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Steenamaroo

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Everything posted by Steenamaroo

  1. No trouble.
  2. Hi, There's no way to set kills, specifically, to zero in a zone, but you can set it such that there'll be no rewards at all in a zone. If you set up a multiplier of 0 for the zone, that'll do it. ^ My memory is hazy on how, exactly, to do it but I'm pretty certain it's all doable through UI, and the plugin detects what zone you are in at the time.
  3. Steenamaroo

    Request: Gingerbread npcs

    Hey @Covfefe- Looks like it's just clothing. You can give them the gingerbread suit via kits.
  4. Kits pagination is now done. It'll be in the next update.
  5. Hi @Viktorvill I've had a few more requests for kits pagination so I'll address this soon. Thanks for pointing it out.
  6. Steenamaroo

    Request: Gingerbread npcs

    Hey @Covfefe I'll take a look at that. Thanks for the suggestion.
  7. I'll stick an option in the global settings - Allow_Oilrig.
  8. Hi, I never added the Oilrigs as default monuments because they don't have the navmesh to support moving npcs from BotReSpawn. Are you adding custom profiles for the Oilrigs?
  9. No problem. Thanks for the feedback and suggestions. If more needs to be done that's totally fine...just let me know.
  10. Hi folks, @MadKingCraig- Accuracy should automatically decrease over distance. It is hard coded, though...not user adjustable. I get a lot of reports from server owners, originating from players, complaining that accuracy over distance is too strong but having tested extensively I think it's just that people report the 1 headshot from 300m, but don't report the 40 or 50 misses which also happened. I'll give it a check to make sure nothing has changed or broken but, as it stands, I think their accuracy drops off quite a lot. @MadKingCraigand @pookins There is a global config option called Reduce_Damage_Over_Distance. It is false by default. Also shotguns are categorised as short range weapons and there is a global config option to Limit_ShortRange_Weapon_Use. If you set that to true it forces npcs not to use pistols/shottys/bows over long ranges. They'll either switch to a mid/long range weapon if they have one, or start running to get closer. Hopefully those options help. @Ram- That doesn't sound like a BotReSpawn issue, I'm afraid. It's possible BotReSpawn is deleting/making null something which has a knock on effect for another plugin. If that can be identified of course I'd be happy to do what I can to prevent it but, at the most basic level, that's not a BotReSpawn bug or error.
  11. Hi @MadKingCraig How do you mean, on both of those?
  12. Hey mate, As far as I know the only weapons not covered are water pistols and throwable melee's like spears and stuff. Everything else, as far as I know works.
  13. Making the npc default to Geiger counter when present, and when npc isn't aggressive, seems to work fine. Wouldn't mind testing a bit more to make sure but I put it together last night and it seemed good!
  14. Steenamaroo

    No bot spawns.

    Thanks for reporting that back @Jacksyn Glad you got the issue resolved.
  15. Hi, I'd suggest spawning an APC via console then killing it straight away. If you get rewards for that then, most likely, the APC's you're having an issue with are plugin spawned, and the OwnerID of the APC matches the userID of the attacker, RustRewards has a condition for this, so people can't farm rewards for destroying their own friendly APCs. If that's not what it is can you kill an APC but keep an eye on console to see if any error messages are thrown?
  16. I did see that, but thanks. I'd need to take a look at that properly - I've a feeling it might knock over my weapon-switching house of cards. We'll see. Showspawns, checknav, and global timer duration are done. The timer duration applies when clicking the UI showspawns button. I've implemented the showspawns command as a toggle, so you have to turn it on and off again.
  17. Steenamaroo

    No bot spawns.

    Hi, I think Oxum's is one of the momuments where the building gets in the way when the plugin is trying to find random spawnpoints. If you want the plugin to find random points around the area (UseCustomSpawns : false) you'd probably just need to increase the profile default radius a bit. A value of 40 or 50 will probably put npcs in the area. The same is true of the Dome, for example, If you want to use custom placed spawn points for the profile instead, you need to set UseCustomSpawns true, then use the UI buttons to add some spawnpoints for that profile. When making changes and testing make sure that both day and night spawn amounts are set above 0, and be sure to click 'Reload Profile' when you're finished. If that doesn't get you sorted, please just let me know.
  18. As it happens, navcheck console command already exists and can be used, although it's `checknav` I added a global setting for duration of showspawns last night, and tidied up that global settings page a bit. The rest can be done. I'll take a look soon.
  19. You're right - There's no next button. It can show up to 140 kits on the page, IIRC. I think, at the time, I left out pagination to wait and see if anyone actually needs it. I think you're the first.
  20. Hey mate, No idea how I missed these (three) requests. Sorry about that. Yup - These are all good ideas. I'll put them on the list. Thank you!
  21. Hi @Lei_Wong, I've had a small handful of reports like this through the year...maybe 5. Every time the issue did come down to overall server load. The solution in each case was just taming back the numbers of npcs - Not just counting npcs from BotReSpawn but from any plugins.
  22. If it's a specific area rather than a widespread problem it's probably not something I can fix. There have been small issues at monuments over the years, like walking in the air at the LaunchSite or spawning under the hole that isn't a hole at the Airfield. Since it's a custom map maybe it's something the author could patch (not suggesting their fault), but unless its a map wide problem it's not likely to be something I can fix.
  23. Tested and working fine here. I'll get you on discord and see if we can find the problem.
  24. Hi, Yes, PlayerRanks should automatically create the groups, as long as "Title" for them isn't blank in the config, and as long as someone has a score over 0. If title is empty, or no one holds the title, the group wont be created yet.
  25. Hi, It's harmless but I'll push an up date shortly to suppress it. Thank you.
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