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Everything posted by Steenamaroo
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MODIFY RANGE FOR BOTS WITH WEAPONS BY % or SET VALUE?
Steenamaroo replied to nekros's Support Request in Support
Hi, The way it's set up, with Limit_ShortRange_Weapon_Use true, npcs shouldn't use pistols/bows if their target is considered long-range. Long range is hard coded as anything over 40. If the npc has a more suitable weapon, like an AK/LR/bolty or something, he will switch to that and use it instead. The only time the npc wont fire at all due to Limit_ShortRange_Weapon_Use is if the npc only has short range weapons, like pistols/bows. In that case, the npc should run to get closer, to try to get in range. -
Hey, Nah, the new values will just be added in to your existing file. Drag and drop.
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I've added this in. Would you like to test it out? The config now has a true/false for 'UseServerTime'. If that's true it uses built in night/day checks. If false, it uses DayStartHour = 8, NightStartHour = 20; which I also added, and you can change. and, of course, under mutlipliers in the config files, you'll see Daytime and Nighttime added. RustRewards.cs
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Ok, I was unable to replicate this. The only thing that can be null there, resulting in error, is the item so I guess either there's some rare circumstance where that can happen, or you have some other plugin that's destroying it in favour of something else? Either way, I'll null check 'item' and then errors wont be thrown. Regarding the PlantsGathered thing, I just checked and it seems to be working OK here. As far as I know there was always the discrepancy that wild plants go through as ResourcesGathered, and grown plants go through as PlantsGathered, so you can only really test by growing something from seed.
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No problem. I'll have a dig this evening and see what I can turn up.
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Hi, Thanks for reporting. Do you know if there was anything in particular that triggered that - Gathering a certain resource, or using a certain tool? If not no worries...I'll have a dig and see what's up.
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Hi, Yes, that's something I could add without a problem. Thanks for the suggestion.
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Hi, Sorry for the delay in responding to this. No, that should be all you need to do, although the profiles with markers set true would need to be reloaded for the markers to be created. If you're editing the data files manually you do need to have the plugin unloaded first, otherwise the changes wont take. Those two settings can be changed in UI, just so you know.
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Hi, Sorry for the delayed reply. Could it be that your players are subject to a multiplier set to zero? Maybe for a permission they hold or a group or zone that they're in? Also check if Use_Permissions is true in the config. If it is true, then your playeres would need the rustrewards.open permission to get this reward.
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Hi, Suggestion noted - Thank you!
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Hi, For now it's just fixed settings although it's been on my to-do to give customisation for that.
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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.
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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.