + 100) but, in my opinion, much more intuitive for other users.
  17. That shouldn't be necessary, hopefully. I think the solution I proposed makes sense. In the case where there are two 1.5 multipliers it makes sense to me that your reward should increase by 50%, then again by 50%, not 300% (3X) It still works, then, that you can leave 1 as default, having no effect, and 0 would still work for disabling multiplier completely...Useful for zones and that kind of thing. I can implement that easily with a config true/false.
  18. Hi @Mabel Yes, the creation of groups when the option is false was an oversight and has been addressed for the next update. Thanks for reporting it.
  19. Taking a look at it now. To be honest I'm not sure the adding up idea really works. Firstly the option to set zero multiplier is there to allow you to prevent people from getting rewards under certain circumstances. The zero means all other multipliers become irrelevant, because the outcome is always 0. If we're adding up then zero wouldn't serve that purpose anymore, unless I hard code a rule, although I can do that. Secondly taking a simplified version of your example 300*(1.5+1.5) == 300 * 3 == 900 a 1.5X multiplier should give you 50% more than base. two 1.5X multipliers on 300 should give you 300 + 50%(150) + 50%(150) = 600 or (300 + 50%(150)) + 50%(225) = 675 Given that the multipliers are calculated separately, independently of the actual reward, my first option makes sense to me. Also, in your example people would constantly have mad multipliers because everything set to 1 would be increasing it so, again, I'd have to hardcode a rule to deal with that. I think the solution would be for me to return 0 if any multiplier is zero, to retain that function, and then, starting with a base multiplier of 1, add on how much greater than 1 each multiplier is so 300 * multipliers 1.5 and 1.5 becomes 300 * (1 +(1.5 -1) * (1.5 - 1)) or 300 * 1 + 0.5 + 0.5 or 300 * 2
  20. I don't think anyone's ever asked for that before but I certainly certainly make it a configurable option. I'll default it to false so nothing changes unexpectedly for people but look out for a new true/false in config at the next update. Thanks for the suggestion.
  21. Yeah, it's going to be limited to 2.147 billion by the data type chosen by FP. Sometimes developers are short sighted with data types and don't think ahead (millennium bug?) but I'm not sure 2 billion health npcs falls into that category.
  22. My pleasure. Thanks for letting me know.
  23. If you've already done that, check /server/YourServerName/cfg/serverauto.cfg and see if nav_wait is declared in there. If it is, change it to "True"
  24. Nah, don't worry about making changes or adding spawnpoints. Just add nav_wait True to your startup script and that should sort it out. Observe the same formatting as previous entries there.
  25. Hey @scarecr0w12 What monument was it where you wanted to be able to disable the vanilla npcs?
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