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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Issue after force

    Possible. Keep me posted if there any problems.
  2. Steenamaroo

    Issue after force

    Hi, Thanks for reporting. Do you see any errors when you reload the plugin? My first thought would be an issue with your config file.
  3. Glad to hear.
  4. Hi, Referring back to the original instructions, I said you should said ClearContainerFirst to false. If you want to get rid of the other loot that's present, you should go back and set it to true instead. Yes, the skull doesn't have the npc's name. It's not the npc's skull - It's just loot. The named skull of the npc can be obtained by killing the npc and harvesting its corpse - The same as you do with regular players.
  5. In BotReSpawn enabled true/false is turning the profile on and off. That is, if you set it to false npcs won't spawn.
  6. None of it is set up in BotReSpawn UI or files. All of the instructions are for custom loot config + data files.
  7. Hi, BotReSpawn has the option Corpse_Has_Skull to allow players to farm the skull, with npc name, from the corpse. Maybe that would save you the hassle of setting up CustomLoot? If not, open /config/CustomLoot.json and set corpseTypePerBotReSpawnProfile to true. Save the file, close the file, reload CustomLoot plugin, then reopen the file. You should now see all your BotReSpawn profiles listed individually. Find the one you're working on and set the field "lootTable": to "skull" (or whatever made up name you prefer). Set "ClearContainerFirst": true for that profile to false. Save the file, close the file, reload CustomLoot. Navigate to /data/CustomLoot/ and find and open Skull.json which will have been newly created. Near the top of the file find "Resources" under "Categories" and set "probability": 1, use search to find "skull.human" and set probability 1. Save the file, close the file, and reload CustomLoot. Your BotReSpawn npcs from that profile will now always be given a human skull as loot.
  8. Steenamaroo

    Bots are not attacking.

    Hi, Given that it's wipe you probably just have Target_Noobs set to false. You can either set it true, or handle any weapon or tool, outside of your spawn rock+torch. Let me know if that wasn't it.
  9. @Deicide there are options for colour and radius already.
  10. You mean it's not practical or they literally don't work?
  11. 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.
  12. Oh, you're only seeing this behaviour with certain profiles? Most likely it's something to do with that specific weapon then.
  13. 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.
  14. Alright, thanks for the info. I'll look into it tomorrow. I feel it's likely to be some other plugin doing something odd but I'll confirm and let you know.
  15. Do you get RP for destroying barrels under any circumstances? If not, try unloading all plugins then loading RustRewards and your economics plugin on their own to test.
  16. 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.
  17. Steenamaroo

    NPCKits

    Sure. I think only the new jungle Scientist is outstanding. I'll ping you on discord shortly.
  18. Steenamaroo

    After plugin reload

    No problem at all. Glad to help if I can. If adding such an option solves a problem I can look in to that but, to be honest, it's never come up before. I expect restarting once a day at something like 4am local will probably make it a non-issue. Let me know how you go and, yes, don't hesitate if you have any questions.
  19. Steenamaroo

    After plugin reload

    No trouble. That's a bit of a tricky one. I suppose a solution could be to make BotReSpawn save down the IDs of crates which have an npc complement, so upon reload it could repopulate those crates with a new npc complement, and just put it behind a true/false autorepopulate option, although, saying that, I didn't think hackable crates and supply drops were persistent across server restart... On the other hand, most servers I've dealt with don't restart that frequently. Maybe there's a reason for that...a problem we can solve that lets you just restart once daily at the server's lowest population time? If I can help with that I will.
  20. My pleasure. If you've any other questions don't hesitate.
  21. 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.
  22. Steenamaroo

    After plugin reload

    Hi, BotReSpawn does kill off all of its npcs if you unload, or reload it, to make sure it leaves the server as it found it. Plugins which spawn and manage populations of custom npcs or vehicles or whatever should always do this. I have made efforts to reduce the number of scenarios where you'd need to reload the plugin, though. Everything (I think?) can be changed via the in-game UI, saving you from having to make json edits. Many of the options per profile take effect immediately without the need to kill/respawn npcs, and in cases where kill/respawn is needed, like changing kits or spawnpoints or names, you can reload the specific profile via UI, rather than reloading the whole plugin. Is there some reason you're finding you need to reload the plugin often?
  23. 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.
  24. My pleasure. Have fun!
  25. MurdererSound can be toggled true/false on the 'Other' page for any profile, and I believe the glow eyes are a clothing item that you can add to any kit.
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