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Steenamaroo

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Everything posted by Steenamaroo

  1. Ok, I'll add something now. If either of you would like to test prior to public update, feel free to reach out in DMs or through discord.
  2. From your description it sounds like that plugin would be no use because the kit is being given directly to an npc. Most likely, and I'm just guessing here, that plugin is going to be concerned with kits given directly to players, and would treat npcs as exempt. Regardless, I can add the dlc item / approved skin checks when npcs die, after all their loot is handled, and give you a global true/false to delete dlc items and zero out approved skins, if that would be helpful? I'm not 100% certain on Facepunch TOS changes but it *seems* like it's fine for npcs to have such items and skins, as long as they don't fall in to the hands of players who aren't entitled to them. If anyone can confirm or correct that, it'd be very welcome.
  3. I don't really know much about that plugin but BotReSpawn's npc prefab is scientistnpc_roam, if that's helpful. That approach will put the same loot on all of BotReSpawn's npcs, though, which may or may not suit you.
  4. Our replies came in at the same time. Yeah, if you want a more complex arrangement with item probabilities, CustomLoot can do that on a per-profile bases, or you can specify an AlphaLoot profile per npc profile (in BotReSpawn UI), if you use that.
  5. If you just want 100% chance of fixed items you can add those items to the npcs' kits and just make sure profile > Death > Wipe_Main_Percent is set to zero.
  6. Thanks, @Papa Bear Yeah, as far as I know they removed the asset, amongst others. I chose not to remove the option just incase the decision's reversed, so people's true/false preferences would be preserved, but if it's going to spam red I guess people are going to have to switch to false anyway. I'll remove the option in the next update or, if possible, replace the sound with something close-ish, like whatever sound bears or scarecrows make.
  7. Steenamaroo

    NPCKits

    +1 to that ^. From the plugin description "Please make sure that the weapons you're giving to the npcs are suitable. Oilrig npcs, in particular, seem to become stupid with certain weapons. Place weapon in the first, left-most, slot of the kit's belt container."
  8. Ok, thanks for the info. As I say, I don't really know the plugin but if it's giving you options for Alphaloot and CustomLoot then, presumably, it must have a space somewhere for you to enter a loot profile name? If that's the case then BetterNPC would make a call to CustomLoot (or Alphaloot) to get the correct custom loot for corpses, behind the scenes. If the specified profile doesn't exist, CustomLoot is written to catch that, notify you, and create it for you. If not, maybe DM BetterNPC author? - I'm willing to help, of course, but they'd be better positioned to advise.
  9. Hi, I'm afraid I have no idea as I'm not familiar with BetterNPC. Does it offer an option for you to specify a CustomLoot profile name for your npcs?
  10. My advice would be to type 'pve' into server console and make sure it's false. If it is false then unload all plugins then load only Kits and BotReSpawn and test. oxide.unload * oxide.load Kits oxide.load BotReSpawn I'd bet it's some kind of zone based pve/pvp rule or something, but doing the above will prove.
  11. Have to refer to the previous answer, I'm afraid. I think it has to be server pve enabled, or a plugin managing damage. There are settings for invincibility under certain circumstances, like whilst parachuting, or immune from damage beyond, or friendly fire, but nothing that would make them permanently invincible.
  12. Give me some context. The only deliberate invincibility in BotReSpawn (off the top of my head) is the optional invincible whilst parachuting option. If you're finding they're all invincible then you've probably got the server in PVE mode, or some damage controlling plugin is protecting them.
  13. Both RustRewards and ServerRewards work fine, to the best of my knowledge. Can you be more specific?
  14. I don't think so, no. I think your only options would be to set Stationary true which, of course, means they can't move, or maybe create your dungeons as part of the map in RustEdit, so that navmesh gets baked on to them? I have no idea if that's actually feasible or how it would be done, though.
  15. Hi, Thanks for reporting. I've released an update that should address this.
  16. @Deicide there are options for colour and radius already.
  17. You mean it's not practical or they literally don't work?
  18. Hi, I don't think anyone's reported this before so I'll look into it and get it sorted. Thanks for letting me know.
  19. Oh, you're only seeing this behaviour with certain profiles? Most likely it's something to do with that specific weapon then.
  20. I'll look into to that today. Some degree of stop/start is expected but it shouldn't be as bad as you describe. The reason there's stop/start in a sprint chase is because npcs can't anticipate like real players. They don't understand the environment and terrain so they can't guess where you're going, or cut a corner to gain on you. They literally just set direction to where you are X times per second. I'll test today and see about a couple of methods to smooth that out, if I can.
  21. No, you're right - Same as previous. BotReSpawn isn't aware of your monument or its name - The profile is just centred on a point in space and that's all it knows.
  22. Steenamaroo

    NPCKits

    Sure. I think only the new jungle Scientist is outstanding. I'll ping you on discord shortly.
  23. My pleasure. If you've any other questions don't hesitate.
  24. Hi, In short, yes. It's possible the map maker might include a BotReSpawn json set of pre-made profiles but you'd need to check that with them. It's also possible someone in the community might share theirs. Failing that, yes, at a minimum you'd probably want to go in and create new profiles at each of the non-vanilla monuments or points of interest. You can just create a profile and set radius then let BotReSpawn spawn npcs at random points within that area, or you can go in greater detail and create custom spawnpoints for the profiles - As with a vanilla map, that's up to you. Everything can be done in the UI now, saving you from tedious json editing. If the map maker is including vanilla monuments I think those should be detected as normal and should have automatically generated profiles, but it would be good if someone else could confirm that - I don't have a lot of custom map experience. If you go the route of setting up your BotReSpawn profiles in advance (I.E. before the actual wipe), you'll want to make sure you set Disable_Non_Parented_Custom_Profiles_After_Wipe to false for all your profiles. It's just a point of convenience - If you don't do that BotReSpawn will detect that there's been a wipe and turn off all the custom profiles you created. Let me know if that answers your question.
  25. Hi, @MrIce I think there'll be a different error slightly earlier in your logs. Would you be able to look back and paste that here for me, please? Better yet, If you have server logging enabled (...RustDedicated.exe -batchmode -nographs -logfile "serverlog.txt") just DM me the whole file.
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