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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, It's behind a player-has-permission check right now but sure, I can make it work from server console. Edit - Sorry, it looks like it should work already. Have you tried `SaveLeaderboard` console command?
  2. HI @Rustgaming2021, By default BotReSpawn will turn off any profiles with custom spawn points and no parent monument but you can set Disable_Non_Parented_Custom_Profiles_After_Wipe = false in Global config to prevent that from happening. If you do that, BotReSpawn will try to spawn those npcs after wipe/map change but, of course if any of them happens to fall somewhere impossible like on water or some area with no navmesh, then those ones won't work. A recent change in BotReSpawn is that the 'Show Spawnpoints' option will show you the numbers at their locations on the map, as it always did, but it will show any which don't have navmesh in red, so it's reasonably quick and easy to check and fix any points which aren't going to work. If you're wiping but using the same map then yes - They'll just work, as long as Disable_Non_Parented_Custom_Profiles_After_Wipe is false.
  3. Ok, thank you for the info. I've been doing some work on BotReSpawn so there should be some updates coming soon. If you're interested in testing in advance of release, please let me know. Thanks for reporting!
  4. Hi @Rubiks-Q-Bert, Aggro range of 150 is quite big. The npcs will only respect their roam range while they don't have a valid target, so if they're picking up on targets and pursuing them, that could lead them out of their area. Maybe try setting aggro and deaggro to something smaller, to see if that solves it? Thanks for the report.
  5. Yes, if you were to set "Announce_Spawn" to false then there'd be no more chat announcements. for that profile.
  6. Most likely it's happening at the switchover between day and night. if your profile is set up for different quantities of npcs during day and night then you'll see that message for every npc spawned at the switchover time.
  7. Hi, Yes, I'm afraid that's how that is at the minute. It was originally requested by people who use boss profiles, so there's only ever 1 npc spawning.
  8. Hi, There'll definitely be some expansion upon the factions thing in future. I hadn't considered string faction names but I suppose it could be done. The sub-profiles idea is sort of in place already, if you're using custom spawn points. Any custom spawnpoint will use the profile's settings by default but also has some override options to make that spawnpoint unique. Override options do include kit and health.
  9. Hi, I don't think so, no. As far as I remember it counts for growable and dispenser gather, and collectible pickup, so farming/collecting by hand or with hand tools.
  10. Missed this too, Kevin, although I know I've answered some of this in DM. 1: Grenades/meds...Yes. Great idea. Thanks. 2: This behaviour is a bug which is fixed in the next update but I guess I could make it a user configurable option. That would be pretty cool. 3: Is there a need for this, now? Any particular setting which is a pain? I tried to make everything go up/down in larger increments, the bigger the number gets. 4: I was thinking about creating the option to replace the npcs from vanilla spawners, such as the underground airfield guys, excavator, etc. I realise a lot of people use BotReSpawn, then use NPCKits to make the vanilla guys blend in a bit better, but it would be pretty easy to offer an option to disable vanilla npcs (by area), or even replace them with BotReSpawn npcs. It's something I'll be looking into, certain. OilRig *might* be a no-go for now. Fairly sure there's no navmesh there so it's a bit more work, but I'll certainly keep it all in mind.
  11. Hi Steven, Sorry for missing this - I don't get notifications for discussion tab. The loot container options in BotReSpawn Ui are there to let you choose an alternative vanilla source, which is in play if Allow_Rust_Loot_Percent is greater than zero. You can set this to zero to totally disable the default vanilla loot, then use CustomLoot to make a totally custom loot profile either for all BotReSpawn npcs, or per profile. All of the set up for the latter approach is done in CustomLoot - Not in BotReSpawn. BotReSpawn doesn't 'know' anything about CustomLoot, if that makes sense.
  12. Hey Jbird. I'll give it a test shortly and see if I can find out what's happening.
  13. Great to hear. Thanks for reporting, and following up.
  14. Hi, Did you use the .wipe command? I identified an issue that causes the save loop to run twice rather than once after using .wipe, which would result in your issue. One attempt fails and one succeeds. If that's what it is it's safe enough to ignore and it'll be fixed in the next update. The issue would also disappear the next time you restart the server, or reload the plugin.
  15. Hi, The server time option is for using the server's built-in default day/night checks which, I think, maybe take into account seasons / sunrise/sunset time. That's an alternative to setting fixed times for day start and night start. In your example you shouldn't be able to kill npcs at night because night population is set to zero. BotReSpawn should kill them all off itself fairly promptly. You're right, though - You can create scenarios where respawn time doesn't work or is meaningless by, for example, setting day pop to 1 and night pop to zero, then killing that day npc. If his respawn time happens to fall during night he will not respawn, because the profile is calling for 0 night npcs, then when it turns day he (an npc) will spawn, because the profile asks for 1 day npc. If you want a profile's respawn timer to work without exception, you'd need to have day and night population amounts the same, so that there's always space, so to speak, for each npc to respawn. Hope that makes sense. If not, please let me know.
  16. Hi @Lei_Wong, Thanks for the comments. Looks like I made a mistake in the pursuit logic. I intended for them to hold their ground if they're using a long range rifle but it looks like I did the opposite. That will be fixed in the next update which, hopefully, shouldn't be too long as it's small fixes rather than big changes. As far as I know accuracy had some big issues prior to V1.0.7. Accuracy was terrible with certain weapons, regardless of settings. V1.0.7 aimed to level out accuracy, and damage amounts, across all weapons, so that nothing should be extreme in either direction. As such I think a lot of people will find themselves having to pull back their accuracy settings, so what you're describing sounds normal. The wooden barricade part may not be normal, though. Are you saying with 50% accuracy setting, and hiding behind a wooden barricade, the npc hits you 100% of the time? If so I'll get that sorted for the next update too. Thanks again!
  17. That should work, although that's between 9 and 10 pm. Between 7 and 8 is "HappyHour_BeginHour": 19, "HappyHour_EndHour": 20,
  18. Hey, Glad to hear it's working. I know it's not the most intuitive of things but glad you're up and running now.
  19. Hi, Just set a valid begin and end hour for happy hour, and make sure that the happy hour multiplier is not 0. That's all.
  20. Hi, CustomLoot has API so any plugin can use it to populate containers. If Krungh is willing, he could add config option for "CustomLoot_table": "", and make a call to CustomLoot for items if that entry isn't empty.
  21. @Hi im billa "You also said I should set 'Allow_Rust_Loot' to false If I do that then I don't get any more loot." That suggests that the CustomLoot setup isn't working right. Set Allow_Rust_Loot_Percent to 0 and reload your profile, to keep things simple for now. "I have set that an NPC can drop between 5-12 pistol bullets, but it always comes with 15 bullets. " Any chance you've set the min + max amounts backwards? I've seen people doing that. If CustomLoot gave that ammo three times, with the numbers reversed, that would be 5x3, stacked - 15. "There is an option "allowKeycards": but there is no setting which keycard I want to add to which bot in the drop." allowKeycards is false by default. If you set it to true then reload CustomLoot, your loottable should now list the keycard items.
  22. Great! Glad to hear that! Don't hesitate to come back if you have any trouble.
  23. Oh, I'm sorry. I misread some of your info! In CustomLoot config, the image you pasted above, change corpseTypePerBotReSpawnProfile to true, then save and reload CustomLoot. After doing that, close and reopen the config file, and you'll see entries now for every single BotReSpawn profile, by name, with BotReSpawn in the name for clarity. My apologies - I saw "Airfield" and thought you had already done this, forgetting that Rust has vanilla npcs at the airfield. When you've done that, and found some of the BotReSpawn profiles you want to give custom loot to, you can enter "lootTable": "SomeNameHere", like you put in test, to get new loottables for those BotReSpawn profiles. You can use the same loottable for many profiles, if you wish, or put in unique names for each.
  24. Yes, sorry, I was mistaken. If you want to disable vanilla loot from scientist, or your chosen loottable (in BotReSpawn), set Allow_Rust_Loot_Percent to 0 for that profile, via the BotReSpawn UI,.
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