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Everything posted by Steenamaroo
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Hi @BjarkeH I just took a look. It looks like it should be working fine. The admin permission is required for wiping leaderboards, though. I've now changed that so admin perm is required *if* a player is using the command, which means it can then be used from console/rcon too. Also, that command would wipe local data, but not SQL. To wipe SQL leaderboards you'd need to just drop them in your SQL panel. Does that answer the request, or is there more to it? Also, I'm attaching a copy that addresses those headshot requests. Added PVP Headshots only option - Defaulted to true. (npcs dont count) Added PVP Headshots only count if kill - Defaulted to false. I meant to send it to you earlier! PlayerRanks.cs
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Hi @Covfefe I've added the following for the next update. Victim_Bleed_Amount_Per_Hit : 1 Victim_Bleed_Amount_Max : 100 I think this should cover your request, with additional flexibility. Setting Victim_Bleed_Amount_Per_Hit to 0 would be the equivalent of setting Bleed Effect: false. Setting Victim_Bleed_Amount_Max to 100 would be like setting stacking true, and setting Victim_Bleed_Amount_Max to the same as Victim_Bleed_Per_Hit would be like stacking false. Additionally you could have, for example, 10 per hit, but a max total of 40, so it's like stacking is true, but with a limit I've still to do a bit of testing but hopefully that makes sense. Thanks again for the suggestion! ðŸ‘
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Ah, I see. There's another approach - I have a free plugin called NPCKits which you can use to kit out, and adjust the health for, vanilla npcs by location. It's not what you asked for, but I think a lot of people use it to make the vanilla npcs blend in with nearby BotReSpawn ones. Alternatively if the plugin you have that's killing off default npcs is free / has permission for modifications, I can make it ignore BotReSpawn npcs for you.
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Hi @damnpixel- to what end? The behaviour is custom and unique to the plugin so really using a different prefab would just change health and/or inventory, both of which can be customised already. @Yastreb - Custom loot isn't straight forward, If I'm honest. I'll DM you and talk you through it. @Tabmorine - No problem. Don't hesitate to ask if you need to know anything.
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By default BotReSpawn doesn't apply any kit so what you get is a default scientist with hazmat suit and LR300 or mp5, as far as I know. What you'd want to do is set Keep_Default_Loadout for your profiles to false, then create a kit, with Kits.cs plugin, which contains the clothing and weapons you'd like the npcs to have, then select that kit for the profile in BotReSpawn UI. The kit you make could contain the hazmat suit for regular scientist appearance, but also whatever weapons you like.
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Hi, Rust_Loot_Source option and CustomLoot plugin are two unrelated things. Rust_Loot_Source allows you to choose a loot profile out of the ones that exist in the game. If you selected an oil barrel from that list, then your npcs will have the same loot as an oil barrel would, for example. You could make high-tier npcs have the same loot profile as a hackable locked crate...That kind of thing. CustomLoot is totally separate - It can replace the loot in all kinds of npcs/crates/barrels, including BotReSpawn npcs, but you have to make up the loottables for it yourself. There are no settings in BotReSpawn relating to CustomLoot - If you choose to use CustomLoot to give these npcs customised loot, all the work is done at the CustomLoot end. Let me know if you need any more detailed info on how to do that. ðŸ‘
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Oh, I wasn't aware of that! I'll get a look at that now and see what's wrong. Thank you!
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How do I load botspawn and then modify scientist loot?
Steenamaroo replied to dwoodward93's Support Request in Support
Hi, What trouble are you having? Are you seeing a console error? If BotReSpawn is installed and loaded, and you're admin (or have the permission), you just type /botrespawn into chat, and the UI should open. -
That error is from a plugin called BetterNpc. Perhaps unload that and then check to see if Airdrop profile is working well? With your settings they should be spawning, as long as the target area is on sensible terrain with navmesh.
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Ok. Where are you testing? If you were testing in water or on oilrig, for example, the plugin wouldn't be able to find any valid spawnpoints.
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Change the behavior of headshot stats - Only count confirm kills
Steenamaroo replied to BjarkeH's Support Request in Support
It's attached to my last reply. 🙂 -
Hi, If you're testing with the supply signals you'll need to make sure Supply_Enabled is set to true in the main config.
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Hi, Does it say 'Inherited' when you view that permission, for yourself, in the UI? If so, that means you're in a group which has that permissions. You'd need to either remove yourself from that group, or revoke the permission from that group. I'm also aware there's been some issues with recent oxide updates, regarding mixed-case permissions. If the permission you're looking for isn't showing up in the UI at all, it's most likely a mixed-case permission. Hopefully oxide are able to address this issue pretty soon. I know it's affecting a lot of plugins. If not, I guess people will update their plugins to use lower-case-only permissions.
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Scientist not attacking BotReSpawn
Steenamaroo replied to Robert A Puccini's Support Request in Support
Ok, thanks for the info. I'll have to look into that - It may just be how it is, as BotReSpawn doesn't take control over vanilla npcs or npcs from other plugins. I'll have a play and see if there's anything that can be done on the BotReSpawn end. -
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Scientist not attacking BotReSpawn
Steenamaroo replied to Robert A Puccini's Support Request in Support
Hi, Which scientists do you mean - The vanilla ones at various monuments? There is a setting, per profile, Target_Other_Npcs - That should make BotReSpawn guys attack vanilla scientists. The faction setting only applies to botrespawn npcs, allowing you to set up inter-profile behaviour, making X profile attack Y or be allied with Z, etc. -
Sorry I can't really help - I would...but I know literally nothing about map making. I'd assume there's something about the terrain...maybe npcs can only move around on certain surfaces? Honestly, I don't know. The only thing I know for sure is they need navmesh but you obviously have that otherwise they wouldn't spawn or, at least, would be killed off almost instantly. Try my discord or CF discord - I'm sure there's a map maker in there somewhere who can advise!