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Everything posted by Steenamaroo
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Thanks @Shark-A-Holic Have you got a copy of the failed timer error you can paste too?
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Can the Red [admin] Title prefix be removed or hidden?
Steenamaroo replied to kmgaijin's Support Request in Support
Are you sure that's coming from PlayerRanks? -
Documentation of in-game commands (console and/or chat)
Steenamaroo replied to kmgaijin's Support Request in Support
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. -
MODIFY RANGE FOR BOTS WITH WEAPONS BY % or SET VALUE?
Steenamaroo replied to nekros's Support Request in Support
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. -
Getting started - Can't seem to find basic SQL integration info
Steenamaroo replied to kmgaijin's Support Request in Support
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. -
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?
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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.
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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.
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MODIFY RANGE FOR BOTS WITH WEAPONS BY % or SET VALUE?
Steenamaroo replied to nekros's Support Request in Support
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? -
MODIFY RANGE FOR BOTS WITH WEAPONS BY % or SET VALUE?
Steenamaroo replied to nekros's Support Request in Support
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. -
Hey, Nah, the new values will just be added in to your existing file. Drag and drop.
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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
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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.
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No problem. I'll have a dig this evening and see what I can turn up.
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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.
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Hi, Yes, that's something I could add without a problem. Thanks for the suggestion.