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Everything posted by Steenamaroo
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Hi, The setting itself hasn't changed but the location of the check has, due to the addition of the Frankenstein clothing options. It used to be this setting was only checked if you had a kit specified whereas now it's checked regardless, because to give frankenstein clothing you'd need Keep_Default_Loadout false (to get rid of the hazmat suit). I've just realised this allows people to create profiles with no weapons so I'll have to juggle that a bit. For now, you'd need to set Keep_Default_Loadout : true for any profiles which aren't being given a kit. Thanks for flagging this! @Psyonide
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Hi, I did have to tighten up some of my navmesh distance checks to avoid other issues so in some rare cases it may be necessary to move existing spawn points a foot or two either way. If you go into the UI and view that profile "boss" then click through to View Spawnpoints, it should show you the problem ones as red in game, instead of green (not in Ui..in game). For any red ones you can try a few spots in the immediate area, clicking "Check for Navmesh", and if the report is positive then clicking "move here". Hopefully that should clear it up. If not, please let me know!
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Latest version of Rust Rewards will not load
Steenamaroo replied to Flint Monkey's Support Request in Support
The attached config file is completely empty. Do you have a back up to restore? If so, unload the plugin, copy that file in, then reload. If not, unload the plugin, delete the config file, then reload to get a a new default config. -
Latest version of Rust Rewards will not load
Steenamaroo replied to Flint Monkey's Support Request in Support
I'm not sure what's happened there. I think unload the plugin, close the config file, then reopen it, and see what you have. I guess maybe some change was made with a mistake in it, or something like that? -
Latest version of Rust Rewards will not load
Steenamaroo replied to Flint Monkey's Support Request in Support
Did you make manual changes to the config file recently? That error looks like a mistake in the config file. -
Hi, Yes, the multipliers multiply, so if you have a 2x for something and a 2x for something else you'll have 4x. No, there's no provision, at present, for multipliers based on weapon mods, although it could be done. There's only multipliers for weapons, right now. RustRewards value is a per-profile option in BotReSpawn so you can already increase the value for the harder profiles.
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Calling kill - but already IsDestroyed!? item_drop_backpack[0]
Steenamaroo replied to Yastreb's Support Request in Support
Hi @shturval I think I've fixed this, but there just hasn't been a public update in a while. I'm planning on releasing one tonight. Thanks for flagging it up! 👠-
Hi, Just remove "ranks", from chatCommandAliases in the config, and reload the plugin.
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I don't have any sample loottables, no. A default/newly created loottable from CustomLoot provides zero loot, so you start every table from scratch dialling in what you want. Maybe someone else here would be willing to share some of their tables? CustomLoot does a two tier thing, where you lay out probabilities for item categories, then you do probabilities for all the items in each category. You could make it extremely likely that you get something from resources rather than tools, but then make it extremely unlikely that you could scrap over wood, for example. It runs this process for every item that is created.
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Hi, No, I'm afraid not. CustomLoot doesn't really work like the vanilla system so it's probably not ideal if you're looking for slight deviations from, or multiples of, vanilla. If you have a very specific idea of what you want to see in certain containers, CustomLoot might be the plugin for those containers. ðŸ‘
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I could add an option to clear player data but, to be honest, there are probably better ways to achieve what you want. since this would clear the players' UI/notification preferences. Am I right in thinking you want to reward only the players who have re-joined after wipe, or that you want to reward everyone who joins but only once? Either way, that would be a pretty easy standalone plugin to write. I wouldn't mind sorting you out with something, if that's all it is.
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Hi, BotReSpawn needs navmesh for the npcs to walk around on. This message means BotReSpawn has failed to find random points for that profile. There's a few scenarios where that can happen. That could be because the profile is in the wrong place by mistake, or after a map change, Solution - Use UI to Show All Profiles and check the location of this one is where you expect it to be. Stand in the correct place and click the Move Profile Here button if it isn't. It could be that the profile is in the right place but the spawn radius is set quite small and/or there's a structure or something in the way. This often happens with Dome and SuperMarkets. Solution - Increase profile radius, so there's more open ground available. If you had UseCustomSpawns true and have added custom spawn points manually then I guess you weren't expecting BotReSpawn to look for random points at all. That probably means some of your custom placed spawnpoints are no good, in which case BotReSpawn attempts to fill up the rest of the population with random spawnpoints in the area. Solution - Both of the above, plus use BotReSpawn UI to Edit + View spawnpoints for that profile. The spawnpoints will show up in-game as large numbers. Remove, or replace, any which show red (no navmesh) in game.
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Hey, Thanks for the info. That doesn't sound right...If that's what happened I'll have to get in game and make sure I haven't made a mistake or something. Using console command botrespawn enable profilename or botrespawn disable profilename should do exactly the same thing as manually toggling autospawn then clicking reload, meaning it should set autospawn true and spawn the npcs, or set it false and kill them. No matter - I can do what you're asking for, where profiles are left AutoSpawn false, but you can have them spawn on command, and not respawn, as you say, like toplayer. Added to to-do list. ðŸ‘
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Yeah, the plugin does have a UI for making changes and, as such, saves config upon unload, so you can't make manual changes to the config file while the plugin is live - They'll get reverted as soon as you un/re load. Unload plugin. Fix all true/false capitals ts and fs, Fix all formatting of Kits ["Like this"] ["or", "like", "this"] Load plugin.
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Hey, With Peace_Keeper true/false they should either 100% ignore you, or properly attack you, but they should never run at you and not attack, unless you're out of reach...standing on top of something like a foundation or vehicle. I'd need to check but it's possible one of those weapons is no good - I have a feeling there was something about the sickle not working? I'll check next time my server is up but you might want to try with just the knife or sword and see if the behaviour becomes predictable.
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No data for "My Stats" or "Top 1 Players"
Steenamaroo replied to masshole's Support Request in Support
Hi, What way is your config set up? Every category can be independently enabled or disabled in personal, top1, and top30 views. You should be able to see, at a glance, in admin UI if categories are enabled or not for personal and top1. -
Hi, Does your profile name have spaces in it? If so you'd need to do botrespawn enable "profile name" There's also API to allow you to spawn a temporary profile which will eventually die off according to suicide timer, the same way npcs spawned for events do (airdrop, hackedcrate, etc), although you'd need someone would could write that into a plugin. If there's a need I can add console commands to do the latter. Let me know. ðŸ‘