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Steenamaroo

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Everything posted by Steenamaroo

  1. @solovei8- The copy attached here solves your problem. Thanks for reporting it. This fix will be in the next public update.
  2. Hi, The suicide option only comes in to play for 'event' npcs, so that's any npcs from event profiles like Airdrop, or from use of the 'toplayer' command. The reason for this is that there's no upper limit to how many npcs can exist from these methods so if, for example, your server has 5 pop but hourly airdrops, you could end up with hundreds of npcs roaming around because no one's killing them. With all the regular profiles population is limited and controlled - They can't exceed the population you asked for, so there's no need for suicide as a safety net.
  3. Oh, no matter what way you set it up you can't get the npcs to be hostile within the safe zones? Is there any chance you have peacekeeper true and it's coincidence? If not, I'll take a look and see if I can find a problem. Thanks!
  4. Ah, I think I see what you mean. There is a Respect_SafeZones option but nothing more precise. Having that on or off will mean npcs will fight everything (that they're meant to), or ignore everything, within a safe zone, but there are no options, at present, to discriminate. Just to be sure I understand, you'd like BotReSpawn factions who will fight each other within safe zones, but will not attack regular players within safe zones?
  5. Hi @Jacob Rain Are you finding BotReSpawn npcs fight eachother within safe zones? If so, that's unintentional - I'll take a look at it soon and stop that from happening.
  6. Hi @Jacob Rain You're quite right - I put in hardcoded protection from fire in a recent update because npcs using flamethrowers died very quickly due to the fire on the terrain. I don't think there's a way for me to know whose fire is whose so I think it's an all or nothing option, but I'll make Fire_Safe an option per-profile in future versions.
  7. Hi @Lei_Wong The different configurations thing sort of exists. If you change Data_Prefix in the config file, (it's usually "default"), then new files with new names, using that prefix, are created. That was to allow people to have multiple sets of data files, maybe for different maps, and switch to them reasonably easily without having to copy+paste and rename files. That functionality was created pre-UI, though, so fair comment...A UI solution for easily saving and recalling different setups would be great. Putting BotReSpawn guys on the cargo ship is a little more complicated than in most other places, but it is in the longer term plan. If I get it done I'd cover all the vanilla npc areas - CargoShip, Excavator, OilRig, etc.
  8. Give this a bash? Each loottable should now have a Spawn_Vanilla_Scrap option which you can set to true. You'll still need to have the probabilities set up so scrap spawns, or add it to the Always_Spawn_List. CustomLoot.cs
  9. 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.
  10. Sorry mate, I don't understand. Can you clarify?
  11. 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.
  12. 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.
  13. 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.
  14. 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?
  15. 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.
  16. Thanks for that. ...and you're pretty sure this happened after wipe, with no other relevant changes you're aware of?
  17. 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.
  18. Hi, Respawn_Timer is still there as an option per profile. It's under the 'Death' tab.
  19. 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.
  20. 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.
  21. Noted, @KingSizeKevin- Thanks for the suggestion.
  22. 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.
  23. 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.
  24. @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.
  25. Hey @Swedish Chef You can bind 'checknav'
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