Jump to content

Steenamaroo

Administrator
  • Posts

    3,673
  • Joined

  • Last visited

  • Days Won

    208

Everything posted by Steenamaroo

  1. @406_Gromit- Thanks again for reporting this. I've found the issue and it is fixed for the next update.
  2. @Sveervoox- Hi, are you using Mevent Kits? I identified an issue with this combination yesterday, thanks to reports from another user. Hoping Mevent will be willing to make a small change to rectify this soon. I'll reply back here as soon as I know more, if that is the case. @highmark9090- Thanks for the kind words. I'm glad you're enjoying the plugin. I'll take a look and see what would be involved in adding some more values to the spawnpoint overrides system. @406_Gromit- The miner's hat should work without any additional mods. I'll take a look today and find out what has changed. Thanks for letting me know!
  3. Hi, The changes would need to be made in UI, or when the plugin is unloaded. If you manually edit the config file while the plugin is loaded, your changes will be overwritten.
  4. @Jbird- Feel free to DM me in discord about this. Maybe we can figure it out faster. Would it be possible for you to fire up a clone of your server for testing, so you're free to unload things without worrying about your pop? I could send you a copy with some debug to trace how far the code is getting and, maybe, find out why it's stopping.
  5. Oh? Ok. I didn't think I needed to test that...it was pretty simple. I'll get back to you with a tested copy. Edit : Update sent.
  6. That plugin is free and has MIT license so there's no issue with making modifications to it. I'll DM you a copy now that should spare BotReSpawn npcs.
  7. Ah, I see. There's another approach - I have a free plugin called NPCKits which you can use to kit out, and adjust the health for, vanilla npcs by location. It's not what you asked for, but I think a lot of people use it to make the vanilla npcs blend in with nearby BotReSpawn ones. Alternatively if the plugin you have that's killing off default npcs is free / has permission for modifications, I can make it ignore BotReSpawn npcs for you.
  8. Hi @damnpixel- to what end? The behaviour is custom and unique to the plugin so really using a different prefab would just change health and/or inventory, both of which can be customised already. @Yastreb - Custom loot isn't straight forward, If I'm honest. I'll DM you and talk you through it. @Tabmorine - No problem. Don't hesitate to ask if you need to know anything.
  9. By default BotReSpawn doesn't apply any kit so what you get is a default scientist with hazmat suit and LR300 or mp5, as far as I know. What you'd want to do is set Keep_Default_Loadout for your profiles to false, then create a kit, with Kits.cs plugin, which contains the clothing and weapons you'd like the npcs to have, then select that kit for the profile in BotReSpawn UI. The kit you make could contain the hazmat suit for regular scientist appearance, but also whatever weapons you like.
  10. Hi, Rust_Loot_Source option and CustomLoot plugin are two unrelated things. Rust_Loot_Source allows you to choose a loot profile out of the ones that exist in the game. If you selected an oil barrel from that list, then your npcs will have the same loot as an oil barrel would, for example. You could make high-tier npcs have the same loot profile as a hackable locked crate...That kind of thing. CustomLoot is totally separate - It can replace the loot in all kinds of npcs/crates/barrels, including BotReSpawn npcs, but you have to make up the loottables for it yourself. There are no settings in BotReSpawn relating to CustomLoot - If you choose to use CustomLoot to give these npcs customised loot, all the work is done at the CustomLoot end. Let me know if you need any more detailed info on how to do that.
  11. Thanks Mals. I've attached a second one since then. It's looking good!
  12. That's great. Thanks again for all the info. I'll give it a full run through with exporting/importing tomorrow, before updating, but I think it should be good! Hope CF server doesn't catch fire with a PermissionsManager update.
  13. NIce! Thanks for checking and confirming @Zoreeno Much appreciated. Hopefully groups aren't messed up too.
  14. @Zoreeno - Actually, this might work. If it doesn't I'll just leave it until tomorrow when I'm on the test server. ** EDIT ** For anyone looking for a quick fix, this seems to do it. ** I'll update publicly after testing properly tomorrow. PermissionsManager.cs
  15. Ok, I'll get a look at this tomorrow and get it tidied up. Thanks for that!
  16. Makes sense that oxide did about 5 updates to fix permissions case issues but the issue is PermissionsManager which hasn't changed in about 5 years. Someone fancy giving this a go for me? PermissionsManager.cs
  17. I'm still not convinced this is intentional, folks. Oxide update notes suggested they've been trying to fix to allow mixed-case, not prevent it. Has anyone reported that oxide still isn't handling upper/mixed case perms?
  18. Gotcha. Thanks for clarifying. That's interesting. Maybe you just don't have any plugins with mixed-case permissions? Try this. If you don't see 'TestPerm' in PermissionsManager UI, then you've just been lucky. TestPerm.cs
  19. What build are you on? 2.0.5625 is current, whether linux or windows.
  20. Sorry, that was a typo - I meant 2.0.5625 Still, you said "I'm pretty sure the first note on the last update..." with reference to what is the penultimate update. Maybe I misunderstood. If you're on 5625, please ignore.
  21. There was another update since the one in your screen shot. 2.0.5626 - Fixed NullReferenceException when loading permissions on fresh server installs. Perhaps that one reintroduced issues?
  22. I'm seeing the same issue here. Looks like oxide isn't handling mixed-case Permissions. Based on their update notes, I think oxide should handled mixed case permissions just fine, as it always did, so I'd suggest reporting this to them - It's possible they aren't aware yet.
  23. Hi, I'm not sure the ins and outs but I know there were some unintended case-sensitivity changes in oxide which, I believe, have since been reverted or fixed. As far as I know all's good right now - I had a check through on my server and everything seems to be working OK again.
  24. Alright, thanks. Unless there are errors in console when you kill animals, I'm struggling to think of anything else that could prevent the kills being incremented.
  25. Ok, What version are you running, and have you modified it at all?
2.3m

Downloads

Total number of downloads.

10.5k

Customers

Total customers served.

152.4k

Files Sold

Total number of files sold.

3.2m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.