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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Needs update

    Thanks @Shark-A-Holic Have you got a copy of the failed timer error you can paste too?
  2. Are you sure that's coming from PlayerRanks?
  3. Hi, BotReSpawn saves data+config files during unload (and reload) to catch changes that might have been made in UI, so that would overwrite any manual changes you make. To make manual file changes you'd need to unload BotReSpawn first, make the changes, then load it.
  4. I just checked this out on my local server. I'm getting one point for barrels, which matches my settings, using LR300 and also using Spas with buckshot. Are you sure you don't have a weapon multiplier in play?
  5. Hi, The permissions system is part of oxide/uMod and there's good documentation on their site. https://umod.org/documentation/plugins/permissions As an alternative to typing in permissions commands every time you need to make a change, you can use my PermissionsManager plugin, which puts a UI in front of it.
  6. I'll take a look tomorrow and hit you up.
  7. Someone else requested that recently. I'll be looking at it soon for next update.
  8. OK, I see what you mean. There is no option to just make npcs move up rather than fire, regardless of weapon, although it could be added. I'll take a look at that. In the meantime, there is an option to reduce Deaggro_Memory_Duration - It's in the global configuration options. At least that would decrease the length of time that npcs remain locked on to targets beyond deaggro range.
  9. Can't see why not. I'll take a look.
  10. Hi, The plugin handles the connect string and connection. All you need to do is put the correct credentials in the MySQL section of /config/PlayerRanks.json file, and ensure that your SQL host is whitelisting the IP that your Rust server uses for SQL queries. Note, this often is *not* the same IP used for game connection so you may need to check that with your Rust server host.
  11. Hi, I'll check this out on my server tomorrow, as that really shouldn't be the case. The plugin uses OnEntityDeath hook, so it shouldn't make a difference if it's a single round or a buckshot. I'll let you know what i find.
  12. Steenamaroo

    problems with /pr chat

    Curious about that myself. The "pr" chat command is hardcoded (not configurable) and no permission is required for the 'chat' argument, so I can only guess either another plugin is registering /pr, or PlayerRanks isn't loaded?
  13. Steenamaroo

    Bandit camp kits not working

    No worries. Thanks for letting me know. If you didn't know already, NPCKits has a UI now like BotReSpawn, so you can use that.
  14. Steenamaroo

    Bandit camp kits not working

    Hi, They're working fine over here. I guess check to be sure the profile is set Enabled : true, and that the right kit is selected for them. Use the UI, to rule out any manual typing errors, and reload the plugin but watch console to confirm no errors are thrown. If that all checks out, strip your character and redeem the kit yourself to confirm it isn't accidentally empty or something.
  15. I suppose it could be made configurable, sure, although it sounds like you're saying the npcs with pistols are shooting from hundreds of meters away? Is this the case? If so, are you sure they don't also have some kind of rifle they're switching to?
  16. Hi, The way it's set up, with Limit_ShortRange_Weapon_Use true, npcs shouldn't use pistols/bows if their target is considered long-range. Long range is hard coded as anything over 40. If the npc has a more suitable weapon, like an AK/LR/bolty or something, he will switch to that and use it instead. The only time the npc wont fire at all due to Limit_ShortRange_Weapon_Use is if the npc only has short range weapons, like pistols/bows. In that case, the npc should run to get closer, to try to get in range.
  17. No trouble. Another possibility - It looks like Server Rewards uses int32 for its SR storage, so if you're trying to exceed 2147483647 points, it's not going to work.
  18. No, RustRewards doesn't know your balance. It just uses SR's AddPoints API. I'm not familiar enough with server rewards to know if it has limits but maybe it's in the uMod overview, or someone else here will know? Edit: Make sure you didn't set your new day or night multipliers to 0.
  19. Steenamaroo

    Night bonus

    Hey, Nah, the new values will just be added in to your existing file. Drag and drop.
  20. Steenamaroo

    Night bonus

    I've added this in. Would you like to test it out? The config now has a true/false for 'UseServerTime'. If that's true it uses built in night/day checks. If false, it uses DayStartHour = 8, NightStartHour = 20; which I also added, and you can change. and, of course, under mutlipliers in the config files, you'll see Daytime and Nighttime added. RustRewards.cs
  21. Steenamaroo

    Error in console

    Ok, I was unable to replicate this. The only thing that can be null there, resulting in error, is the item so I guess either there's some rare circumstance where that can happen, or you have some other plugin that's destroying it in favour of something else? Either way, I'll null check 'item' and then errors wont be thrown. Regarding the PlantsGathered thing, I just checked and it seems to be working OK here. As far as I know there was always the discrepancy that wild plants go through as ResourcesGathered, and grown plants go through as PlantsGathered, so you can only really test by growing something from seed.
  22. Steenamaroo

    Error in console

    No problem. I'll have a dig this evening and see what I can turn up.
  23. Steenamaroo

    Error in console

    Hi, Thanks for reporting. Do you know if there was anything in particular that triggered that - Gathering a certain resource, or using a certain tool? If not no worries...I'll have a dig and see what's up.
  24. Steenamaroo

    Night bonus

    Hi, Yes, that's something I could add without a problem. Thanks for the suggestion.
  25. I'm getting scarecrow loot no problem over here. Ensure ScarecrowNPC is selected as loot source for your profile, and that Allow_Rust_Loot is set to 100. If that doesn't work I'd guess some other plugin is handling the loot for your npcs, wiping out this default loot.
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