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Everything posted by Steenamaroo
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I agree - If your groups work as they should I would do nothing for now. If you're sure that groups previously had capital letters then it looks like, for some reason, groups have been duplicated as lower case at some point. Given that they weren't recreated for me today, when I wiped all groups then reloaded PlayerRanks, I'd guess it's been an unintended thing which has since been corrected, but that is just a guess. If that's correct, then the lowercase duplicates shouldn't be in use and should be safe to remove but, as I say, I don't think I'd rust to prove that theory on a live server. Keep in mind, PermissionsManager is just a UI for oxide permissions system. When something funky like this happens PermissionsManger isn't doing it...It's showing you it.
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Hi, I'm seeing the same. As I'm only on a test server I was able to delete all groups then reload PlayerRanks to see what happened. The groups were no longer there in duplicate - Each PR group was only registered once. It would seem that group entries with upper case letters in them are the current and valid ones. I guess there have been some changes in oxide, possibly relating to allowing/not allowing upper case in the group names? The last update notes include `Optimized permission library some to remove garbage` If you're finding that the lowercase groups are the ones which have all your perms set up and that the mixed case ones are newly created and, therefore, have no permissions, that's going to be a big pain to correct. It might be worth reporting that to oxide, in case it's an unintentional change on their part. I'm not certain but I think perms and groups were always made lower case in the past.
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Hi, I haven't looked yet but BotReSpawn handles thrown weapons by game type (ThrownWeapon) and picks a random one each time from what's available in inventory. If there's new weapons are ThrownWeapon type, it should just work.
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Hey, Oh, I think I know what it is. The npc is getting the kit, but by default they have a hazmat so moving in the clothes is failing, in the same way it'd fail if you put on a hazmat then try to drag on a tshirt, for example. Just set 'Keep_Default_Loadout' to false for that profile. That should sort it.
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Hi @Flint Monkey Nothing stands out to me there. Do those kits show up marked as '1' in BotReSpawn UI for that profile? If so, could you do `/botrespawn info` when looking at one of the un-kitted npcs, just to confirm with certainty that they are from that profile? Sometimes people see overlap from profiles close to each other, or event npcs. If getting close to one to do the chat command is too difficult, but some of the un-kitted npcs in your view and use the BotReSpawn UI to reload the Ranch profile. If that npc doesn't disappear, he's from some other profile.
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Hey man, I don't know that plugin but if he's spawning the crate himself he'd have an ID or some reference to it? If so, he can use object OnBotReSpawnAirdrop(SupplyDrop drop) { if (drop != null & IsOneOfHis(drop)) return true; return null; } If he doesn't have a reference to the crate itself then I guess he could use that same hook but do something with position? Presumably he knows where it's going to land so he could check if drop X/Y are close to expected/called drop point?
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@Death- Looks like one for you mate.
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Hi, The Excavator pit is a pretty big obstacle so it can make finding random spawn points difficult with a small profile radius. I'd recommend either increasing the radius so it's easier to find points around that monument, or adding in precise custom spawnpoints via the UI. Either of those should sort it out.
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Hi, Yes, this is possible. NPCKits has options per profile to wipe, or not wipe, the npcs default inventory containers before giving the kit out. All you'd need to do is make sure that `Wipe_Default_Clothing` is set to false, then put the loot items you want the npc to have into the given kit's main container. You should leave the clothing area of that kit empty. That should do what you're asking but if there are any issue just let me know.
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Hi, No, this isn't something i've added in BotReSpawn - You aren't missing anything. I never really thought about it, to be honest, but I suppose it's something I could look into in the near future.
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Ah, the issue is that npcs don't cease their attack when the player runs into the safezone. That makes sense - There's probably no provision for that at all. I'll take a look and get that sorted soon. Thanks for the info!
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No trouble - If anything else comes up just let me know! I've been meaning to make RustRewards disable itself instead of defaulting to Scrap, as Scrap is very valuable on some servers.
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Perhaps it wasn't when RustRewards loaded, or was reloaded? Try reloading RustRewards now, if you don't mind. I'm pretty sure that should set it straight.
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Hi, The plugin defaults to scrap if ServerRewards/Economics is chosen but not installed. Is that what's happened?
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Hi, The current check is whether the player is inside a safezone, but it doesn't check if the npc is in the safezone, so that means a BotReSpawn npc inside a safezone could fire out of the zone at a passing player. Do you think that's what's happening? If so, it's an easy fix. Thanks for reporting!
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Hey @Mals I think for that message to show the Patrol Heli kill profile must be set AutoSpawn true and spawn numbers greater than 1. Would you mind checking in UI to be sure. Also, what version are you running? I recently changed it so that this error wouldn't show for event profiles, as it's not really indicative of a problem, since events triggers often happen in places where npcs can spawn, as @Luuxensays.
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Sorry profain - I missed this reply somehow. Yes - Faction of 0 is the odd one out. 0 means that profile wont attack others, and others wont attack it. To make two profiles fight eachother you'd want to set faction+subfaction for both to something other than zero then, of course, make them different for each profile so they aren't allies.
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Ok, glad to hear that. Again, sorry I wasn't on it quicker!