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Everything posted by Steenamaroo
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Ok. The only way to do it, then, would be to manually edit the order of 'CatsDict' in the plugin.cs file. It's at approx line 2400. Just be sure not to delete any entries.
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Hi, To the best of my knowledge it is. I just haven't marked is as compatible because I haven't verified that first hand but, as far as I know, plenty of people use BotReSpawn on Carbon. Any incompatibilities in the past have been addressed promptly, whether by me or the Carbon team.
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I agree with rejecting AI submissions. Codefling has always placed importance on our creators truly owning, and fully understanding, their work. This stance initially emerged due to how easy it is to take snippets of other people's work without permission but it should apply just the same, in my opinion, to 'AI' generated work. Understanding exactly how a work was created and how it works is essential when it comes to maintaining that work and troubleshooting potential issues with it. We've had exceptions in the past where we allowed submission of 'bought and paid for' works on the condition that any required maintenance would be handled by the original developer, essentially allowing 'the creator' to be a support middle-man. I think I'm correct in saying it doesn't work and we don't allow it anymore. Where paid assets are concerned it's a competitive environment. There are many ways to maintain an edge and be successful, such as how you handle support requests, how well tested your code is, how quickly you respond to wipe issues, your personality, etc, but whether you wrote and/or understand the code should not be in that list. That should be mandatory. If someone wants to use AI as a learning or development tool I'm all for it. Whatever works for you... but if any reviewer has any doubt at all that a submitting creator could recreate any given work 100% from scratch with no assistance, that work should be declined.
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Category permission disables when server restarts
Steenamaroo replied to James Sawyer's Support Request in Support
I'm more than happy to help, especially if there's an issue with my plugin but I'm sorry, I don't understand what you're describing. You keep mentioning heli spawn config being disabled? I don't know what you mean by this. Does your PlayerRanks-created HeliKills group (which has your #1 player in it) retain the required permission for spawning helis? If so, I'm afraid anything beyond that is an issue with your heli spawning plugin. -
If this is the standard of support it might be better to keep it on site.
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Category permission disables when server restarts
Steenamaroo replied to James Sawyer's Support Request in Support
I'm sorry, I'm not following. When a player holds a #1 spot title for some category, PlayerRanks adds that player to a group reflecting the category name. If you want that #1 player, at any given time, to have some special permission, you'd just grant the permission to the group that PlayerRanks has created. When the player loses the # spot they'll lose their title and be removed from the group, therefore losing the permission. -
Hi, Thanks for reporting. Did you have an error before this, when that player joined? You'd find it in your logs searching RustRewards, OnPlayerConnected, 76561197960280303, or Fenrako.
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I'll look into that. Thanks for reporting it. ðŸ‘
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Is your issue that it wont hurt the npcs, or that it's targeting them? For the former, BotReSpawn doesn't control that. You've probably got some rules or settings in a PVE / PVP plugin which need tweaked. The latter - Feb 25th V1.3.6 (latest) update notes `Added per-profile Ai_Weapon_Safe. Replaces APC_Safe/Turret_Safe.` You'd need to set that to true. Note, there are identified collision issues with Ai_Weapon_Safe when set true so the next update will be removing it and adding PVE_Safe and Weapon_Trap_Safe but both will be per profile. It's a long story...
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Category permission disables when server restarts
Steenamaroo replied to James Sawyer's Support Request in Support
Hi, Do you have DestroyGroupsOnUnload set to true? -
Hi, There's no provision for that, although manually reordering the "CategorySettings" section in the /config/PlayerRanks.json file should work.
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Hi, Thanks for reporting. I'll be updating soon to address this. A short term 'fix' is to disable Ai_Weapons_Safe.
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How to get BradleyAPC to stop shooting BotReSpawn NPCs?
Steenamaroo replied to Covfefe's Support Request in Support
You can set Ai_Weapons_Safe to true per profile. It was in the update notes, when it replaced APC_Safe and Turret_Safe. 👠-
Hi @Tanki Something strange going on there. The trace refers to RustServerMetrics - A harmony patch called 'Delayed'. Sounds like maybe some other plugin or dll is managing timing of what RustRewards is doing? I mean, of course it's possible there's just a RustRewards bug to fix but I haven't seen that on any of the servers I have access to.
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No trouble. Thanks for letting me know.
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Hi, They're not comparable. The template option is a convenience tool that lets you save down the settings of some profile then quickly and easily apply them to other profiles. Essentially the same as copy/paste except persistent. If you wanted to set up multiple profiles with the same, or similar, settings, saving then applying a template would mean you have to customise all those settings once, instead of multiple times.
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Hi, There's no bug. Grenade throwing is working just fine. I tested with the new bee grenades yesterday. You'll need to make sure the kit has a proper weapon in it for the npc to use. With your current kit console should be complaining A bot at Profilename has no weapon. Check your kit Kitname for a valid bullet or melee weapon. Once you know the npc has the kit with grenades and a proper weapon, you'll need to temporarily break line of sight to the npc for it to throw a grenade.
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Hi, Players can already do this via the RustRewards UI. They can choose the notification type there and the options include 'None'.
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Thank you. There are other issues with Ai_Weapon_Safe so, unfortunately, I'm going to have to revert to two separate options for APC_Safe and Weapon_Trap_Safe in the next update. I'll try to get that pushed soon and/or if, you're willing, send you a copy in advance for testing.
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Hi, I think I know what this is and there'll be an update to address it fairly soon. If you don't have APCs/turrets/etc in that area would you mind disabling Ai_Weapon_Safe for that profile and telling me if it solves the problem?
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No worries. I think the hook governing that was briefly broken too. I saw something about an oxide update to fix it. Either way, thanks for letting me know. ðŸ‘