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Steenamaroo

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Everything posted by Steenamaroo

  1. If any other plugin is loaded PermissionsManager will reload, to list perms for the new plugin, and, as such, your UI will be closed. Maybe that's what's happening?
  2. I just checked - This is already implemented and working. If a category is disabled in the config under "Categories", or via admin UI, then titles for that category are not shown.
  3. Thinking about it, I should make it that titles are auto-disabled for categories which are disabled in config. Thanks for flagging that.
  4. To disable tags for a category you just make the string empty. "PVPKills": "", Colours can be done as Krungh describes (thanks Krungh). If you want to apply the same colour to all you could do it in the title start and title end values, to save editing each title one by one.
  5. It has not but it's on the to do list.
  6. Strange. Can't think of any reason that wouldn't be working. I'll give it a check later when my server's up, to make sure nothing's changed.
  7. Thanks for that info. Permissions Manager is just a UI front end for the existing console command system so it would make sense for issue to be underlying.
  8. /perms group default - Check that group has X permission /perms player <some player name> - Click 'groups' - check that this player is in the default group. Click 'back'. Check that player has 'inherited button' showing for X permission. *Clicking 'inherited' will show you a list of groups from which the player is inheriting the permission, as there may be multiple.
  9. When you grant a permission to a group then check the perms for an individual player in that group, you will see an 'inherited' button beside the permission, indicating that the player has it because they are in a group which has it. The player may or may not have the permissions themselves - This is indicated by the granted/revoked buttons. I laid it out like this because often it's important to know what permissions a player will/won't have once they are removed from a group. In your case, if no 'inherited' button is showing, it sounds like the players aren't in the default group, or the permission has not been granted to the default group.
  10. Hi, I don't think it would work very well because of categories like StucturesBuilt, ResourcesGathered, Economics, etc, but you can set MaxDisplayedTitles to 1 then put the title entries in the config into an order you like. Only one title will show per player, and it'll be the first one they hold as they appear in that list.
  11. It is. BotSpawn only really supports held melee weapons and regular bullet weapons. Anything else is iffy.
  12. also, feel free to jump in to my discord and/or Codefling discord.
  13. Ok, thanks for trying that. Since I can't replicate it I can only make suggestions. How about unloading AlphaLoot to test?
  14. No, you have the right idea. It's working fine here, though. I suspect you're not getting CustomLoot at all. Maybe change "lootTable" to something new then in that new loottable just set weapons category probability to 1, and a bunch of individual weapons to 1. That way it's super obvious if it's CustomLoot you're seeing, or just the regular rust loot.
  15. Hi, There was an update for AlphaLoot about a month ago which addressed an issue where disabling NPC profiles was ignored. Are you up to date?
  16. Yes, that's right. For any profile to spawn automatically 'AutoSpawn' needs to be true, whether they're Murderer types or not. No, there's no option for that right now. There is an in-game chat command to spawn toplayer but no console command. A few people have asked so I'll hook up a console command for it in the next update.
  17. You've got AutoSpawn false for all four biomes. That would need to be true. No, Kits are optional. The murderer prefab started spawning naked a while back - I presume that's still the case? Not sure. Either way, I made BotSpawn give them the scarecrow outfit if no Kit is specified.
  18. Ok. Have a look through your server logs and see if there are any warnings "Failed to find spawnpoints at <BiomeName>"
  19. Hi, Make sure you've allowed enough time because Biome spawns begin after a delay. The delay is longer the more npcs you ask for - It could even be a minute or two before BotSpawn scans and finds enough spawn points in the correct biomes.
  20. Think this is what you're looking for.
  21. Hi, You're doing nothing wrong. BotSpawn NPCs don't attack animals or APCs.
  22. Whatever you like, as long as it's unique
  23. No, there's no fixed scale/percentages. If you set some category to 2 and some other to 4 (and the rest 0) then the second category is twice as common as the first category. Same deal if you chose 1 +2, or 3+6, or 100+200 - It's relative. If all categories have the same probability (regardless of what it is) they all have the same chance of being picked. I'd suggest setting all the categories (that you want to use) to some base number, say 10, then tweak individual values up or down from there. The more extreme you want probability to be the higher that base number is going to have to be. Specific item probabilities works exactly the same way A category is picked first based on their probabilities, then an item is picked from that category based on all their probabilities. There's a bit of a setup description here.
  24. Hi, There are no percentages - It's relative probability. If, for example, you set all weapons to 0 except for AK at 1 and LR at 199, there'd be a 0.5% chance of getting the AK any time a weapon is chosen.

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