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Everything posted by Steenamaroo
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Is nav_wait set to false? If not, could you set me up with your map seed+size, or a link to it if custom, and a copy of your BotReSpawn data folder please?
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Hi, The solution depends on the circumstances. For profiles with custom added spawnpoints and UseCustomSpawns: true: Ue the UI to 'Show Spawnpoints' for that profile, then look around to see if some of them show as red instead of green. Red means there's no navmesh at the precise spot you've asked for so if some are red, use the UI 'Move here' buttons to relocate those spawnpoints until they show as green. There is also a 'Check Navmesh' button that you can use to get confirmation of navmesh at your current location, before adding or moving spawnpoints. For custom profiles without custom spawn points added: Check that the location of the profile is where you expect it to be. There's a button in the UI to 'Show all profiles'. It'll show the profile names in-game. If any profile is in the wrong place you can use the UI button to 'Move profile here'. For profiles without custom spawn points: Too small a radius can sometimes cause an issue, particularly if there's a structure or obstacle right in the centre / at the profile location (like the Dome). If you have any profiles like that showing 'failed to get enough spawnpoints', try increasing the profile radius or using custom added spawn points (with UseCustomSpawns true) instead. It might also be worth confirming that the server convar nav_wait is set to true. If that's set to false BotReSpawn won't be able to find any valid spawnpoints when the server first starts up. if you type nav_wait into server console, it will report back either true or false. Please let me know if those don't solve your issue. ðŸ‘
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/oxide/config/PlayerRanks.json The other plugin isn't mine.
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Missing tabels in MySQL after plugin update
Steenamaroo replied to BjarkeH's Support Request in Support
Hi, You'll need to drop your SQL tables and let the plugin recreate them, so that columns for new categories are added. 👠-
It's in the config file.
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Hi, You're quite right - This was an unintentional change in the last update. Keep_Default_Loadout shouldn't be considered for npcs who aren't being given a kit, and never was before. That behaviour will be restored in the next update. It was just a mistake I made when adding the new code for the frankenstein clothing options. The Keep_Default_Loadout option lets spawned npcs keep whatever vanilla clothing and weapons they spawned with. If you wanted vanilla scientists but want to give them an additional handgun, for example, you'd just give them a kit with a handgun and nothing else, and set Keep_Default_Loadout : true. Thanks for flagging this. As you found out, setting Keep_Default_Loadout to true will solve the problem temporarily. After the next update this will not be necessary - true or false...it wont matter for non-kitted npcs.
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- 14 comments
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Hi, I'm pretty certain there's no crosstalk possible in NPCKits. Are you certain that the npcs you're looking at are all vanilla, and not from some other plugin perhaps? Failing that, it may be helpful to know that NPCKits doesn't restore live npcs to vanilla if you turn a profile off. You'd have to turn the profiles off, reload the plugin, then kill off the existing npcs, before you'd start seeing them as vanilla again. Maybe you had some of these profiles enabled at some point? Let me know if that doesn't solve your issue. ðŸ‘
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Hi, Changes in the last version meant that Keep_Default_Loadout must be true in cases where npcs are not given Kits, however this was not intentional and will be reverted in the next update. It doesn't seem to have affected many people so I'm going to DM you an update for now. Thanks for raising this! ðŸ‘
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- 424 comments
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- #statistics
- #leaderboard
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Hi, No, there's no limit at 541, but there are restrictions making only certain types of headshot count. By default headshots don't count against friends/clan mates, or players who are sleeping. There's are also config options PVPHeadshotsOnly - which excludes headshots against npcs and CountHeadshotOnlyIfKill - which only counts headshots which kill a player. The PVPHeadshotsOnly option is reasonably new and the default is true so perhaps your guy was racking up npc headshots and now can't? If so, just set that option to false. ðŸ‘
- 424 comments
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- 1
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- #statistics
- #leaderboard
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Medical Crates do not work (at least for me)
Steenamaroo replied to jougles's Support Request in Support
If other containers working fine are this loottable is working fine in other containers then I'd guess you have some other plugin modifying that particular container type. Maybe you could unload all plugins then spawn the medical container then load CustomLoot. After a brief wait (and message in console), CustomLoot should populate that container for you. FYI. If you're only giving out medical items then there's no point setting all categories to probability 1, however the plugin is written to ignore categories which have no items with probability greater than zero so, really, it shouldn't make a difference. -
Latest version of Rust Rewards will not load
Steenamaroo replied to Flint Monkey's Support Request in Support
Issues solved in DM. Ended up relating to lang file rather than config.