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Everything posted by Steenamaroo
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Hi, Sorry for the delay in responding to this. No, that should be all you need to do, although the profiles with markers set true would need to be reloaded for the markers to be created. If you're editing the data files manually you do need to have the plugin unloaded first, otherwise the changes wont take. Those two settings can be changed in UI, just so you know.
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Hi, Sorry for the delayed reply. Could it be that your players are subject to a multiplier set to zero? Maybe for a permission they hold or a group or zone that they're in? Also check if Use_Permissions is true in the config. If it is true, then your playeres would need the rustrewards.open permission to get this reward.
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Hi, Suggestion noted - Thank you!
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Hi, For now it's just fixed settings although it's been on my to-do to give customisation for that.
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Hi, It was never really the plan to have these npc's roaming in groups, partly because that's exactly what ZombieHorde does, and partly because the plan with BotReSpawn was always to have them guarding specific locations. I don't have a formal roadmap but I do still have some ideas I'd like to implement and, generally, there are more suggestions than I can keep up with.
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@Death Is telling me this issue seems to be browser specific, although he has taken measures to try to prevent it from happening. Can you folks try other browers, clearing cache, and/or privacy/incognito and see if you get 2.2.4? Only tagged you, Death, in case I'm not quite right or you've more to add.
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Hi, There was never an oilrig profile until quite recently. It doesn't have navmesh so doesn't support automatically/randomly spawning npcs, but people some people like to place stationary custom spawnpoint npcs there. They requested that I add Oil Rig default profiles so that they don't have to re-do their spawnpoints every wipe. There's a global config option Allow_Oilrigs which toggles the existence of the Oilrig profiles.
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Broken how? Seems good here, on the surface.
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PlayerRanks and RustRewards both downloading just fine for me here.
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Hi, No, there's no specific tool or action required, but it's possible for other plugins to create issues if they're doing something specific on barrel destroy, overriding normal behaviour. Do you have a testing clone of your server? If so you could try running PlayerRanks with all other plugins unloaded to see if that's the case. I'll check at my end too next time I'm on my local server.
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Hey @Adam Lewis Just to update on this, I've sorted out shotgun behaviour. Aimcone is in play now so the buckshot spreads and you're hit for less damage the greater the distance between you and the npc. I did put in a minimum threshold so there's always some damage, just so you don't have npcs firing super long range and never doing any damage at all. The headshot % chance is no longer increased by using buckshot, so it's in-line with other ammo types now. Thanks for raising these!
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No trouble. I should maybe look into adding an equivalent to Limit_ShortRange_Weapon_Use that would apply to mid range weapons. I'm sure people want shotgun-only npcs in places, but npcs returning fire with a shotty from 300 is a bit OTT. I'm sure most people would prefer the npc start legging it to hunt down his attacker. Certainly buckshot needs spread and a bit of juggling to make headshot chance apply per shot, rather than multiple times per shot. Edit : There is another option that might be useful to you - Other > Immune_From_Damage_Beyond : 400 Maybe it's not ideal but you can use that to make npcs immune from, and 100% ignore, attacks from beyond a certain distance, so players are forced to come into the npc's fighting range to attack and kill them.