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Steenamaroo

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Everything posted by Steenamaroo

  1. Would you mind checking to see if this copy works? PermissionsManager.cs
  2. 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.
  3. It could be an extension or part of an extension. Either way, I'll just rename the class to something less generic.
  4. Hi, No, I haven't done that yet. The last update was mostly a few fixes that I've been meaning to publish.
  5. 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.
  6. 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.
  7. 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!
  8. 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?
  9. Hi, Npcs get default loot from Rust in their corpses. You can disable this by setting Allow_Rust_Loot_Percent to 0.
  10. 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!
  11. Yup, you can use the free one from uMod. https://umod.org/plugins/rust-kits
  12. 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.
  13. 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.
  14. Ok, thanks for the info Kevin. DM regardless, if you want. Whether BotReSpawn related or not, I'll help if i can.
  15. OK mate, thanks for that. Feel free to ping me on discord for quicker chat - We'll get it figured out, one way or other.
  16. Depends what software is reporting usage, I suppose.
  17. Yeah,, multi-core is often reported that way. Kevin's max should be 600% total, I believe.
  18. Sounds like something's definitely going wrong, then. 250 isn't that much, compared to what I hear other people are doing. Do you keep a clone for testing? If not, would you be prepared to set one up? It might be revealing, having the freedom to unload/reload plugins at will, looking for performance differences. Are you on the latest version from Codefling site? Don't just go by V number, as I've sent some people pre-release copies for quick-fixes of things in the past. Eventual public release may well contain additional fixes. Do you notice any patterns? For example, are they fine upon reload but then gradually this problem emerges? Does it affect all BotReSpawn nps equally, or just some? Does it affect vanilla npcs, or npcs from other plugins? Anything like that you can think of would be super helpful.
  19. It's a 6 core CPU with each reported as % so his system's pretty much idling. Thanks though.
  20. I have one person reporting non responsive npcs at the moment, other than yourself. I have had a couple in the past but, as far as I know, they were always solved by reducing numbers or removing/limiting other plugins. Are you spawning in massive numbers? I am looking at ways to improve performance a bit but, in short, no; I'm not aware of a widespread problem.
  21. Hi, If you don't specify any custom points, or you don't specify enough, the npcs will spawn randomly within a circle. Radius is the size of that circle. There is a `ChangeCustomSpawnOnDeath` option per profile. If this is true and you have more custom spawnpoints than you need, the the npc will pick a random one so, eventually, they'll all get used. Edit: Their roam is randomised and is limited by roam_range setting, unless they're aggrod on a player. If they are aggro they can leave their roam_range, but will return once non-aggro again. I'll be looking into replacing the vanilla npcs in the near future, hopefully.
  22. Hi @Somescrub, I'm not familiar with XPerience but you can use RustRewards to give scrap/economics/serverrewards for BotReSpawn npc kills. Looks like there's API to give xperience from other plugins so it's certainly something I could add, if the popularity is there. Thanks for the suggestion!
  23. Ok, that's good info to have. Thank you for that. I'll get a good look into this, probably not tomorrow but Tuesday, and hopefully get to the bottom of it.
  24. I haven't experience this and can't recreate it so far but I have had a few people report it now. I'll' have to dig deeper and see if I can get it figured out. It may be possible they're so far away from home that setting their destination to home, from there, fails, so they just roam where they are? When they're miles away from home and not aggrod, do they roam as normal out there, or stand still, or go back and forth? What's their behaviour like?

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