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Steenamaroo

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Everything posted by Steenamaroo

  1. I think I understand. Basically you want CustomLoot to have an option to put vanilla scrap amounts in containers, instead of you specifying some other amount? If that's what it is then yeah, I think we do do that.
  2. Sorry mate, I don't understand. Can you clarify?
  3. I'll look into both of those things. Thank you. The Mountain profile...That's new to me. Monuments are automatically detected by the plugin so if Facepunch adds new ones they get picked up automatically. I guess maybe Facepunch removed, or renamed, so new 'monument'. I'll find out, though.
  4. No problem. It's possible the respawn was coincidence, if there's multiple npcs in the profile, or multiple similarly dressed profiles near each other, and also possible that day/night changes would have forced some respawns if your day amount and night amount are different, but certainly AutoSpawn would need to be true to enable the profile, and respawn_timer is in minutes. Hopefully that solves your issue but don't hesitate to let me know if it doesn't, or if anything else comes up.
  5. I see. The timer is in minutes, not seconds, so you'd want to change that to 30, and AutoSpawn would need to be set to true otherwise the npcs shouldn't spawn at all. If it's false, the profile is effectively disabled and can only really be used to manual `toplayer` calls, or calls from other plugins. If you set AutoSpawn true and Respawn_Timer 30, you should see npcs spawning more or less immediately when you reload the profile or plugin, then respawning after 30 minutes when they've been killed by someone.
  6. Hi, @Maxime Gr What npcs are you testing with? Ones from events, such as hackable crate or airdrop, or toplayer command, do not respawn. Do you know the timers are in minutes, not seconds?
  7. If you've asked for a different number of npcs during day and night then Voteday skipping night would prompt BotReSpawn to respawn npcs due to the day night change. If that's what it is, then simply setting day + night spawn amounts to the same number will solve the problem.
  8. Thanks for that. ...and you're pretty sure this happened after wipe, with no other relevant changes you're aware of?
  9. The timer is in minutes. Have you got any plugins that do anything crazy with time of day, rapidly changing it or anything? If so, best to ensure that the day spawn amounts are the same as the night spawn amounts for your profiles. If your server has normal time progression then that's not it - Please let me know if that's the case.
  10. Hi, Respawn_Timer is still there as an option per profile. It's under the 'Death' tab.
  11. Sort of, yes. It enables the server AI dormant setting to work, so if you want dormancy you'd have to set that ^ to true, and the server setting to true also. I added that extra layer because just 'fixing' AI dormant would have resulted in mass support requests, since a lot of people probably have the server setting set to true and don't realise.
  12. Thanks for the info, Krungh. I have both hooks pointing to the same pickup reward right now, but also have a check by ID to make sure rewards aren't given out twice. (from both hooks). Should be easy enough to have a planters-only check in there, I think.
  13. Noted, @KingSizeKevin- Thanks for the suggestion.
  14. I'll have to get in game and see if I can find a problem. Looking at the code there shouldn't be, but obviously there is. Yeah, I suppose the option for Melee_DamageScale should sort it out. Sorry you have to do that, though. I'll try to get it figured out as soon as I can.
  15. Hi, I'm not aware of anything, no. I don't use anything npc specific behind the scenes for melee damage so if your settings haven't changed, and the damage dealt by a real player hasn't changed, I don't think the damage dealt by an npc should have changed.
  16. @sarge- This ^. RustRewards expects you to be making changes via UI so config saves when you unload/reload it. To make manual changes to the file you'd need to unload RustRewards, do your work, then reload.
  17. Hey @Swedish Chef You can bind 'checknav'
  18. Hi @Covfefe I have a few issues I'm struggling to sort out which take priority but a few people have asked about Junkpile npcs. I could see that happening in a not-too-far-away update. Thanks for the suggestion!
  19. Steenamaroo

    NPCKits

    No, NPCKits doesn't do anything with the default gear that npcs have. It does have an option to wipe, or not wipe, the default stuff, so you could use it to have vanilla npcs with their vanilla gear supplemented with additional gear from your - giving them an extra gun, for example. But no...It doesn't save down or show you what an npcs default loadout would have been.
  20. Steenamaroo

    NPCKits

    I haven't looked into it much but I think some of them have slightly randomised loadouts. Not 100% sure but I think the weapons can be different, within the same prefab - mp5/lr300, for example.
  21. Well, in your case the npcs were where they were suppose to be, just with incorrect names, so no; I don't expect anything needs to be done. I do, from time to time, see people with 2/300 aggro range, trying to figure out why their npcs are engaging from far away and relentlessly following people.
  22. That's true enough. Things are getting tighter and tighter the more monuments there are. That said, it should be controllable with Aggro_Range as these npcs shouldn't be responding to sound or nearby gunfire. They should only respond to people being within their Aggro_Range radius, or directly hurting them. @Flint Monkey- I appreciate crossover wasn't actually the case in the end, but thought that might be useful info anyway..
  23. Would you mind checking to see if this copy works? PermissionsManager.cs
  24. Hi, Yeah, it's possible I'll move to text input soon. You can use the profile copy/paste function as a bit of a timer saver but I understand text input would be better in the longer term.
  25. It could be an extension or part of an extension. Either way, I'll just rename the class to something less generic.
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