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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    No bot spawns.

    Hi, I think Oxum's is one of the momuments where the building gets in the way when the plugin is trying to find random spawnpoints. If you want the plugin to find random points around the area (UseCustomSpawns : false) you'd probably just need to increase the profile default radius a bit. A value of 40 or 50 will probably put npcs in the area. The same is true of the Dome, for example, If you want to use custom placed spawn points for the profile instead, you need to set UseCustomSpawns true, then use the UI buttons to add some spawnpoints for that profile. When making changes and testing make sure that both day and night spawn amounts are set above 0, and be sure to click 'Reload Profile' when you're finished. If that doesn't get you sorted, please just let me know.
  2. Hi @Lei_Wong, I've had a small handful of reports like this through the year...maybe 5. Every time the issue did come down to overall server load. The solution in each case was just taming back the numbers of npcs - Not just counting npcs from BotReSpawn but from any plugins.
  3. If it's a specific area rather than a widespread problem it's probably not something I can fix. There have been small issues at monuments over the years, like walking in the air at the LaunchSite or spawning under the hole that isn't a hole at the Airfield. Since it's a custom map maybe it's something the author could patch (not suggesting their fault), but unless its a map wide problem it's not likely to be something I can fix.
  4. Tested and working fine here. I'll get you on discord and see if we can find the problem.
  5. Hi, Yes, PlayerRanks should automatically create the groups, as long as "Title" for them isn't blank in the config, and as long as someone has a score over 0. If title is empty, or no one holds the title, the group wont be created yet.
  6. Hi, It's harmless but I'll push an up date shortly to suppress it. Thank you.
  7. Hi, I don't think I've made any changes in that area recently. Is this on a procedural map, or custom? Is it happening in a specific area only, or everywhere?
  8. Hi mate, Did you grab 1.1.6?
  9. Hi @thepiercedweirdo Thanks mate. Nah, it's a me problem. I'll get another update out for it shortly.
  10. Steenamaroo

    Naked Scientist Bots

    Ah, ok. Glad you found the problem. Not sure if you're aware but you can set up kits via UI too, in a few clicks.. It's pretty quick and easy.
  11. The public release is for the main branch of Rust. That error is from a staging server. Edit: 1.1.5 released, so it's available at/before wipe. if you're on staging now that'll work for you.
  12. Hey, Yeah, I've had a few requests for that. Not sure when I'll do it but it's on the list.
  13. That would probably happen if there was a mistake made when editing... a dropped comma or an extra quotation mark or something. This is a handy site for verifying formatting with larger files. https://jsonlint.com
  14. The RustRewards.json data file lets you set friendly names for every entity the plugin deals with.
  15. Steenamaroo

    Naked Scientist Bots

    @DJ-NYRO- I'm not sure you're having the same issue. The known issue is that npcs which aren't being given kits started showing up naked. People who want npcs with no kit (I.E. vanilla clothes and weapons) had to set Keep_Default_Loadout to true to fix it, temporarily. The issue doesn't affect npcs which are being given a kit, though. Sounds like you have some other issue, perhaps with Kits plugin, or some specific kit?
  16. Steenamaroo

    Naked Scientist Bots

    The problem is solved?
  17. I have no idea, I'm afraid. Sounds like there's some other plugin which does that? It might be ServerRewards plugin itself, but I don't really know it.
  18. Hi, No worries. Not sure what you mean by points balance? Rust Rewards can issue ServerRewards, Economics, or Scrap, but it doesn't keep track of totals or balances. It just notifies you, at the time, if you earn a reward - if notification settings are enabled. Players can choose their preferred notification type via the UI - Options are chat text, popup icon, or GUIAnnouncements (requires that plugin).
  19. Doesn't look like anything's changed - Junkpile scientists are working fine over here. Make sure Wipe_Default_Clothing is true if you're giving them a kit with clothing in it, and maybe strip your character then redeem the junkpile npcs' kit, just to make sure it definitely has what you think it has.
  20. Hi, I've got a server up here - I'll check it now.
  21. Hi, There's nothing built in to PlayerRanks to wipe that, since it's a separate plugin. It's the same for Economics/Server Rewards - I don't wipe those on the assumption that if a server wants them wiped they'll do that separately. The easiest thing would just be to delete the PTT data file while the server is down for update/wipe.
  22. Ok, Regarding the npc positioning - The 'Move profile here' option, which you said worked, is only in play if UseCustomSpawns is set to false. With UseCustomSpawns false, BotReSpawn tries to find random spawnpoints in the area around your profile, and those spawnpoints must always have a clear view to the sky, which would explain them being on top of the building. It sounds like what you want to do is use the UI to add one custom spawnpoint at a precise location, then make sure that UseCustomSpawns is set to true. Use 'Show All Spawnpoints' for that same profile to ensure that your spawnpoint shows up in game (as a number) in green. If it is green, and in the correct location, and UseCustomSpawns is true, then the npc will spawn at precisely that position. With regard to the npc running on water, I think that has to be a custom map issue. Map making isn't something I'm very familiar with but these npcs can only navigate on navmesh. If your npcs are able to run along the top of deep water then there must be navmesh there. Map makers would be able to tell you more but I'd guess that means there's some kind of invisible collider/surface there that gets navmesh baked on to it when the server starts. If that doesn't get you up and running maybe we can talk more in discord or something. I'm sure we'll get it sorted. I'll test the immune-from distance myself - Sounds like that's simply not working. It was tested well before release but perhaps something's changed. Thanks for letting me know!
  23. Steenamaroo

    NPCKits

    Great to hear!
  24. Hi @Ping Chun Chang BotReSpawn does some checks with reference to terrain height, making sure terrain level isn't underwater etc, so that means custom monuments made out at sea (like a custom oilrig with navmesh) wouldn't work. The OverWater: true option is a workaround for that. It probably isn't applicable to your situation. Water navigating : The npcs should never set their target destination in water, but they can set a target destination beyond water, which isn't great sometimes. By that I mean they'll never choose to run into the sea, but they might try to run to a point on land which involves running through a river to get there. I'd guess that's what's happening in your case, although you say "walking on the water". Do you literally mean on top of it? Is it very shallow water? In short there is no way to completely prevent an npc from leaving a certain area, although I could write that in to the next update. it might be a popular feature. Immune_From_Damage_Beyond should work. When it's working it makes the npc 100% ignore attacks. The npc won't get hurt, or return fire, or chase - It should be like the attack never happened. I'd guess your test shots are maybe closer than you think? Try setting that figure to, say, 50, just for testing. Note, though, that it does operate on the condition that you are not already a valid target for the npc, so if you were to come up close, aggro him, then fly far away and shoot, he will respond because you were already his target. Regarding your custom buildings and underground areas - If a BotReSpawn profile is left to find random spawnpoints (UseCustomSpawns false) then it will never find points inside a building or in an underground area. The random system always seeks points on open terrain. If you create custom spawnpoints inside your building/cave/whatever and set UseCustomSpawns true, though, they should work just fine, as long as there's navmesh where you created the spawnpoints. The UI has a 'Check Navmesh' button you can use, and also 'Show Spawnpoints' which shows invalid points in red, instead of green. Hope that helps - If not just let me know.
  25. Steenamaroo

    Naked Scientist Bots

    @DJ-NYRO- You can fix by setting Keep_Default_Loadout true for those affect profiles, although a public fix will be released pretty soon too.
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