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Everything posted by Steenamaroo
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Hi, It was never really the plan to have these npc's roaming in groups, partly because that's exactly what ZombieHorde does, and partly because the plan with BotReSpawn was always to have them guarding specific locations. I don't have a formal roadmap but I do still have some ideas I'd like to implement and, generally, there are more suggestions than I can keep up with. 😂
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@Death Is telling me this issue seems to be browser specific, although he has taken measures to try to prevent it from happening. Can you folks try other browers, clearing cache, and/or privacy/incognito and see if you get 2.2.4? Only tagged you, Death, in case I'm not quite right or you've more to add. ðŸ‘
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Hi, There was never an oilrig profile until quite recently. It doesn't have navmesh so doesn't support automatically/randomly spawning npcs, but people some people like to place stationary custom spawnpoint npcs there. They requested that I add Oil Rig default profiles so that they don't have to re-do their spawnpoints every wipe. There's a global config option Allow_Oilrigs which toggles the existence of the Oilrig profiles.
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Broken how? Seems good here, on the surface.
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PlayerRanks and RustRewards both downloading just fine for me here.
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- 195 comments
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- #permissions
- #admin
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(and 7 more)
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Hi, No, there's no specific tool or action required, but it's possible for other plugins to create issues if they're doing something specific on barrel destroy, overriding normal behaviour. Do you have a testing clone of your server? If so you could try running PlayerRanks with all other plugins unloaded to see if that's the case. I'll check at my end too next time I'm on my local server. ðŸ‘
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Hey @Adam Lewis Just to update on this, I've sorted out shotgun behaviour. Aimcone is in play now so the buckshot spreads and you're hit for less damage the greater the distance between you and the npc. I did put in a minimum threshold so there's always some damage, just so you don't have npcs firing super long range and never doing any damage at all. The headshot % chance is no longer increased by using buckshot, so it's in-line with other ammo types now. Thanks for raising these!
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No trouble. I should maybe look into adding an equivalent to Limit_ShortRange_Weapon_Use that would apply to mid range weapons. I'm sure people want shotgun-only npcs in places, but npcs returning fire with a shotty from 300 is a bit OTT. I'm sure most people would prefer the npc start legging it to hunt down his attacker. Certainly buckshot needs spread and a bit of juggling to make headshot chance apply per shot, rather than multiple times per shot. Edit : There is another option that might be useful to you - Other > Immune_From_Damage_Beyond : 400 Maybe it's not ideal but you can use that to make npcs immune from, and 100% ignore, attacks from beyond a certain distance, so players are forced to come into the npc's fighting range to attack and kill them.
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Hi, "Any time a player shoots one of the ranged bots, they are instantly headshot each time." Happened to be on a test server when your message came in so I set up a bolty npc to test. He's headshotting me around 1 in 40 at the moment, which is close to what's expected - It's coded for about a 1 in 30 chance. Admittedly it's much more common for buckshot shottys, because of how it's written -they count as multiple hits. The actual damage amount doesn't change, though, between head and body shots. It's more about dealing damage to any headworn armour the player might have. The RangeWeapon DamageScale option you mentioned wouldn't govern shotguns. It covers bolty/l96, so that explains why you're still seeing pretty heavy damage from shotguns with that turned down. Limit_ShortRange_Weapon_Use is there to stop npcs using pistols and bows and that kind of thing hundreds of meters away. If it's true and the only weapons the npc has are short range, the npc should hold fire and run to get closer. Shotguns fall under medium range so this option doesn't govern them either. Ideally your shotty npcs should have a bolty for long range defence. You can still keep Aggro_Range low so they don't start long range fights but, at least, can defend themselves if needed. Up close they'll switch to their shotguns. You're right about buckshot - Looks like spread isn't taken into account there so it's not realistic over longer distances. I'll do something about that soon. Thanks for pointing it out.
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Plugin stopped tracking plant gather
Steenamaroo replied to CaptainNebulous's Support Request in Support
Hey, No worries. Maybe the hook got changed or something. Thanks for letting me know...I'll take a look and get it sorted. ðŸ‘- 1 reply
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- 50 comments
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- #updates
- #steenamaroo
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Yeah, someone else reported the same. It's not a Permissions Manager issue, as such, as PM is just showing you the game-maintained AllPlayerList, but I can filter to exclude duplicates. That doesn't explain the underlying reason, or solve any issue, but it'll keep my UI cleaner. ðŸ‘
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Had a few reports about this recently, across a range of updated files. I'm sure @Death is aware but pinging him anyway. Thank you. ðŸ‘