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Everything posted by Steenamaroo
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Could be @Raul-Sorin Sorban Fix your shit.
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Hi, Someone else reported this but I've had no issue before, or after, wipe. Are you on some non-standard build of Rust Server?
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Hi, Most likely nav_wait is false. When it's false it means the server doesn't wait for completion of navmesh generation before starting up, so when the server goes live and BotReSpawn starts up, there's no navmesh for the npcs to spawn on. Type nav_wait into server console and if the response if False, do nav_wait True server.writecfg
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Hey mate. I can sort this no problem. I'll send you an update later today. Thanks for pointing it out. ðŸ‘
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@Butler NM. Yeah. Looks like you're on staging. If you edit the plugin .cs and change protected override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) to public override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) Hopefully it should work fine. I can do that for you and send, if you need.
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Ok, thanks for the info. There must be some combination of settings I didn't try that allows this to happen, although there were a few issues relating to event spawns and parachutes, as I've recently made changes allowing events to spawn npcs underground, when the event occurs underground, so it's entirely possible I've fixed this, even though I couldn't replicate it. I'll get you on discord and send you the pre-release copy I have here, if you're up for that.
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NPCs not Attacking each other (Faction/Subfaction)
Steenamaroo replied to Kaho's Support Request in Support
Ah yes, sorry. That's correct ^. Faction and Subfaction of 0 means the profile will not attack any other, or be attacked by any other. Any value higher than 0 is taken as an identifier to determine who the profile should be allies with / enemies of. I should have caught that. Thanks for updating here! -
NPCs not Attacking each other (Faction/Subfaction)
Steenamaroo replied to Kaho's Support Request in Support
It's OK. Don't worry about it. Have you got the global option "Ignore_Factions" set to true by mistake? -
No trouble. Have fun! ðŸ‘
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All BotReSpawn durations are minutes.
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Thank you. 🙂 Yeah, if you're an admin/owner (auth level 2) in game, you can use F1 console to issue server commands, or you can use the console window in your server host's panel, or an Rcon application/service. If you have console access via one of those methods, you can reload/unload plugins with o.reload BotReSpawn o.unload BotReSpawn for example. Using an asterisk will carry out the command for all plugins o.reload * This, would reload every plugin on the server. Probably quite rare that you would want to do that. You should only need to reload a plugin if you've made manual changes to their configuration files. With UI controlled plugins like RustRewards and BotReSpawn you shouldn't need to reload the plugin for changes made in UI.
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No, you'd keep ServerRewards. ServerRewards would be your currency plugin. My RustRewards plugin is just a go-between that can issue ServerRewards for various tasks or actions. RustRewards has no currency of its own so it depends on either ServerRewards or Economics or, alternatively, it can just give out scrap.
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Hi, BotReSpawn has built in options for additional plugins - XPerience and RustRewards. RustRewards is mine, and free. It's a plugin that lets you give out either ServerRewards, Economics, or Scrap, for carrying out various tasks. If you want to give out ServerRewards currency for killing BotReSpawn npcs, the easiest way is probably to get RustRewards, set "UseServerRewards": true in the config file, then in BotReSpawn UI, per profile, adjust the RustRewardsValue in the Death page. That will let you issue specific amounts of ServerRewards per BotReSpawn npc profile. If you want the exactly the same amount of SR for every npc regardless of profile, ignore BotReSpawn's RustRewardsValue (leave at 0), and, instead, just use the RustRewards UI to set Kills>BotReSpawn value - That's a global alternative.
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Hi mate, I'm not sure that would make it faster or easer. Right now you choose a group, then choose a plugin, then you're shown a page where you toggle permissions for that plugin/group combination without any further navigation. I realise if you want to grant new plugin perms to multiple groups you have to pick the plugin out of a list multiple times (once for each group), but the same would be true in reverse. If it went on a per-plugin bases, you'd still have to back and forth to change the selection for the group you're working on. If I've misunderstood please let me know! ðŸ‘
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Hey mate. I just checked this out. The max speed thing seems to be working OK. I set it to zero and a group of npcs all parachuted down at exactly the same speed - Like they're tied together. I set to 100% and the same group fell with randomised speeds, so some were a good bit faster than others. I've added Parachute_From_Height to global config, and clamped it between 50 and 1000. ðŸ‘
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Hi, I just tested with my current local copy, and also with the current public version. I can't get npcs to parachute down on to the oilrig from hacked crate spawn or hack profiles. That's how it should be, since there's no navmesh there for them. Maybe the npcs you saw were coming from another plugin? Or any chance you were just going off the Spawn_Announcment ? Because there was an issue where announce would happen, even in cases where npcs can't/don't spawn. I've since fixed that for next update. Let me know. ðŸ‘
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NPCs not Attacking each other (Faction/Subfaction)
Steenamaroo replied to Kaho's Support Request in Support
Hi @Vergbergler, This is an old issue, fixed in V1.0.9 last April. What issue are you seeing?