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Steenamaroo

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Everything posted by Steenamaroo

  1. 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. 👍
  2. Hi, PermissionsManager is largely a front end for the existing oxide commands. oxide.usergroup remove playername/id groupname should be what you're after. Depending what service you're using to provide VIP packages to players, you should be able to add custom commands to remove them from previous groups. You might want to consider removing your player from all existing VIP/special groups, before adding them to the appropriate one, to account for users downgrading.
  3. Hi, Are you using RustRewards to let your players earn ServerRewards currency? If so, are you seeing any relevant console errors in your log? Are players getting notifications (from RustRewards) that they've earned SR for various tasks, if you have that enabled? Is the RustRewards config set as follows? "UseScrap": false, "UseEconomics": false, "UseServerRewards": true
  4. Hi, Thank you for the suggestions. I'lll not reply to each of them individually but know that I've seen them all and added them to my list. I'm not saying they'll all be implemented but I'll definitely review them all. Thank you. 👍
  5. My pleasure. 👍
  6. Hi, Are you seeing a compile error or something? The current version definitely compiles just fine so I'd recommend deleting BotReSpawn.cs from your server and from your downloads folder, then re-download from Codefling and copy to the server /plugins folder. Watch the console whilst doing this. If any error is thrown when you copy the plugin over, please copy and paste or screen shot it here.
  7. Hi, You want the Vanilla safe-zone npcs/turrets to attack BotReSpawn? I'm afraid I don't have an option for that in the current version. I'm pretty sure those turrets and npcs treat BotReSpawn like vanilla npcs, totally ignoring them. I'll double-check and see what I can do. 👍
  8. Steenamaroo

    Bots not having any loot

    Hi, Every profile of npcs has a Respawn_Timer, in minutes, that you can set. When you kill an npc a new one will spawn that many minutes later. If you aren't using custom spawnpoints keep in mind that npcs can spawn anywhere inside the profile Radius. Your new npc isn't likely to spawn on the exact spot where you killed the old one, but certainly somewhere nearby. Kits can be assigned to each BotReSpawn profile in the in-game ui with a few clicks. Just view the profile, click 'Edit Kits' then set whatever kit you want the npc to have to '1'. If you set many kits then the npc will get one of them, chosen randomly. The use of numbers is so that you can do more complex probability balancing but for simplicity, for now, just setting some kit to '1' will ensure it is given to each npc spawned for that profile.
  9. Hi, I'll take a look and see what I can do. 👍
  10. Maybe TP to 1670,0,-1350 - That might give you a clue who's causing the problem. 👍
  11. Steenamaroo

    Suggestion

    lol. Ok. Attached should sort it then. PermissionsManager.cs
  12. I'm afraid that's not me, @Mals BotReSpawn doesn't use, or do anything with, scientistnpc_heavy.
  13. They’ll only throw if you’ve given them grenades in their belt.
  14. Steenamaroo

    Suggestion

    I doubt that's an issue at my end. I print player display name in a loop. There's no condition where I'd print SteamID instead. Is that putting online at the bottom now? 😂
  15. Hi, Honestly this was forgotten about. Sorry about that. I'll get a look at it soon, though. My to-do list is a lot shorter now. 😂
  16. Steenamaroo

    Suggestion

    Oh, ok. I've just done the two sorts in the wrong order. If the attached works as expected I'll include that in the next update. PermissionsManager.cs
  17. At present, no. Although it is on my list of things to-do. 👍
  18. @TheEye I know you solved this in NPCKits support but just so you know, I try to make it so you never have to wipe any config or data files. 👍 The only 'from-scratch' update I can think of in recent memory was from BotSpawn to BotReSpawn.
  19. Steenamaroo

    NPCKits

    I'll have a check to see if that's kits plugin or me. At a glance I don't think it's me but I'll make sure. Thanks for the info!
  20. Steenamaroo

    Suggestion

    Hi, Can you show me a screen shot of what you see? it's meant to be doing what you describe - Sort by online/offline, and by displayname.
  21. Steenamaroo

    NPCKits

    Hi, @TheEye I updated Kits to be on the same version as you and I'm not seeing an issue. Would you mind rolling back NPCKits to confirm for sure if it's related or not?
  22. Uploaded file is 2.2.3. Confirmed by downloading.
  23. @Country_SassNot really, no. Each npc chooses random points to walk to, within the roam range of his spawn point. ZombieHorde does that, though.
  24. I don't see any API for identifying helis from that plugin but I can take a punt that it's adding a custom component and/or changing OwnerID. I'll send you something for testing, if you're willing.
  25. Hi, The advice would have been to ensure that nav_wait is true. If it's false then the server starts up fully before navmesh generation is complete, so then there's nowhere for the npcs to spawn at first. It wouldn't apply to any profiles where Stationary is set true, as those npcs don't move and don't need navmesh.
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