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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    bug

    Good stuff. Thanks @Mercury 👍
  2. Steenamaroo

    bug

    @nol - don't make me chase two people. 🙂
  3. My pleasure. Glad that solved your problem, and thanks for letting me know. 👍
  4. Hi, You can copy the oxide.groups.data and oxide.users.data files, as far as I know, although that will require you to restart the server you're copying to. You can also use the built in /perms data menu in PermissionsManager. Use the command to see the options but, basically, it lets you save permissions and/or groups to, or load from, local data file or SQL server. If you go local file it would be /server/oxide/data/PermissionsManager.json.
  5. Hold up. RustRewards only gives open rewards for container names that are already listed in the config, under RewardTypes > Open. I can see having to set some entry to zero, but you shouldn't have to add new container names.
  6. I'd need to check but I think turning off the default option doesn't necessarily remove everybody's physical backpack. The permissions that players have still entitle them to the corresponding backpack, so as far as I can see you'd need to disable the default backpack option, as you have, but then also make sure players don't have permissions for specific backpack models/sizes.
  7. Hi @MNfreakTim I don't see any info about identifying containers from Bag of Holding, but if the author can provide that info I'd be happy to update for it.
  8. It's a bit awkward - The dev who wrote it moved on a left it to someone else, and the someone else moved on and abandoned it broken, so I've just patched it up. I don't really want to take people's money for it, and it wouldn't be fair to those who paid to open it up as free. Leave it with me...Need a solution to this now that it's up and working properly again.
  9. No worries. Thanks for letting me know. I'll look into it shortly and see what I can find.
  10. Hi @GiBr What data would you want to wipe? Rust Rewards only stores player notifications preferences, and your friendly-names for items. Maybe you were thinking of PlayerRanks? If so, it has a config option - WipeOnNewMap - true/false.
  11. As far as I know 1.2.1 is stable, although blacklists is not something I looked at. If you find there's an issue with it please just let me know and I'm sure I can sort it out.
  12. Steenamaroo

    Is this still supported?

    FYI, I'm not sure if "Scientist" does anything. I think it was a kind of catch-all for if I missed anything but, at present, I don't think I have. It may affect npcs from plugins so, most likely, you probably don't want to use that particular category. 👍
  13. Steenamaroo

    Is this still supported?

    "enabled": True, "Kits": [Trooper], True should have a lower case t, and Trooper should be "Trooper" Change to this, and make sure all entires are corrected in the same way, then reload should be fine. "enabled": true, "Kits": ["Trooper"],
  14. DM sent. Thank you @Jacob Rain
  15. Steenamaroo

    unloading

    @nol- Do you use discord? If so, please reach out to me there. Something strange is going on on your server but it'll be easier to diagnose in real-time, if you're willing.
  16. Steenamaroo

    Is this still supported?

    Hi, Did you add the kits manually by editing the json? If so, are you sure the formatting was correct? "Kits":["Kit One"] // for a single kit "Kits":["Kit One", "Kit Two", "Kit Three"] // for multiple kits If your formatting is correct be sure to save the config file then oxide.reload NPCKits in console, then watch the console to make sure no errors are thrown. If that's all correct and checks out, make sure that Enabled is set to true for these profiles. If that's correct already, it may be that they are actually getting their kits, but the clothing isn't being added due to the presence of the hazmat suit. Ensure that Wipe_Default_Clothing is set to true for those profiles. Always reload the plugin after making any config file change. Finally, it would be worth totally emptying your own inventory (all containers) then redeeming the kit in question, to make sure it's definitely populated as you expect it to be. If none of that gets you up and running, please let me know here.
  17. Steenamaroo

    unloading

    That's an unusual error, like the plugin is trying to load twice, or something? Have you got anything unusual going on...modified copies, duplicates, anything like that?
  18. Steenamaroo

    Bots do not attack or chase

    Oh? I didn't mention that because peacekeeper shouldn't matter once you become aggressive. If you shoot a peacekeeper BotReSpawn npc, they should respond immediately.
  19. Steenamaroo

    Bots do not attack or chase

    Hi, There's a number of reasons an npc might ignore you. Are you in Vanished? Is Ignore_All_Players set to true in the npc profile's behaviour tab? Is Respect_Safe_Zones (behaviour tab) set true, and you or the npc is in a safe zone? There might be more but those are the obvious ones which come to mind. Let me know. 👍
  20. Steenamaroo

    unloading

    You just set Chute to true and they'll parachute in towards their spawnpoints instead of just appearing there. No problem. Don't hesitate if you have any other questions, and please let me know what you find out after server restart. 👍
  21. Steenamaroo

    unloading

    Ok. Best thing to do would be to prove if BotReSpawn is, or isn't, loaded after a fresh boot. Without doing any load/unload/reload commands, just join the server and try to use the UI. That'll confirm if it's loaded or not, and indicate what we should do next. #2 - No, event npcs don't specifically target or home in on the event location - They just spawn in the area near the event, and radius lets you control how close, or far, they'll spawn. I have had requests to allow for an initial target - In this case the person who initiated the crate hack, so I'll look into that.
  22. Steenamaroo

    unloading

    Are you absolutely certain the plugin isn't loaded when the server starts up, or is it just that there are no npcs? Maybe a simpler check is just to join the server, without doing anything else, and try to open the UI. If the UI opens but there are no npcs, then most likely you have nav_wait set to false. You can confirm this by typing nav_wait into console/rcon and see what the response is. If it's false, set it to true. nav_wait true <return> writecfg <return> That should solve it. For #2, if you set the 'Radius' option, under Spawn tab, to something larger, the npcs will be able to spawn farther away from the event. You should increase their Aggro and Deaggro range, under Behaviour tab, to compensate, so they can quickly detect and move towards the player at the hackable crate.
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