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Everything posted by Steenamaroo
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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.
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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.
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- 452 comments
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- 452 comments
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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.
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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.
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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!
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@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.
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- 228 comments
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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.
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- 228 comments
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Hi, The BotReSpawn UI only shows alternative vanilla tables as replacements for default scientist loot. CustomLoot can provide loot instead of that, or as well as it, but they don't show up in the BotReSpawn UI. All the setup for them is just done within CustomLoot files. If you want to disable any vanilla loottable in favour of CustomLoot, set 'Allow_Rust_Loot' to false in the UI for your BotReSpawn profile. I can see you've already enabled entries per BotReSpawn profile in CustomLoot config, found the Airfield entry, and created a loottable called test.json. All you need to do now is balance some categories/items in that test.json loottable then reload CustomLoot. For every item CustomLoot puts in a container, it chooses a category first, based on your probabilities, then an item from that category, also based on your probabilities. If you had Weapons 4 Food 1 Resources 5 Everything else 0 Then the item would be a weapon 4 times in 10...food 1 time in 10...resource 5 times in 10. Say it chooses resources, the same now applies for choosing a specific resource. You could have Wood 1 Stone 8 Scrap 2 Everything else 0 Same thing - There's a 1 in 10 chance of wood, 8 in 10 for stone, 2 in 10 for scrap The minimum to make it work is to open test.json and set 1: Probability for at least one category to greater than 0 2: Probability for at least one item in such a category to greater than 0. There's no maximum range or limit, so you can make items as rare as you like by balancing probabilities as drastically as you want. Wood 100 Stone 1 Scrap 200 Everything else 0 That would make stone very rare, for example.
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- 452 comments
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Hi, You can choose a different vanilla source, like some crate or barrel, through the BotReSpawn UI, or you can use my free CustomLoot plugin to make a totally custom table for either all BotReSpawn npcs, or some specific profile. I think other loot plugins should work fine too, as long as they can give loot to ScientistNPC/HumanNPC/scientistnpc_roam.prefab