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Steenamaroo

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Everything posted by Steenamaroo

  1. @Covfefe+ @Snivel Grenade tossing is in V1.0.7, which is more or less release ready.
  2. Hi, I'll make a note and take a look at that next time I'm working on RustRewards. Thanks for the suggestion!
  3. Hi @Adam Lewis- That makes perfect sense. Can't see why I shouldn't be able to add that for you. Thanks for the suggestion.
  4. Hi @Leonardo, The plugin can be configured almost entirely by UI. Just do `/botrespawn` in console to bring up the UI and start customising event and default profiles, or do `/botrespawn add SomeNameHere` to create a new profile (at your current location) and auto-open the UI at that page. The minimum a profile needs to start spawning npcs is Autospawn:true, and a day and/or night spawn amount above 0, then just click 'Reload Profile'. Everything else is preference.
  5. Hi Steven, Thanks for asking. DM sent.
  6. @pookins " `/chat group list cmd` - what command is this?" Never mind - I found it. This command lists BetterChat chat groups. That's not the same as oxide groups. Use `oxide.show groups` in console to list all oxide groups or, better yet, use PermissionsManager.
  7. @pookins- The attached file was directed at Chernov. Your issue was described as Permissions Manager showing players who never joined your server, but your example shows group names. Do you have an issue with listed players too? treasurehunter is a real group, created by DangerousTreasures. `/chat group list cmd` - what command is this? Try oxide.show groups in console - It should show treasurehunter and oxide.group remove treasurehunter should remove it although, as Jbird says, it's created by DangerousTreasures so you'd need to disable the option in its config otherwise the group will just be recreated next time you reload.
  8. Hi @MooDDang If reloading the profile causes all npcs to spawn properly then it would be worth making sure that nav_wait is set to true on your server. If nav_wait is false then the server goes ahead and starts up before navmesh generation is complete, which means BotReSpawn npcs wouldn't be able to spawn immediately after a server restart, but would be able to after a short delay - Say reloading a profile, or the plugin, a few minutes later. If nav_wait was already true, maybe we can chat on discord and get this figured out quickly.
  9. @Chernov- Would you mind confirming if this solves your issue? PermissionsManager.cs
  10. In the All Players list, or as members of some group?
  11. It's meant to show awake and sleeping players - Did you know that?
  12. Hi, Weird one. I've never seen that happen before. PermissionsManager gets its names from BasePlayer.allPlayerList, which the server manages, so it's very strange to appear twice but, furthermore, the "was not found" error happens if the userID doesn't match any player in that very same list. I don't have an explanation - Do you have any unusual plugins that might be doing something weird?
  13. Hi @Chernov Thanks for the info. I'll see about fixing this for the next update.
  14. Oh, ok. Fair enough. Dming you now.
  15. Do you have server log to file enabled? There should be more information than that, if you do.
  16. Hi, Thanks for that. I've already made the change so it'll be included in the next update. Thanks again.
  17. Can you share the error copied from console please?
  18. Hi, Do you have lots of custom spawn points, or are you letting BotReSpawn find random points within a radius?
  19. Thanks, Adam. Yes, this is something that's added in V1.0.7, and should be public soon. Via UI you can choose the loottable type from a list of vanilla loot tables. You can choose from all the different crate/barrel types.
  20. Hey, BotReSpawn is meant to catch when there's no navmesh and prevent spawning the npc but, obviously, that's not happening all the time ^. The solution really is either to make your npcs stationary or make sure they have viable navmesh near their spawnpoint, but if it's possible to hook me up with a map and location where this happens, for testing, I should be able to improve the checks and stop this happening...hopefully.
  21. Steenamaroo

    NPCKits

    Ok, thanks for the info. It looks like both of those npcs have customised names which would suggest either a plugin is spawning them, or modifying them. It might be worth getting close to one and doing `/botrespawn info`, or just reloading BotReSpawn, to 100% confirm that's not where they're coming from.
  22. Steenamaroo

    NPCKits

    Hi, Are you sure they're not put there via your custom map or BotReSpawn, or some other plugin? "As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default." I think this is still true but, of course, will happily check to confirm.
  23. Hi, I'm looking into this. Thanks for reporting. Did it just come up once or are you seeing it often?

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