-
Posts
3,657 -
Joined
-
Last visited
-
Days Won
208
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Steenamaroo
-
If global setting 'UseServerTime' is false, check your settings for NightStartHour and DayStartHour, to make sure they're set such that there is actually a night time. If that all checks out, what pookins mentioned is pretty common - If you're letting your players skip night then you're probably skipping that npc. Wait for night time on your server and do bots.count in server console, to confirm that the biome profile has spawned. If that doesn't help, please let me know.
-
There's a bots.count console command that will give you a per-profile breakdown of how many npcs have spawned. You can use that to confirm if your biome npcs are spawning or not. Be sure to test at night time, since your profile calls for zero npcs during the day. Also keep an eye on console when reloading the plugin, or these profiles, in case there's some issue with your kit. If it has no valid weapons in it then BotReSpawn will tell you that in console.
-
- 447 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
@ZAC- Thanks for following up. No worries...my pleasure. I understand your point and take no disrespect from it - You're right, it's a pretty big price for a plugin. It can be very time consuming, though, whether that's in maintenance of the plugin, adding new features/requests, or spending one-on-one time troubleshooting some obscure issue with a user. I knew from maintaining BotSpawn for free for 4+ years how much time it was likely to take up. Estimating time I'd spend, the length of time the plugin would likely be for sale and supported, and the number of sales I was likely to get, that's the price I arrived at. Sorry you got a misleading ping about the price. Hopefully it's something Death can resolve quickly.
-
- 447 comments
-
- 3
-
-
-
- #statistics
- #leaderboard
- (and 12 more)
-
- 447 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
Just don't load or unload other plugins while the UI is open. Should work fine.
-
Hi, If you've got everything relevant set to 1 in RustRewards then some other plugin must be making the call to RustRewards and telling it to issue 30. I have this as an option so npc plugins can issue a specific reward for their npcs, without that reward being issued for vanilla npcs which happen to be of the same type. I guess look through any seemingly relevant plugin config files for any setting to do with RustRewards, and hopefully you'll find something set to 30 that you can turn off or adjust.
-
No worries! Pretty sure that should sort your error out. I'd always rather people ask so don't ever hesitate. I'm not 100% sure but to get updates when a new version is released you might need to go in to your account > Account Settings > Notification settings (right side), then set it up like this. If it's not working maybe unfollow/refollow BotReSpawn and, hopefully, that'll sort it. It works, as I get emails for my own public updates. If that doesn't get you up and running please let me know - I'll poke Death and see if there's a site issue there.
-
Hi, I'm not really familiar with BetterNPC. I can tell you that BotReSpawn allows you to use Kits to customise your npc's appearance and weapons, and there are extensive controls for things like the npc's health, aggression, the amount of damage they can deal, etc. BotReSpawn does not support waypoints / patrol points, but it does allow you to choose precise custom spawn points, if you want, and limit the distance that an npc will roam from their spawn point. There's bound to be some people in here who own both so hopefully some of them will be able to give you more info. If you've any specific questions about BotReSpawn, feel free to ask.
-
Is there any way to only apply the multipliers to specific categories?
Steenamaroo replied to Rose's Support Request in Support
Hi, No, there's no provision for that at the moment. Any multipliers which exist are global - They apply to everything. -
Picking this up on discord.
-
Hi, The npcs will only heal if you've put medical syringes in their kit belt so, to stop them healing, just remove those. The weapons they use is set up the same way - Just put whatever you want them to use in the kit belt for that profile of npcs.
-
Nah, unexpected end-of-file means the .cs dile is damaged, modified, or incomplete. Sometimes seen with FTP transfer where oxide picks up on, and tries to compile, the file before transfer is complete, but given that we see the error twice here, and the reference line numbers aren't the same each time, I doubt it's that. Either way, delete PermissionsManager.cs, and delete all copies from your downloads folder, just to be sure, then re-download from Codefling and install.
- 223 comments
-
- 1
-
-
- #permissions
- #admin
-
(and 7 more)
Tagged with:
-
@PoolsPats Do you see any other relevant messages or errors in rcon/console immediately after reloading the plugin? Looks like the plugin will unload itself immediately if ImageLibrary isn't loaded, for example.
-
- 223 comments
-
- #permissions
- #admin
-
(and 7 more)
Tagged with:
-
As long as the conversation remains respectful all opinions and comments are valid, and helpful. There is an expectation that submitted content will be supported and maintained however we do understand that people's circumstances can change and that's not always going to be possible. We're also aware that content creators may not always be in a position to let us know they'll be absent for X days, or weeks, or whatever. The discussion around this has made it clear that this is a popular enough plugin and that a lot of people would like to see it working so my understanding is that it will be fixed/maintained, for now, by a willing developer. Hopefully the original author, Marat, will be willing and able to return at some point.
-
Hi, Thanks for the kind words. I'm glad you're getting good value from it. This is a tricky one - I've had similar requests in the past but never really wanted BotSpawn, or BotReSpawn, to go down the HumanNPC road, in terms of having greeting/info/quest npcs and that kind of thing. They were always meant to be a hostile force. I suppose in cases where an npc is peacekeeper:true and you're not hostile it might make sense to have them bark warnings, or maybe if they're attacked by a player they could have some remark to make. That might make sense. The idea of being intractable, though, might not be great in terms of performance. I'll have to look into that and see what the options are.
