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Steenamaroo

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File Comments posted by Steenamaroo

    BotReSpawn

       17,903    1795

    You know, I forgot NPCKits is slightly different, until your post.
    It's the same, but different.

    If BotReSpawn wants inv main (or any) wiped, it does it immediately after it gives out the kit.
    NPCKits waits until the npc is killed, and chooses not to move those contents from npc to corpse (which are two different things).


    I think I'll change that, some time, so it's the same as BotReSpawn, for the reasons mentioned earlier.

    • Like 2
    • Love 1

    BotReSpawn

       17,903    1795

    Is the confusion coming from the fact that these are wipe-on-death options,
    but I actually carry out the wipe on spawn, immediately after the kit is given?

    If that's it there's a few reasons I do this.
    One is that it's possible for other plugins to force the npcs to fall wounded,
    which would mean if you have some item that you want with a 1% chance of being lootable on death,
    players could get it 100% of the time from a wounded npc if I'm doing my wipe code at npc death time.

    Another is that when the npc dies, there's more going on.
    At that point vanilla loot is happening and third party loot plugins are likely to be doing their thing.
    Running wipe_main at that stage is likely to trip over what they're doing and mess up vanilla or third party loot.
     

    For those reasons I put the wipe code straight after the kit give code,
    so I can be confident that I'm only wiping npc vanilla gear and/or stuff that was given via kit.

    For people who want to control % chances of vanilla loot that is given, there's the Allow Rust Loot % chance,
    and for anyone who wants to control % chances for third party loot plugins, well, that should be configurable in the third party loot plugin.

    It's done this way so you have maximum control and minimal interference.

    BotReSpawn

       17,903    1795

    "I already do this with the Trainyard NPCs.  I use a kit that has a matching M249 to the clothing it wears. I don't want this NPC using the M249 against players, but I have a 1% chance that it will drop for the player if they are lucky.  I have this set by using the setting for Main set to 99 and it loads from the Kit 100% of the time. At no time does it not load."

     

    Wipe main/belt/clothing happens the moment the kit is given out,
    so if you have a kit with m249 in the main container and wipe main set to 99% for that profile,
    and you're able to peek in vanish to see that m249 100% of the time, I'd say that's the problem - Not the other scenario.

    Would you mind double checking that profile to make sure you don't have its wipe main option to 1 instead of 99 by mistake?

    BotReSpawn

       17,903    1795

    I'm sorry, I'm really not understanding the problem.
    Maybe someone else can clarify, or we can simplify down to bullet points or something?

    I'm more than happy to help, I just don't see where the issue is.


    My understanding so far is that you want to give these npcs a kit.

    The belt should contain x/y/z
    the wear should contain a/b/c
    and the main should contain 1/2/3

    "I want the player to have a 10% chance to acquire what's in the main inventory. "
    so you've set "Wipe_Main_Percent": 90 to achieve that.

     

    The result is that
    "They always have the Wearables, They always have the Belt, but only sometimes have the Main."


    That's exactly what I'd expect, and what your settings are meant to do.

     

     

     

    "Now, I don't know under what situation someone would want to put something in a kit,
    only for it not to always be there when you spawned in the NPC,

    but what I want to do is have it only sometimes be lootable by the player when the NPC is killed."

    You don't understand why someone would want kit main items to not be there 100% of the time,
    but that's exactly what you want?

    There must be a a terminology issue or one of us is making an assumption - I'm sorry, I can't make the leap. 😂

    BotReSpawn

       17,903    1795

    You're describing what that function does.

    Setting "Wipe_Main_Percent" to 90 is going to erase the contents of the npcs main inventory container 90% of the time,

    so if you're giving npcs a kit with items in belt, items in clothing, and items in main,
    90% of the time those items in main won't be there.

    BotReSpawn

       17,903    1795

    Oh, ok. I see.

    It's because you've got  "Wipe_Main_Percent": 90.
    Set that to zero to preserve the contents of their main inventory all of the time upon death.

     

    BotReSpawn

       17,903    1795
    1 hour ago, Papa Bear said:

    "They can even open doors,"

    Can you explain how to do this.  It's one thing that would complete a couple of my bot teams.

    Thank you

    BotReSpawn npcs can't open doors or, at least, I didn't code them to do that.
    If they do it's a vanilla npc thing that I'm not aware of.

    • Like 1

    BotReSpawn

       17,903    1795
    1 hour ago, Papa Bear said:

    Yesterday was working fine, today only one bot worked once, then after that none.

    What I am talking about is I have set up a Melee Weapon bot with Main Loot to release on Death and it is not loading up from the Kits plugin today.  Though, yesterday, it worked fine.  I did have a restart, but checked all my configs and nothing has changed.

    This is a first for me using a bot with a tool for a weapon.  I read somewhere someone was having kit issues and you had mentioned the correct weapon.  I have checked my default loadout and it is still set to false.  I tried it with a Bow and a Revolver, same issue. 

    My main has HQM ore, Diesel Fuel, SAR.  I want the reward to be a ranged weapon dropped from a melee bot.

    Hey,
    Sorry, I'm not sure what you mean.
    Are you saying the npc no longer gets it kit and, therefore, has no weapon to fight with,
    or that the loot you expect to see on the npc's corpse is not correct?

    BotReSpawn

       17,903    1795

    I'm not having that issue here, no.

    If you reload BotReSpawn do you see any complaints or errors in the console.

    If a kit is found to have no valid weapon in the belt, for example, BotReSpawn will ignore that kit,
    but it should complain to you about it a few seconds after startup.

     

    Edit : Also make sure you have Keep_Default_Loadout to false for those profiles.
    If it's true then Kits plugin can't put the clothes on the npc because their vanilla hazmat suit is in the way,
    giving the appearance that the kit isn't being given out.

    BotReSpawn

       17,903    1795

    Oh, so it's really just a testing environment right now, with no players actively mass building or deploying?
    Strange.  I'm pretty sure I could run a map on my local computer with more npcs than that without issue.

    Is this only an issue when the server has been live for multiple days straight, or do you see a problem right from day one?

    Usually people automate a server restart every 24 hrs, most often aiming for 4 or 5 am local where the player count is likely to be at its lowest.
    It might be worth trying that and seeing how you go, if you're finding the server is fine at the start then progressively becomes bogged down.

    BotReSpawn

       17,903    1795

    What's your server like?
    Hostname, package type (shared/dedi), what hardware?
    Average player count, entity count? Average server FPS?
    How long is wipe cycle?
    How often does server restart?

     

    A couple of hundred npcs is hardly overkill but if your server is right on the edge that could push it over.

    If you let your server run close to the end of your wipe cycle, when it's got the greatest amount of buildings and entities,
    what is performance like with BotReSpawn unloaded? Any lag or player complaints? Server FPS steady? (not your client fps)

    BotReSpawn

       17,903    1795

    Sounds like something outside of BotReSpawn is killing them, then.

    Suicide timer would do that, if set to zero,
    but it only applies to npcs which aren't part of a controlled + limited population,
    like all the event profiles or npcs which were sent via another plugin making a call, or toplayer command.

    BotReSpawn

       17,903    1795

    Hi,

    There's plenty of things that add up to affect performance, like overall number of entities, active furnaces/quarries, npcs, turrets, etc
    but if you're experiencing performance issues with around 1300 npcs I'd certainly try reducing the numbers to see how that goes.

    • Like 1

    Custom Loot

       10,955    235

    Hey, thanks for coming back to update.
    That's good to know.

    Hopefully that's the answer to what was going on but if you still find anything's not quite right don't hesitate to let me know,
    Forcing Min/MaxStack to 1, if 0, is a one-line fix. I actually did it at the time so it'll be in the next update.

    Always nice to catch a bug. 😉

    Custom Loot

       10,955    235

    I'll look into that and see what the problem is.
    If MinStack or MaxStack is zero I ignore that item.
    I guess the problem is that if it was the only item with > 0 probability I now need to ignore the category too.

    I think I'll just force min+max to 1 if the user puts in 0 for either. That'll silently fix it.

     

    For your apparent imbalance, I'lll see if I can replicate that or, better yet, maybe you'd attach or DM me that loottable json data file?
    Looking at those numbers it should, I think, appear to be food heavy, as there's 4 items asked for a and a 50/50 chance of any given item being food.
     

    Having 'AllowDuplicates' set to false in the global config can skew things for sparsely populated tables.
    If, for example, it tries to give out raw bear meat twice, it'll just ignore the second attempt and roll again.

    Be aware, though, that AllowDuplicates : true can make it look like you're getting fewer items
    because if it gives Bandages : 1, Bandages : 2, raw meat 1, raw meat 3,
    that's your four items but they'll stack into
    Bandages :3, raw meat 4, and just look like two items.

    Player Ranks

       19,443    458

    Hi,
    Thanks for pointing that out.
    Looks like I missed a few fixes from the Saturday fiasco.

    This won't affect actual Economics/Server Rewards balances - Just the PR reporting of it.

    I'll do an update soon to rectify it.

    • Like 3

    Custom Loot

       10,955    235

    Hi,

    I think I’m following. Are you talking about the minStack/maxStack options, and setting that min to zero?
    If so the plugin should just completely ignore any items where minstack, or maxstack, is zero,
    so they’ll never be picked or created.

     

    If you’re just talking about probability of zero then any category set to zero (and all of the items in it) will be ignored,
    and any item set to zero, regardless of its category’s probability, will be ignored.

    If there’s only one category and item (in it) with probability above 0, then that item will always be picked and created, cos there’s no other choice.

    I order to give that item a chance of not being picked, there needs to be at least one other viable item which could be picked instead.

    I.E. You can set the plugin up to create wood or stone, for example
    but you can’t set it up to create wood or nothing.

     

    It’s hard to describe but people usually get a feel for it.
    If everything was probability zero except for

    category tools 1
        item timed explosve 1

    category Resources 9
        item wood 1
        item stone 1
     

    Then for every item created there’s a 9 in 10 chance it’s going to be a resource,
    and beyond that it’s a 50/50 whether it’s wood or stone.

    1 time in 10 the item will be a tool and if it is a tool, it’s guaranteed to be c4, because there’s no other option.

     

    When people are starting out I often suggest that they pick a handful of common items that could make up their base common loot, and set the probabilities for those items to something a good bit above zero, to allow room for other things to be less common.

    Say you have wood with a probability of 10, for example,
    you could then have stone at 7 so it’s less common and scrap at 3 so it’s even less common.

     

    If the only category enabled was resources with those three items set that way,
    and the profile’s asking for one item (for simplicity) then, on average, you’d get

    scrap 3 time out of 20
    stone 7 times out of 20
    wood 10 times out of 20.

     

    Of course I don’t expect anyone to follow the actual fractions like but you get the idea - It becomes a ‘feel’ thing.

    Custom Loot

       10,955    235

    Oh sorry, I misunderstood.
    If they're getting loot with a fresh table then you're right - It's coming from somewhere else.
    Sorry, I'm not sure what else to suggest other than maybe temporarily unloading everything except BotReSpawn and CustomLoot, just to prove?

    Custom Loot

       10,955    235

    Ok, that's good to know.
    If you made a new loot table and the bot inventory was completely blank, then that means CustomLoot is working,
    which almost certainly means the loot you saw came from CustomLoot.

    Any chance the loottable you wanted to use just isn't set up how you thought it was?
    Some copy/paste mistake or..something?

    I just tested here with SuperMarket BotReSpawn profile and a loot table with
    Ammunition 1 and ammo.grenadelauncher.buckshot 1 and nothing else changed,
    and the npcs had nothing but 40mm buckshot on them.

    Custom Loot

       10,955    235

    If you reload CustomLoot and watch the console do you see any complaints?
    It's possible there's a mistake in the Market.json - If so CustomLoot should tell you when it loads/reloads.

    Custom Loot

       10,955    235

    It would be set true by default and probably should be true in most cases.
    You'd only set it false if you want CustomLoot to add to whatever is already there, be it vanilla loot or stuff from a kit.

     

    If you're seeing vanilla loot (or anything that's not from your CustomLoot table) in those npcs then either something else is giving them loot after CustomLoot,
    or CustomLoot just isn't firing for those npcs at all,
    although I'm struggling to see why one specific BotReSpawn profile wouldn't work when others do.

    I suppose a simple troubleshooting tip would be to change "Market" to a made up name - Some table name that doesn't exist,
    then when CustomLoot creates a file for that name, do not edit it.

    That way it'll be really obvious if it's working or not because the npcs should get absolutely nothing.
    CustomLoot should clear their container, and give them nothing.

    If you find loot in there that would definitely point to something giving out loot after CustomLoot has done its bit.

    Custom Loot

       10,955    235

    I see you've got ClearContainerFirst set to true so I'd guess something else is giving them loot after CustomLoot,
    or what you're seeing is stuff from their kit possibly?

    BotReSpawn

       17,903    1795

    I'm glad you got a solution and thanks for sharing it.


    Feel pretty bad that you've been doing all your spawnpoints manually every month for two years! I went to quite a bit of trouble to try to make it all as easy and seamless as possible. 

    CustomLoot, on the other hand... Different story. 😂

    BotReSpawn

       17,903    1795

    Strange. That has to be something external renaming the file.
    Do you have any kind of automated backup system or something that could be doing it?

    It's certainly not something BotReSpawn is doing, anyway,
    but it makes sense that BotReSpawn would create a new blank file if something/someone renamed the old one.

    BotReSpawn

       17,903    1795

    That doesn't sound right.

    BotReSpawn only wipes custom spawnpoints in cases where the user has changed the setting for "Parent_Monument",
    just because of how it's written...setting parent monument needs to happen before spawnpoints are added.

     

    Certainly for default monuments, and custom spawnpoints you add should be good forever.
    If you set a bunch of custom spawnpoints for, say, the Airfield profile,
    no matter what map you change to those npcs should always be in the right place, relative to the airfield.


    Do you keep the same map wipe after wipe?

    BotReSpawn

       17,903    1795

    Hi,
    It depends what you mean.

    Custom spawnpoints added for default profiles (monuments) should never need to be updated or redone,
    because those spawnpoints will automatically move to where the monument is when you change to a new map.

    For Custom profiles with custom spawnpoints, BotReSpawn automatically disables these profiles when you change maps,
    because those spawnpoints will no longer make sense on a new map.
    The exception here is servers which recycle the same map over and over where, of course the points will make sense,
    so I provided the option Disable_Non_Parented_Custom_Profiles_After_Wipe for those users to set to false.

     

    For Custom profiles that you've added which are meant to supplement default profiles - I.E. additional profiles at the airfield, dome, etc,
    you should set "Parent_Monument" for your custom profile to the name of the default profile it's meant to be near.
    That can be done with clicks in the UI.


    If you do that, then add your custom spawnpoints to the custom profile afterwards,
    that custom profile will act just like a default one, meaning the custom spawnpoints and profile will always relocate to where the monument is on your new map.

    Basically default profiles are set and forget,
    custom profiles parented to default ones are set and forget
    and custom profiles "in the wild" will need to be redone if/when you change your map.


    Does that answer what you're asking, or are your circumstances different?
    Let me know. 👍

    BotReSpawn

       17,903    1795

    No,
    I have a 'proper' update with quite a number of fixes and additions, but didn't want to push that for forced wipe,
    so the most recent update is literally just a patch for Rust's update.

    Rust Rewards

       13,624    535

    @Tanki - I found it.
    I cache it with ImageLibrary in RustRewards so the url is only accessed by the plugin once a month.
    Should work fine if you right click and copy image address here, then use that in your config.

    I'll change the default value so it's hosted at Codefling for new users from now on. 👍

    • Like 1

    NPCKits

       8,139    166

    It could be a number of things - Maybe zone settings?
    If the issue is isolated to one type of npc / area that might be a clue.

    Is it a specific weapon you're having the problem with?

     

    Oh, cool. Well, if you have any questions just ask! 👍

    NPCKits

       8,139    166
    On 6/9/2024 at 5:21 AM, DeadGirl said:

    Hey 🙂  Ever since force wipe my zombies no longer drop their melee weapons.  I've tried sifting through plugins to see if any have updates I missed that might interfere now but can't seem to find anything.  Is it still working for you by chance?  Thanks!

    Hey, sorry I didn't get back to this sooner.
    I've just tested and my NPCs are dropping their melee weapons on the ground no problem,
    with Death > Weapon_Drop_Percent set to 100.

    NPCKits

       8,139    166
    On 6/15/2024 at 2:14 AM, humboldt.scott420 said:

    Yes set both of them.

    Is this sorted in the most recent update?

    BotReSpawn

       17,903    1795

    Sounds like a great setup!
    My pleasure, and thanks for the kind words.

    Don't hesitate to ask if anything else comes up. 👍

    • Love 1

    BotReSpawn

       17,903    1795

    My pleasure. Glad to help.

    You've understood perfectly but there's an additional option in the global settings called Remove_BackPacks_Percent which may be set to 100.
    If you set that to zero all your BotReSpawn corpses will then leave backpacks and your timers in minutes will apply.

    You can use that Remove Percent option to make it that there's backpacks sometimes, and other times not, and balance it to your preference,
    or just go with 0 so backpacks always spawn.

     

    If you're gearing up to make them more difficult don't forget they can use (nearly?) every weapon.
    Bots with MGL or flamethrowers, rocket launchers, and even grenades, beancans, satchels, or c4! as backup weapons when line of sight is broken can be great fun.

    BotReSpawn

       17,903    1795

    Hi @ClockworkCat
    You found one solution.
    As long as that new profile remains parented to Airfield, the npcs from that profile will always spawn where you placed them relative to the airfield,
    so if you change maps and the airfield moves, that profile and its npcs will appear to be in the right place.

    There is another way just using just one profile.

    If you go into the UI and view the manually placed spawnpoints for the profile you should see an 'Edit overrides' button for each point.
    In there you can choose a kit (and some other settings) which are different from the main profile's settings.

    For example the main profile could be set to use kit 'soldier1' but one specific spawnpoint overrides that and uses 'soldier2', or whatever.
    On a per-point basis you can override the settings for stationary, Kits, Health, and RoamRange.

    If you need more control than that then the two profile approach is better. 👍

    BotReSpawn

       17,903    1795

    BotReSpawn npcs can use bows.

    They can use bows, crossbows, nailguns, rocket launchers, flamethrowers, mgls, homing missiles...probably more.

    BotReSpawn

       17,903    1795

    Oh, Ok. I do have to store info on the items to recreate them for the corpse,
    so maybe it's happening at that stage.

    I'll add in the copying of item.name and item.text - That should probably sort it. 👍

    • Like 1
    • Love 1

    BotReSpawn

       17,903    1795

    BotReSpawn relies on the free Kits.cs plugin from uMod.
    If custom item names in your kits aren't being applied that'd be a question for the current maintainer of that plugin, I'm afraid.

    Custom Loot

       10,955    235

    Hi,
    My pleasure.
    I've added the normal and heavy scientists from BradleyAPC to CustomLoot, so you'll get new profiles for those in the next update.

    • Love 1

    Rust Rewards

       13,624    535

    Oh. I'm sorry, I don't.
    It was just a placeholder image I found with a quick google.

    I'll replace it with something else so that it still works and shows something for new users.
    Thanks for letting me know.

     

    Player Ranks

       19,443    458

    Hi,
    It's unlikely these would be added to the current PlayerRanks but I had been working on a rewrite of it which does expand on resources farmed/gathered by type, as well as introducing some other new categories.

    I could add a function that saves the SQL database with a unique name (date+time in it) when auto-wipe happens.
    That shouldn't be too tricky.

    • Like 1

    BotReSpawn

       17,903    1795

    Just tested - Seems to work perfectly.
    Vanilla NPCs with NPCKits just fire constantly (which I might look at)
    but BotReSpawn npcs with minigun fire in sensible bursts.

    • Like 1

    BotReSpawn

       17,903    1795

    I've added an option `Give_Scarecrow_Loadout` for the next update.
    It will give out one of the four scarecrow loadouts, selected randomly.
     

    The behaviour will remain the same, though, as that's custom.
    The npcs will try to chase you down and melee attack, and will throw their thrown weapons if you try to hide from them.

    • Like 1

    BotReSpawn

       17,903    1795

    You more or less can already.
    If you give them a kit with appropriate clothing and weapons (melee only) they'll act more scarecrow-like.
    Not 100% the same but they'll certainly chase you down swinging.

    • Love 1

    Custom Loot

       10,955    235

    That depends what crates Facepunch used there.
    The plugin differentiates between crates by name.
    Many of them are listed in the description but, as noted, there will be more than that in the plugin as the plugin automatically
    adds them to your config as Facepunch add new crates to the game.

    Permissions Manager

       85,773    224

    Hi,
    You're right in that your rollbacks aren't going to be a PermissionsManager issue, as PermissionsManager doesn't work from its own data.
    It's just a front end for the existing oxide system.
    I can't speak for how Carbon's equivalent works but if there's any issue I know Raul will want to hear about it. 👍

    The load and save options in `/perms data` work from a single backup, stored either in local file (/server/oxide/data/PermissionsManager.json) or SQL, depending which you choose.
    Choosing to load will pull the copy of the data from the last time you saved.

    There's no facility for multiple copies, for dated backups, but if you need that you could save using the data menu then unload PermissionsManager and rename that data file (PermissionsManager0524.json, for example)

    The plugin will always restore data from PermissionsManager.json, though, so keep that in mind.

    Player Ranks

       19,443    458

    Hi,
    Not sure if it was just a typo or not, but Player Rankings is a different plugin.
    This is PlayerRanks.

     

    Regardless, I think BetterChat treats the entire set of titles from PlayerRanks as one.
    If you want to limit the number of PlayerRanks titles which are shown, you'd need to do that in PlayerRanks config, rather than BetterChat's.

    Player Ranks

       19,443    458

    I'm not sure that's within my control.
    That's probably down to whatever libraries oxide are using, no?

    If you think that's wrong, do let me know!

    BotReSpawn

       17,903    1795

    Hi,
    That's not a bad idea. I'm sure I could add a profile that leverages the same spawnpoints that real players would get.
    The npcs can use rocks as their weapon so, yes, that part's already ready to go.

     

    For the second part, I could do partial so if, for example, the npc has five pieces of attire,
    you could set 80% so that, on average, only four of them are available to the looting player.

    I'll make a note of both of those suggestions. 👍

    • Like 1

    BotReSpawn

       17,903    1795
    24 minutes ago, Wammerl26 said:

    my server now has the correct ports, runs great, but the bot respawn bots still move frozen.

    so they walk and go without moving.

    can this be fixed?

    Could you check some of the vanilla npcs, or npcs from other plugins, to see if they are doing the same thing?

    If you mean the npcs are navigating around but there's no animation (like they're gliding) I've only ever seen that where the server's under some pretty serious pressure.

    How many are you spawning in total? The `bot.count` console command will tell you.

    BotReSpawn

       17,903    1795

    That's good to hear.
    CustomLoot does use way more memory than it needs to and I have done a bit of work to alleviate that, hopefully, in the next update.

    Glad to hear it's not as extreme as it first seemed, though.
    Thanks for following up.

    • Like 1

    BotReSpawn

       17,903    1795
    1 hour ago, Wammerl26 said:

    I switched from oxide to carbon because it also supports oxide plugins and has better performance.
    I noticed that bot respawn and customloot have the highest RAM usage and the RAM is at 15GB out of 16GB.
    My friend and I have a server network and it's still being built.
    I'm wondering why the RAM is so busy because so far I'm the only one on it for testing and I have 38 plugins on it.
    When loading plugin in carbon I always get the message:

    Hi,
    It's probably expected for both of those plugins to have fairly high ram usage since they both do a lot.
    The player count at any given time wont make a difference for those plugins since there's going to be the same number of npcs and loot crates getting refreshed either way.


    I did do some work on CustomLoot recently because there's a lot of areas where that can be improved on my end.
    I haven't released a public update for it in a while but will do soon.


    You can ignore the two warnings.

    • Love 1

    Player Ranks

       19,443    458

    Hi,
    I'm not sure I can really help with this, I'm afraid.
    I don't know if BetterChat is aware of the difference between PlayerRanks sending one title or many titles.
    Certainly from your example it appears BetterChat is processing many as if they are one,
    but I don't think it's something I have any control over.


    I think you'd have to talk to the BetterChat author to be sure.

    Monument Spawn Control

       5,351    22

    Hi,
    The plugin will only show you settings for monuments which are on your current map.

    It doesn't delete any data when you change maps, though, so if, for example, you set up custom settings for barrel spawners around the Dome then switch to a map with no Dome, the Dome won't show in your UI anymore,
    but your Dome settings will remain in the config file and will be used (and displayed) the next time you return to a map with a Dome.

    NPCKits

       8,139    166

    I'm afraid I don't know.
    It could be from vanilla, or it could be coming from another plugin.

    If it's a RaidableBases spawned npc, that could be giving it loot,
    or some other loot plugin....BetterLoot, MagicLoot, CustomLoot, etc

    If it turns out to be vanilla loot and you don't want it there, NPCKits does have an option for Default_Rust_Loot_Percent,
    which you could set to zero.

    A good test, maybe, would be to make sure there is nothing in your kits main containers, for that npc group, and set Default Rust Loot Percent to zero, then test.
    If there's loot in a dead npcs main container then it's coming from some loot plugin.


    I do also have a Wipe_Main_Inventory_Percent but I can't guarantee that will override loot plugins, as it becomes a matter of timing.
    If the loot plugin uses a brief delay so it's filling the container after I wipe it, then there's not a lot I can do,
    although you can always work it out then just disable the loot plugin for that npc type.

    • Love 1

    NPCKits

       8,139    166

    My pleasure. Thanks for the kind words!

     

    Yes, there are options there per profile for Wipe_Default_Clothing and Wipe_Default_Weapons.

    That gives you the flexibility of being able to give additional weapons/attire via a kit, or start from a clean slate.
    Note that to give kit attire to hazmat wearing scientists you will need to have Wipe_Default_Clothing true, otherwise it wont work,
    the same way you can't drag tshirt/trousers on to your own player whilst wearing hazmat.

    I've just updated to V1.2.1 which allows melee/tools to be dropped, and introduces APCScientistHeavy profile.

    If you're not 100% sure about your kits, it's a good idea to strip your character 100% then redeem the kit,
    or if you're using a Kits plugin with UI you should be able to see the contents in full when editing (even if you don't intend to make changes).

    NPCKits

       8,139    166

    Oh, I think I might know what it is.
    Right now NPCKits only makes them drop their weapon if it's a bullet weapon.
    It doesn't make them drop melee/tools.

    If that's what the problem was, I can easily make them able to drop either in the next update.

    NPCKits

       8,139    166

    No, the belt wipe chance doesn't affect weapon drop chance.
    The weapon drop % chance makes them drop the weapon they're holding in their hands to the ground or, at least, it should.

    I'd unload all other plugins to test - not just ones you think might be relevant.
    I'll test on my home server too, in case something's changed in Rust.

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