Jump to content

Steenamaroo

Administrator
  • Posts

    3,592
  • Joined

  • Last visited

  • Days Won

    207

Everything posted by Steenamaroo

  1. HI @Papa Bear Glad to hear you're having fun customising your npcs, between NPCKits and BotReSpawn. If you're placing a custom spawnpoint up in that tower the npc should spawn exactly where you placed it, as long as there's navmesh up there. You can check to confirm by using the check navmesh button in the BotReSpawn UI, when you're placing/moving spawnpoints. If there's no navmesh then you'd have to set the profile for that npc to Stationary : true in order to force him to spawn there. The tradeoff is that if Stationary : true is required the npc won't be able to navigate around. It'll just stay in that exact spot.
  2. Hi, To ensure that the npcs drop vanilla loot you'd need to make sure that Allow_Rust_Loot_Percent is 100, and Rust_Loot_Source is "Default NPC". To prevent contents of the main container of the kit being lootable from the npc's corpse you'd set Wipe_Main_Percent to 100. You can, alternatively, just remove the unwanted items from the kit. These options are all per-profile and can be found in the UI for any profile under the 'Death' tab.
  3. Steenamaroo

    Stop Cactus Damage

    Hi, Yes, the PVE_Safe option set to true will prevent the npcs from taking damage from cacti.
  4. That's a great idea @Evan Mayo I'll take a look at that soon. Thanks for the comments!
  5. Hi, You need to update to the latest version of BotReSpawn - V1.2.5
  6. @Stark You can use it to prevent event profiles from taking place in close proximity to some monument/profile so, for example, you could have npcs spawn when a PatrolHeli is taken down, but you you could set up your airfield profile to prevent the above, if it takes place near the airfield.
  7. No, not yet. The last update was just a patch to stay up to date with Facepunch changes at wipe. I always list all the changes in update notes so you'll see it added, most likely in the next version.
  8. That'd certainly do it. Thanks for replying so other people know.
  9. @william longThere isn't really a default, with reference to vanilla, as there's multiple different npc types within vanilla Rust, all with different behaviours, weapons, clothing etc. BotReSpawn doesn't spawn a vanilla junkpile guy, or heavy scientist, or whatever - Its AI and specs differ from the vanilla npcs and there are behaviour customisations and various difference. The default settings provided for things like health and aggro/deaggro are just a sort of middle ground, just trying to avoid making any particular setting extreme.
  10. It's all there in the UI, although I guess I could include a document too. There is no standard vs heavy in BotReSpawn - There's just npc. You customise how they look and what weapons they have via kits, and modify their health and behaviour via the UI options.
  11. Thanks @Malkizid- Very happy to hear that!
  12. Steenamaroo

    Server Startup

    Hi, This is built in because most often when servers wipe they change map, and any custom profiles which aren't parented to a specific monument aren't going to make sense on the new map, which would mean npcs failing to spawn, or spawning in strange places. By default BotReSpawn turns these profiles off to prevent that problem but for cases where you're recycling the same map you can just set Global setting `Disable_Non_Parented_Custom_Profiles_After_Wipe` to false.
  13. @Malkizid- Yes, this shouldn't be a problem. I'll include it in the next update.
  14. @william long - Sorry, I overlooked your support request. I've replied now.
  15. Steenamaroo

    still learning

    Hi, That's something I haven't looked into - The vehicle thing. I'll take a look and see what a practical solution might be. Yes, there is info built in to the UI - If you click on any of the labels in the UI a description window will pop up with more information.
  16. Steenamaroo

    what is attack noob?

    Hi, You can click on any of the option names/labels in the UI and you'll be presented with a description of how that option works. For "Target Noobs" it will show you "If this is set to false then npcs from this profile will not attack 'noob' players. This setting uses Rust's built-in sash system and is automatically disabled if NoSash plugin is installed." The vanilla sash system, as far as I know, works on whether or not you've handled a weapon or tool, excluding the default torch and rock. Once you have handled anything else - A gun, knife, farming tool etc, you are marked as no longer being a noob. Essentially this setting will protect newly spawned players from otherwise hostile npcs.
  17. Hi, Thanks for reporting. I've added an additional null check which may solve it. If it doesn't then it's possible it's a carbon specific issue - I'll speak to Raul in that case to see what we can do.
  18. Thanks Pookins. Just to elaborate, custom spawn points set for vanilla/default monuments will transfer properly even if you change maps so if, for example, you place a custom spawnpoint right at a specific doorway in LaunchSite and then you change maps and the Launch Site is now far away from where it used to be, that npc will still spawn in the exact spot you placed him, relative to the launch site. For custom made profiles it's tricker - If the profile you've made is meant to be at or near a particular default monument, you should set "Parent_Monument" to that monument before adding your spawn point, then BotReSpawn will treat it like a default profile and automatically migrate the profile, and custom spawn points, if/when the monument moves due to map change. You must set the parent for a custom profile before creating your spawnpoints, if you want to do this. If you think you've ever likely to change map but will want your custom profiles and their spawnpoints (placed at or near vanilla monuments) to migrate automatically, then you may want to use the parent option now to save more work later. Directly answering your question, though, when recycling the same map everything should just work automatically across wipes. Just don't wipe any of the BotReSpawn data and be sure to set 'Disable_Non_Parented_Custom_Profiles_After_Wipe' to false in the global settings page.
  19. No worries. Consider it done for the next update.
  20. I was actually wrong about that - Activity rewards are checked every 60 seconds. It is still hardcoded but not every 15 minutes as I thought. AFK time is not taken into account, though. It's just simply working on the player's connected time. I could build in some AKF detection in the near future, I'm sure.
  21. Hi again @Trenyc Sorry, you're quite right - RustRewards is not currently notifying players, by chat, of activity rewards. I changed something a few versions back which impacted that and didn't realise until now. It'll be fixed in the next update. Thanks for flagging it.
  22. Hi, Yes, that should be all that's required. Giving out the permission is only needed if Use_Permissions is set to true, but it wont do any harm either way. Have you only recently enabled this setting? If so it may be important to know that the plugin checks every Reward_Seconds, so every 15 minutes, but that can be out of sync with the activity any given player has. I.E. If a player joins a few seconds after a check they'd only have 14:58 at the next check - Not enough. They'd have to wait 30 minutes (two checks) to see their first reward, at which time they'll have 29:58 of playtime. If you made the changes manually by editing the json you may need to unload the plugin before doing so, and if you made them via UI I think you'd need to reload the plugin afterwards to get the new timer to start running. If that doesn't get it running please just let me know.
  23. Hi, I'll take a look and see if I can get that added in. Thanks for letting me know.
  24. Steenamaroo

    grant permission

    Hi, That's not something RustRewards does but I do have another plugin that rewards based on time. I haven't released it yet but as far as I know it's ready - I'll see about getting that out to public.
  25. Hi, Are you 100% sure? Looking at the code here and Suicides are subtracted from Deaths before working out KDR, if that option is set to true. It is, however, only updated each time the player records a PVPKill so if you changed KDRExcludesSuicides from false to true, players who haven't had a PVPKill since would still have their old stat, taking Suicides into account.
2.1m

Downloads

Total number of downloads.

9.8k

Customers

Total customers served.

142.7k

Files Sold

Total number of files sold.

3m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.