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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Is this still supported?

    Hi, Did you add the kits manually by editing the json? If so, are you sure the formatting was correct? "Kits":["Kit One"] // for a single kit "Kits":["Kit One", "Kit Two", "Kit Three"] // for multiple kits If your formatting is correct be sure to save the config file then oxide.reload NPCKits in console, then watch the console to make sure no errors are thrown. If that's all correct and checks out, make sure that Enabled is set to true for these profiles. If that's correct already, it may be that they are actually getting their kits, but the clothing isn't being added due to the presence of the hazmat suit. Ensure that Wipe_Default_Clothing is set to true for those profiles. Always reload the plugin after making any config file change. Finally, it would be worth totally emptying your own inventory (all containers) then redeeming the kit in question, to make sure it's definitely populated as you expect it to be. If none of that gets you up and running, please let me know here.
  2. Steenamaroo

    unloading

    That's an unusual error, like the plugin is trying to load twice, or something? Have you got anything unusual going on...modified copies, duplicates, anything like that?
  3. Steenamaroo

    Bots do not attack or chase

    Oh? I didn't mention that because peacekeeper shouldn't matter once you become aggressive. If you shoot a peacekeeper BotReSpawn npc, they should respond immediately.
  4. Steenamaroo

    Bots do not attack or chase

    Hi, There's a number of reasons an npc might ignore you. Are you in Vanished? Is Ignore_All_Players set to true in the npc profile's behaviour tab? Is Respect_Safe_Zones (behaviour tab) set true, and you or the npc is in a safe zone? There might be more but those are the obvious ones which come to mind. Let me know.
  5. Steenamaroo

    unloading

    You just set Chute to true and they'll parachute in towards their spawnpoints instead of just appearing there. No problem. Don't hesitate if you have any other questions, and please let me know what you find out after server restart.
  6. Steenamaroo

    unloading

    Ok. Best thing to do would be to prove if BotReSpawn is, or isn't, loaded after a fresh boot. Without doing any load/unload/reload commands, just join the server and try to use the UI. That'll confirm if it's loaded or not, and indicate what we should do next. #2 - No, event npcs don't specifically target or home in on the event location - They just spawn in the area near the event, and radius lets you control how close, or far, they'll spawn. I have had requests to allow for an initial target - In this case the person who initiated the crate hack, so I'll look into that.
  7. Steenamaroo

    unloading

    Are you absolutely certain the plugin isn't loaded when the server starts up, or is it just that there are no npcs? Maybe a simpler check is just to join the server, without doing anything else, and try to open the UI. If the UI opens but there are no npcs, then most likely you have nav_wait set to false. You can confirm this by typing nav_wait into console/rcon and see what the response is. If it's false, set it to true. nav_wait true <return> writecfg <return> That should solve it. For #2, if you set the 'Radius' option, under Spawn tab, to something larger, the npcs will be able to spawn farther away from the event. You should increase their Aggro and Deaggro range, under Behaviour tab, to compensate, so they can quickly detect and move towards the player at the hackable crate.
  8. Thank you @TBB! You're very welcome.
  9. Steenamaroo

    unloading

    There should be a log folder in oxide directly with basic logging. I think it should include all plugin unloads/reloads.
  10. You can do that, although PermissionsManager also has options to export all Perms + Groups to either a local data file, or MySQL. For a one-off copy/paste @Luuxen's solution is simpler, but if you're likely to want to clone perms or groups between servers fairly regularly, look in to the /perms data menu.
  11. Steenamaroo

    unloading

    Ah, I see. That makes sense. There are no circumstances where BotReSpawn unloads itself. Without any intervention, can you tell me from the server logs if it's loading then being unloaded, or just not loading at all? If it's being unloaded then I can only guess some other plugin may be unloading it?
  12. Steenamaroo

    unloading

    Hi, Looks like someone has renamed the plugin, or some other plugin is trying to load/unload it with a mistake in the name. It's BotReSpawn, with the capital S.
  13. Steenamaroo

    bug

    @Mercury- This requires your attention.
  14. Steenamaroo

    Bots Spawning to fast

    Hi, Every profile, except event profiles (which don't respawn), will have a Respawn_Timer under the 'Death' tab in the UI. This timer is in minutes. If the timer is set correctly and you're seeing 'respawning' too quickly, either ensure that the day and night spawn amounts for that profile are the same, or ensure that there are no plugins manipulating the day/night cycle. If day and night spawn amount are not the same and you have a skip-night plugin, for example, then it can seem like npcs are respawning too quickly, when in fact BotReSpawn is spawning the additional requested npcs for that time of day.
  15. Hi @nol. If there's a non responsive author and issues which need to be addressed, please let us know. You can use site report function, or the live chat system, or DM one of us, or ping one of us in discord if that's easier. Regarding the review, it may still be pending or it may have been rejected for some reason. Let us know what the asset is when you contact us. Edit - Sorry for derailing your comments section @walkinrey
  16. I think I know what it is and should be able to sort it pretty easily. The questions were relevant to the issue. Thank you.
  17. Hi, I'll look into this. Does that look right...Are players joining and leaving your server that frequently? Also, is your PlayerRanks.json file in the data folder huge? Thanks.
  18. @Covfefe It's much more likely there's an issue with how you compose your reviews. How you've composed this response adds weight to that idea, for me. You can talk to staff for more information if your reviews are consistently unsuccessful.
  19. Hi @TomHud. I don't handle reviews myself but I know they are subject to moderation. Reviews lacking detail or information don't get approved. It doesn't matter if they are positive or negative - If the review simply says "Great work!" or "Bad plugin", it's not going to make it through. If your review lacked detail, maybe try again with a bit more information? If you feel your review already had plenty of detail please let me know and I'll look into - Perhaps something else happened. Edit : I should say, I believe this was a reactionary policy so there are old public reviews which wouldn't get through if they were submitted today.
  20. Update : V1.2.1 has been public for a few weeks now and I haven't received any major complaints or reports. The small stash model is still basically unusable - That doesn't appear to be fixable, but all other functionality appears to be working well. As before, please don't hesitate to let me know if anything unexpected happens. Thank you to everyone who has kept open comms, testing updates and reporting issues. Fixes in V1.2.0 / V1.2.1 Hoverloot fixed. Added support for QuickSort plugin. Added config option Sort (default true) to toggle sort button in UI. Fixed issues resulting from sleeping player being killed. Fixed physical backpack not updating when group/permissions are changed. Added pagination for backpacks on ground (after death).
  21. Steenamaroo

    set notifications for all

    Hi, There's currently no option for that, although I was thinking of adding defaults to the config file so that when new players join and data is created for them, they'll have those settings by default. They'd still be able to change them, as they can now, but at least they'd start off with your default settings.
  22. Ok, good to know, thanks. I'll add in Bleed_Amount_Is_Percent_Of_Damage, with false as default. That way your setup wont change at all, but people have the option of toggling.
  23. NPCKits only affects the various vanilla npc groups on the map, and BotReSpawn creates its own npcs and only affects those so, yes, the two will work together without issues.
  24. Hey @Covfefe How are you finding these new bleeding settings? I'm getting a few reports that it's hard to balance, with the minimum setting (per hit) being too much, so I was thinking of making a few changes. Thought it best to run it by you first, since it was your request. Looks like vanilla rust adds 1/5th of the proper damage as bleeding, so if you get hurt for 20HP, your bleeding can go up 4. I was thinking I should replace Amount_Per_Hit with Bleeding_To_Damage_Percent and set it at 20, so it mimics vanilla, and bleeding is relative to damage taken, but you retain the same, or similar control if you want bleeding to be more, or less, per hit. It would also mean people don't start bleeding out of every orifice when they get hit with buckshot. I'd also add Chance_To_Cause_Bleeding_Percent, with default 100, so people can randomise if it they want to. Grateful for your thoughts.
  25. Steenamaroo

    No Weapons

    Hi @LuZifer Ha! Thank you very much. I think I've seen your issue before - Kits has an option to set a copy/paste file name in the settings for each kit. I think you have to leave that blank for the kit to work with npcs. If that's not it please come back to me and let me know, but I think that should sort it.
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