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Everything posted by Steenamaroo
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Hi Dave, NPCKits uses Kits from uMod to give out kits to specific vanilla npc types so, no...There'll be no conflict. ðŸ‘
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Hi, The suicide option only comes in to play for 'event' npcs, so that's any npcs from event profiles like Airdrop, or from use of the 'toplayer' command. The reason for this is that there's no upper limit to how many npcs can exist from these methods so if, for example, your server has 5 pop but hourly airdrops, you could end up with hundreds of npcs roaming around because no one's killing them. With all the regular profiles population is limited and controlled - They can't exceed the population you asked for, so there's no need for suicide as a safety net.
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[RustRewards] UI Overflow - notify author
Steenamaroo replied to monsterqueen's Support Request in Support
Hi, Sorry for the delayed reply here. UI overflow message probably means new entities were added in Rust and the UI doesn't have enough room to display them all, so I'll get a look at that and do what I need to do. Thanks for reporting it! Are you still having issues with barrels? I'm not aware of anything so it might be good to make sure you don't have any 0 multipliers which may be cancelling out potential rewards. I'll check that too when I'm in game. Thank you, again! 👠-
That's really cool, thanks for sharing! I'll make a note of all of this and take a look at it next time I'm on the local server. ðŸ‘
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Ah, I think I see what you mean. There is a Respect_SafeZones option but nothing more precise. Having that on or off will mean npcs will fight everything (that they're meant to), or ignore everything, within a safe zone, but there are no options, at present, to discriminate. Just to be sure I understand, you'd like BotReSpawn factions who will fight each other within safe zones, but will not attack regular players within safe zones?
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Hey, I hadn't really thought about it but, yeah, I'm sure I could do that. When you say leaderboards, what data, or options, would you be wanting specifically?
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😂 I'll see what I can do.
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Hi, It's not an option in the plugin right now, but it's something I could add in no problem. I'll take a look at that soon. Thanks for the suggestion! ðŸ‘
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That shouldn't be the case, no. It never was before but perhaps something's changed? if you're seeing a kill contribute to both PVPKills and PVEKills, I'll get a look at it soon and find out what's happened. Thank you! ðŸ‘
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Glad you got sorted. Yeah, you can add as many or as few spawnpoints as you want, but that doesn't relate to the number of npcs you actually want to spawn. If you create 'too many' spawnpoints, then you have randomisation - Less predictable for players. If you create too few spots, then BotReSpawn uses them all then spawns the remaining required npcs at randomly found spots around the area.
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Hi, Factions: Yes, that's right. The idea is that npcs who share a faction, or subfaction, will not fight each other. Having two layers like that is just to allow for more complex group relationships. Reactions: Yeah, that's something I really need to get sorted soon, especially with the factions thing in place. The opens up the idea of not only having nearby npcs respond, but also npcs from farther afield could get involved in defence of an ally. I think it would be particularly good if npcs positioned as snipers were smart enough to pick up on fights between players and their npc allys, providing sniper support!
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Hi, There are already some options for this. Each profile has a Bot_Accuracy_Percent that you can adjust lower for lower accuracy, then behind the scenes that accuracy setting is rolled off even lower over longer ranges. If you were to set accuracy at 50 so the npc can hit you with exactly half of his shots, he'll actually hit you with fewer than that if you're, say, three or four hundred units of distance away.
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Hi @Jacob Rain You're quite right - I put in hardcoded protection from fire in a recent update because npcs using flamethrowers died very quickly due to the fire on the terrain. I don't think there's a way for me to know whose fire is whose so I think it's an all or nothing option, but I'll make Fire_Safe an option per-profile in future versions.
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Hi, When you reload CustomLoot do you see an error or warning printed in console, telling you there's an issue with some loottable?
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Hi @Lei_Wong The different configurations thing sort of exists. If you change Data_Prefix in the config file, (it's usually "default"), then new files with new names, using that prefix, are created. That was to allow people to have multiple sets of data files, maybe for different maps, and switch to them reasonably easily without having to copy+paste and rename files. That functionality was created pre-UI, though, so fair comment...A UI solution for easily saving and recalling different setups would be great. Putting BotReSpawn guys on the cargo ship is a little more complicated than in most other places, but it is in the longer term plan. If I get it done I'd cover all the vanilla npc areas - CargoShip, Excavator, OilRig, etc.
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Everything looks fine there. To be honest, I'm not aware of any issue with it, and someone else asked the same question recently but they had useTimedTopList false and setting it true fixed it, so I'm thinking maybe it's a conflicting plugin...something that handles chat output, maybe? If you have the luxury it might be worth unloading all plugins (o.unload *) then reloading PlayerRanks alone, to see if it works then.
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HI @killachris In the config options have you got useTimedTopList set to true? If so, under categories in the config, have you got some categories enabled?
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Hi, Yeah, that's probably a good idea. Note made. Thank you! 🙂
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Glad it turned out to be something simple. Thanks for letting me know. ðŸ‘