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Everything posted by Steenamaroo
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Hi, Is it just at that one custom monument that you're seeing an issue? I don't really know anything at all about map making, I'm afraid, but if you're finding the npcs roam fine elsewhere I'd guess it's something in the monument construction, rather than in BotReSpawn.
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Change the behavior of headshot stats - Only count confirm kills
Steenamaroo replied to BjarkeH's Support Request in Support
If you were willing to test, that'd be really helpful! The two new options in config > Options are PVPHeadshotsOnly = true; ( excludes headshotting npcs ) CountHeadshotsOnlyIfKill = false; ( excludes headshots were victim survived ) PlayerRanks.cs -
Change the behavior of headshot stats - Only count confirm kills
Steenamaroo replied to BjarkeH's Support Request in Support
Hi, Yes, I can do that. I've already added the option to only count real player headshots (not npcs), which I think you requested, and a check to make sure the player lost health, so headshot stat can't be abused when there is no damage for whatever reason. I've now added an additional config option to check if player health is zero and only award headshot stat if that's the case. 🙂 -
Hi, I'm not sure that would be a good idea - The main data file and sql do update regularly, but it is an update - There's only ever one set of data. Leader boards are different because they don't update - You create a brand new one. Each one is unique and timestamped. It's like a snap-shot of the #1 players at that time, so saving one every time the server saves, for example, would build up lots of data very quickly. Saving a leaderboard can be done with console command, though, so you have the option of using some other plugin to call that - I'm pretty sure there are timed command plugins out there. It would be easy enough to have another plugin save a leaderboard, when some event ends for example. If I can help at all give me a shout, but I'm not sure regular saving leaderboards is needed/a good idea.
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Ok, thanks for the suggestion. I'll take a look into that. ðŸ‘
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Ah, I see. Do you want the npcs to suffer bleed, or control over how much players bleed when attacked by npcs?
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Hi, Do you mean the blood splatter effect when you hit an npc, or is there something new I'm not aware of? If that's the effect you mean I don't know that amount can be controlled, but I think it could be enabled/disabled.
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Faction Not Responding To Other Faction
Steenamaroo replied to RustMaker's Support Request in Support
Thinking about it, the settings/profiles at play don't even matter. There should be no circumstance where one profile fires upon another, but doesn't see return fire. I'll have a look soon and see if I can figure out what's wrong. Presumably there's some issue with setting faction and subfaction both to zero so, at least, it's not going to affect what you wanted to achieve, but I'll try to get it figured out quickly. Thanks for the info! -
Faction Not Responding To Other Faction
Steenamaroo replied to RustMaker's Support Request in Support
Ok, thanks. Your original scenario has a profile with faction and subfaction zero, and another profile was attacking them - That shouldn't be able to happen. That's why I was asking if there was any possibility of a mixup, because profiles with 0+0 should ignore others, but also be ignored by all others. -
Faction Not Responding To Other Faction
Steenamaroo replied to RustMaker's Support Request in Support
I'll test over here and see if I can replicate what you described, although answers to my first reply would be super helpful, if you're able to find time. I just added Ignore_Players right now, so it'll be in the next update. It's got a handful of added suggestions/updates now. I suppose I could push it any time really, although there's a few more things I might be able to add first. -
Faction Not Responding To Other Faction
Steenamaroo replied to RustMaker's Support Request in Support
I can add an Ignore_Players option, sure. Would like to get to the bottom of your initial report, though. Can you tell me any more? -
Faction Not Responding To Other Faction
Steenamaroo replied to RustMaker's Support Request in Support
Hi, Are you sure about your settings? It's set up that npcs with faction + subfaction 0 should not only ignore all other botrespawn npcs, but should also be ignored by all other botrespawn npcs. Is there any possibility you're seeing overlap from some other profile..maybe one nearby or airdrop/biomes? -
deprecated hook 'OnCollectiblePickup', will stop working on Saturday, 31 December 2022
Steenamaroo replied to quietconundrum's Support Request in Support
Hi, I'll get a look at that soon; thanks. It's safe to ignore until then. 👠-
- 195 comments
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Hi, Sounds like maybe you have an old sql table there, with an older structure. You just need to drop the table in your sql panel, then playerranks will recreate it with the current structure.
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That's a negative, I'm afraid. Their purpose is combat.
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- 195 comments
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- 195 comments
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- 195 comments
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- 424 comments
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- #statistics
- #leaderboard
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- 424 comments
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- 424 comments
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The option to enable/disable global stats collection should be in the UI on Admin page, over to the right hand side, although `"statCollection": true,` you have it true so no matter. I don't see anything in either of those plugins which should null or cancel the kill...I don't see how either of those could cause this problem. Really not sure what's going on...if you have the luxury you could oxide.unload * then oxide.reload PlayerRanks then test. If the stats go up then you know some plugin is interfering. If they don't, then it's my problem. then, of course oxide.reload * to reload all your plugins.
- 424 comments
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- #statistics
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