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Everything posted by Steenamaroo
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There's a global config option `NPCs_Assist_NPCs` which you can turn off, if you prefer, and also a per-profile option `Assist_Sense_Range` which you can adjust to taste. The next update of BotReSpawn will have a per-profile option `Friendly_Fire_Safe` which will prevent damage when npc's accidentally hit each other.
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Can't open the admin UI shown in the screenshots?
Steenamaroo replied to Bear Grills's Support Request in Support
No worries. -
Can't open the admin UI shown in the screenshots?
Steenamaroo replied to Bear Grills's Support Request in Support
Hi, The Admin button should only be visible to you if you have the permission "playerranks.admin". -
@spencer cleary- I talked to Raul. Looks like it's Carbon specific but he's patched so it won't be an issue in future versions. Thanks for reporting and thanks @Raul-Sorin Sorbanfor addressing it.
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Could be @Raul-Sorin Sorban Fix your shit.
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Hi, Someone else reported this but I've had no issue before, or after, wipe. Are you on some non-standard build of Rust Server?
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Hi, Most likely nav_wait is false. When it's false it means the server doesn't wait for completion of navmesh generation before starting up, so when the server goes live and BotReSpawn starts up, there's no navmesh for the npcs to spawn on. Type nav_wait into server console and if the response if False, do nav_wait True server.writecfg
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Hey mate. I can sort this no problem. I'll send you an update later today. Thanks for pointing it out.
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@Butler NM. Yeah. Looks like you're on staging. If you edit the plugin .cs and change protected override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) to public override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) Hopefully it should work fine. I can do that for you and send, if you need.
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Ok, thanks for the info. There must be some combination of settings I didn't try that allows this to happen, although there were a few issues relating to event spawns and parachutes, as I've recently made changes allowing events to spawn npcs underground, when the event occurs underground, so it's entirely possible I've fixed this, even though I couldn't replicate it. I'll get you on discord and send you the pre-release copy I have here, if you're up for that.
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NPCs not Attacking each other (Faction/Subfaction)
Steenamaroo replied to Kaho's Support Request in Support
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! -
NPCs not Attacking each other (Faction/Subfaction)
Steenamaroo replied to Kaho's Support Request in Support
It's OK. Don't worry about it. Have you got the global option "Ignore_Factions" set to true by mistake?
