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Steenamaroo

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Everything posted by Steenamaroo

  1. Yes, that's exactly right ^.
  2. Raul has confirmed he found an issue in Carbon, so there should be an update to fix this fairly soon. Thanks to all who reported.
  3. Hi, No, PlayerRanks should list data in the top 30 tables even you don't have 30 records yet. You shouldn't have a problem.
  4. Thank you! I'm troubleshooting and passing info on to Raul @Carbon as we speak.
  5. Would anyone with the issue be willing to unload all plugins then load PermissionsManager on its own, then open the UI and click 'All Groups' to see if it works?
  6. Someone else reported the same issue. I've asked them if they're using Oxide or Carbon, and to share their plugin list with me. Would you be able to do the same? Thanks.
  7. Hi, Possibly. I'll have to find out what they are first.
  8. Good morning - I just checked and there's no issue here. Do you want to take this to DMs or discord and see if we can figure it out?
  9. Alright, thanks for the info. It's late here now but I'll look at this first thing tomorrow.
  10. No server console errors at any point?
  11. Hi, Can you paste the error that prints in console when you open the UI and try to click All Groups?'
  12. Yeah, I'm afraid that's what I thought. There's never been the ability to have clickable hyperlinks in plugins, that I'm aware of. Thanks for coming back to follow up!
  13. I can look in to it, for sure. The hard work's already done with the existing drone targeting. Thanks for the suggestion.
  14. Clickable hyperlinks in a plugin UI? Any chance you can get a screen shot or something?
  15. I don't think that's possible, unless something's changed? Have you seen clickable links in other UI plugins?
  16. At present the only entities BotReSpawn can target, outside of npcs/players/animals, are drones. I could look in to this, though. Maybe their attack could disable the turret for X time, rather than destroy it? Just thinking out loud...
  17. I added it as a console command a while ago botrespawn toplayer NameOrId ProfileName amount(optional)
  18. Cool. Should be able to achieve that with the toplayer command and some shop/reward plugin. No trouble. Glad to help.
  19. Oh, the npcs wouldn't help the calling player. The npcs would kill any players in the area, in accordance with your settings of course. I'm afraid there isn't really an option to call npcs in as allies, if that's what you were looking for.
  20. There is a toplayer command in BotReSpawn. I guess you could use a reward plugin that allows the user to execute predefined commands, to give them a self-call as a reward or perk? Alternatively there is a global option called Supply_Enabled. When set true this means Airdrop profile npcs will spawn for drops that players have called in.
  21. Steenamaroo

    GridTP

    Alright, calm down.
  22. I'm sorry, I can't fix Mevent's Kits plugin. I have @ pinged him with a simple description of the issue but that's about all I can do. Of course if there's an issue I can fix I certainly will, but if Kits 2.2.10 worked and 2.211 doesn't, it seems like something for Mevent to address. If by coincidence FP introduced changes affecting BotReSpawn around the same time as Mevent's update then, of course, I'll address that, but BotReSpawn is working perfectly fine with uMod Kits plugin for me, and that's what it's tested with and advertised as working with.
  23. It's not something I'm pursuing myself - I'm just aware that fairly often Facepunch reverse decisions or roll things back. Maybe Razor has some info? Regarding the npc prefab, I doubt it's relevant as the sound effect is run as a separate thing. The npc is really only used for location.
  24. No, it's always been how I described. The reason all profiles have this option is because you can specify any existing profile when making a ToPlayer call, or when some other plugin makes a call to spawn npcs somewhere. As with the airdrop (etc) problem, there's nothing to stop someone, or some plugin, making this call dozens or hundreds of times, resulting in countless npcs, with no guarantee they'll be killed by anything. So in cases where npcs are spawned outside of regular maintained + controlled populations, suicide timer is engaged. Roam distance is just managed by Roam_Range setting, but is completely ignored when an npc is agressive to a player. When aggressive Aggro_Range and Memory_Duration are used together to determine when the npc should give up, and when it gives up it goes back to respecting roam range (from initial spawn point). The known issue is with expiration of Aggro. There are cases where a player can bait an npc right across the map and it never gives up, but that's patched for the next update.

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