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Steenamaroo

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Everything posted by Steenamaroo

  1. Hey, Sorry man, I don't think I'm following. That mockup is identical to what PermissionsManager does. Vanilla screenshot attached.
  2. 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!
  3. It's OK. Don't worry about it. Have you got the global option "Ignore_Factions" set to true by mistake?
  4. Steenamaroo

    rewards for bot killing?

    No trouble. Have fun!
  5. Steenamaroo

    rewards for bot killing?

    All BotReSpawn durations are minutes.
  6. Steenamaroo

    rewards for bot killing?

    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.
  7. Steenamaroo

    rewards for bot killing?

    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.
  8. Steenamaroo

    rewards for bot killing?

    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.
  9. 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!
  10. 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.
  11. 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.
  12. Hi @Vergbergler, This is an old issue, fixed in V1.0.9 last April. What issue are you seeing?
  13. Ooh, thanks for letting me know. That's not meant to be the case, since there's no navmesh on the Oil Rig so those npcs wouldn't be able to walk around once they land. I'll check into this and see what's happening.
  14. Honestly, I've no idea. Sorry. I don't run servers or anything. I'm sure there are plugins that show SR/Economics balances; maybe someone else here will know?
  15. Hi, Yes, you could use RustRewards to accumulate ServerRewards/Economics/Scrap only for activity, but I'm afraid I don't know anything about Welcome Panel.
  16. Hey mate, I'll check over and here and see what's going on. The parachute speed is slightly randomised, so that if have many spawn at the same time they don't all drop at exactly the same speed. The control your given for max speed is meant to limit that range a little. It's fairly subtle, and probably only apparently if you're watching a group of npcs drop together. Yeah, I think should starting height could be adjusted pretty easily. I've always had it hard-coded as 200f for regular profiles, and crate height-40 for aidrops. I could make that 200 a config option if you want to try it out? "Thanks, Love you" I like you a normal amount...
  17. No worries. If the npc's name isn't showing for you in the corpse or backpack loot panels, along the top, I guess maybe some other plugin is interfering there? That part's definitely working no problem here.
  18. "the thomson fire like a pistol, one bullet at time" I'll check this out. Edit : Thompson rate of fire has been fixed. Thank you!
  19. Are you saying the npcs fire the entire custom smg mag in one sustained burst?
  20. I do slightly modify their fire-burst duration but I could increase it further, or make it customisable. If there's a specific weapon where their fire burst is very short, like a problem rather than a preference, please let me know and I'll fix it. We had that before with the custom SMG and it required a patch to sort it out.
  21. Done.
  22. Hey! Sorry, I've been out of action for a little bit. Just joined my test server today, though, and dead npc names are showing just fine in their corpse loot panel, and also in the loot panel when backpacks spawn. On the player death screen it just shows "Killed by Scientist". I think that's always been the way. Not 100% sure but I think that's done on the client and not something I can change.
  23. Hey @Iron I don't think I have any friendly fire protection right now, since the addition of the factions thing. I'll take a look and see if I can suppress damage between friendlies.
  24. SignManager doesn't have an option to import from URL, but it can save whatever is on the sign, regardless of source, so you could use SignArtist to jpg import, then use SignManager to save that to your personal collection for re-use, if you wanted. I'm not sure if there's any advantage to that, over just using SignArtist for jpg/URL import, but I suppose that depends on what you're doing.
  25. Hi, I'm not aware of a free Sign Manager on uMod. Maybe you're mixing it up with Sign Artist which is free and lets you import png/jpg from external sources? Sign Manager lets players save up to 25 images, from signs, in their own personal UI library, and restore those images on to as many signs as they like. That would mean, for example, if a sign that took some time to create is destroyed, a user could easily reapply the image to a new sign in a few clicks rather than having to draw the whole thing again. it also allows admin to view sign image and creator history and remove unwanted images from the server in a few clicks.
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