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Everything posted by Steenamaroo
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Is it only Heavy Scientist or happening with other npc types too? It's possible to get double rewards with BotReSpawn, for example, as RustRewards has a BotReSpawn reward setting built in, but BotReSpawn also has per-profile Reward settings which call RustRewards. I'd guess it's something like that, except not BotReSpawn...Some other plugin.
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Yeah, that setting is badly named. It's not really so much about speed as it is the variation in fall speed, which is apparent when a group all spawn at once. It looks better, in my opinion, if they all fall at slightly different speeds so I gave that option, but there's no option to just make them fall faster overall. It's been requested a few times so I'll look into adding that. ðŸ‘
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If you restart daily then everything about BotReSpawn resets daily. That means you don't need a one-month respawn duration...just one day, although it also means your npc will respawn daily. If you literally just want this npc to spawn when the server wipes, once, and never again, we'd need some kind of custom solution. It would be an easy enough thing to do. If you need help with it let me know.
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Don't make changes to the .cs file. You're modifying the section that populates the lang file, and the lang file exists to allow you to customise messages. Just edit them in the lang file.
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All NPC's drop weapon 100% of time when using this plugin.
Steenamaroo replied to Jayson's Support Request in Support
Tested with vanilla spawned junkpile npcs on a larger map - All is working as it should here, I'm afraid. Maybe the npc you're killing is spawned there by some plugin? -
All NPC's drop weapon 100% of time when using this plugin.
Steenamaroo replied to Jayson's Support Request in Support
I think there must be another plugin at play. I just tested at the Oilrig. With NPCKits Oilrig disabled, they don't drop weapons on the ground. With it enabled at weapon drop at 0, they don't drop weapons. With weapon drop at 100, the npc dropped his weapon. The only other thing I can think of is either you're not testing with a junkpile npc, or NPCKits is incorrectly identifying junkpile npcs as something else. That's easy enough to confirm - I just have to load a map with junkpiles on it...Will do. -
All NPC's drop weapon 100% of time when using this plugin.
Steenamaroo replied to Jayson's Support Request in Support
Hi, Could you have another plugin causing npcs to drop their weapons on the ground? If not I'll check it out tomorrow and see what's up. -
How to get CustomLoot and BotReSpawn to work together?
Steenamaroo replied to Knarley's Support Request in Support
No worries. Let me know if you run into any issues. I know the balancing isn't exactly intuitive - It was made more by request than for ease of use...it works for some people. 👠-
How to get CustomLoot and BotReSpawn to work together?
Steenamaroo replied to Knarley's Support Request in Support
No problem. Just thought I'd check. Open up CustomLoot config file and enter a made up name for 'lootTable', for the category you want to work with - In your case, some BotReSpawn profile. When you save that config file and reload CustomLoot, CustomLoot will create a loot table of that name under /data/CustomLoot Let's say you're doing custom loot for Airdrop npcs, it'll look like this "BotReSpawn-AirDrop": { "enabled": true, "lootTable": "AD_Table", "maxItems": 2, "minItems": 1, "gunsWithAmmo": false, "noGuns": false, "MaxBps": 3, "WaterPreFillPercent": 20, "ClearContainerFirst": true }, Now when you save that and reload CustomLoot, it'll create AD_Table.json for you. Loottables need set up from scratch, so open that file ^. CustomLoot chooses its items by picking a category first, based on your probabilities, then picking an item from that category, again based on your probabilities. If you set Resources probability 49 and Tool probability 1, CustomLoot is going to spit out a resource 49 times out of 50, assuming you have some resources with probability greater than one. If you set charcoal to 100 and wood to 1, you've made resources very common, but wood very rare, see? I never said it was simple. 😛 -
How to get CustomLoot and BotReSpawn to work together?
Steenamaroo replied to Knarley's Support Request in Support
Have you read through the CustomLoot overview? It's not the most intuitive plugin in the world but the basics are laid out there. Do you use AlphaLoot by any chance? It'll be supported in the next update. BotReSpawn will be giving users a per-profile option to let AlphaLoot handle your Rust_Loot_Source selection, instead of just giving vanilla. Just mentioning it in case you're an AlphaLoot user already, about to waste a lot of time. 😉 -
How to get CustomLoot and BotReSpawn to work together?
Steenamaroo replied to Knarley's Support Request in Support
Hi, There are no instructions because all the setup is done in CustomLoot. In CustomLoot config you have all the crate/barrel/corpse types listed. BotReSpawn is in that list. If you want to see every profile rather than just one all-encompassing BotReSpawn entry, set corpseTypePerBotReSpawnProfile to true, and reload CustomLoot. You should see all your BotReSpawn profiles in the CustomLoot config file now. Rust_Loot_Source in BotReSpawn isn't relevant to this, but you can use it in addition to give your bots vanilla stuff as well.. 👠-
Hi, The main chat command is /perms Info like that is available under the Description tab. ðŸ‘
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Hi, Suicides are processed as RewardType.Kill, although I have added a separate lang message for cases where players get a negative amount for a kill, which should cover what you need. It'll be in the next update. ðŸ‘
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