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Steenamaroo

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Everything posted by Steenamaroo

  1. Noted, @KingSizeKevin- Thanks for the suggestion.
  2. 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.
  3. 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.
  4. @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.
  5. Hey @Swedish Chef You can bind 'checknav'
  6. 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!
  7. 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.
  8. 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.
  9. 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.
  10. 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..
  11. Would you mind checking to see if this copy works? PermissionsManager.cs
  12. 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.
  13. It could be an extension or part of an extension. Either way, I'll just rename the class to something less generic.
  14. Hi, No, I haven't done that yet. The last update was mostly a few fixes that I've been meaning to publish.
  15. Hey, Oh, that's rare enough one. I think it means you have a plugin called UserData, and my plugin has a class called UserData. A short-term solution would be to unload UserData plugin, reload PermissionsManager, then reload your UserData plugin. For the longer term I can send you a patched copy, and include that patch in the next update.
  16. Yeah, by default when a corpse despawns it's replaced with a backpack. The Remove_Backpacks_Percent lets you set a % chance of that backpack never spawning. If you set Remove_Backpacks_Percent to 100, you'll never get a backpack from a BotReSpawn corpse. Once the corpse despawns, that's it.
  17. Hi, Thanks for flagging that. It's a small error in BotReSpawn. As you found out the setting should take, behind the scenes, but you'll probably see a console error and the wrong setting will appear until the UI is closed and reopened. It's fixed for the next version!
  18. Hi, Your workaround is exactly how I'd do it. Set Wipe_Clothing_Percent to 100, then put a chicken suit in the main container of the kit and set Wipe_Main_Percent to 99. It should be working, yeah. What do you mean, unable? What happens?
  19. Hi, Npcs get default loot from Rust in their corpses. You can disable this by setting Allow_Rust_Loot_Percent to 0.
  20. Hi, The code in BotReSpawn hasn't changed over the last 3, maybe more, versions so either the hook is no longer working, or maybe you just have hacked crates in areas where npcs can't spawn? What's the geography like, where you're testing? Thanks!
  21. Yup, you can use the free one from uMod. https://umod.org/plugins/rust-kits
  22. Yeah, this ^. You can just put 1 blood in the container main of the kit you're giving the npc. You can use CustomLoot to do this, but it's way more complicated and not worth it for one item.
  23. Hi mate, Yeah, that's what would happen. The plugin only saves down records where data has changed so it would be on a per-player basis as players accumulate new data, but, put simply, yes; the two would be fighting against each other.
  24. Ok, thanks for the info Kevin. DM regardless, if you want. Whether BotReSpawn related or not, I'll help if i can.
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