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Everything posted by Steenamaroo
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Hi, The Excavator pit is a pretty big obstacle so it can make finding random spawn points difficult with a small profile radius. I'd recommend either increasing the radius so it's easier to find points around that monument, or adding in precise custom spawnpoints via the UI. Either of those should sort it out.
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Hi, Yes, this is possible. NPCKits has options per profile to wipe, or not wipe, the npcs default inventory containers before giving the kit out. All you'd need to do is make sure that `Wipe_Default_Clothing` is set to false, then put the loot items you want the npc to have into the given kit's main container. You should leave the clothing area of that kit empty. That should do what you're asking but if there are any issue just let me know.
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Hi, No, this isn't something i've added in BotReSpawn - You aren't missing anything. I never really thought about it, to be honest, but I suppose it's something I could look into in the near future.
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Ah, the issue is that npcs don't cease their attack when the player runs into the safezone. That makes sense - There's probably no provision for that at all. I'll take a look and get that sorted soon. Thanks for the info!
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No trouble - If anything else comes up just let me know! I've been meaning to make RustRewards disable itself instead of defaulting to Scrap, as Scrap is very valuable on some servers.
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Perhaps it wasn't when RustRewards loaded, or was reloaded? Try reloading RustRewards now, if you don't mind. I'm pretty sure that should set it straight.
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Hi, The plugin defaults to scrap if ServerRewards/Economics is chosen but not installed. Is that what's happened?
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Hi, The current check is whether the player is inside a safezone, but it doesn't check if the npc is in the safezone, so that means a BotReSpawn npc inside a safezone could fire out of the zone at a passing player. Do you think that's what's happening? If so, it's an easy fix. Thanks for reporting!
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Hey @Mals I think for that message to show the Patrol Heli kill profile must be set AutoSpawn true and spawn numbers greater than 1. Would you mind checking in UI to be sure. Also, what version are you running? I recently changed it so that this error wouldn't show for event profiles, as it's not really indicative of a problem, since events triggers often happen in places where npcs can spawn, as @Luuxensays.
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Sorry profain - I missed this reply somehow. Yes - Faction of 0 is the odd one out. 0 means that profile wont attack others, and others wont attack it. To make two profiles fight eachother you'd want to set faction+subfaction for both to something other than zero then, of course, make them different for each profile so they aren't allies.
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Ok, glad to hear that. Again, sorry I wasn't on it quicker!
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Hi, I suppose it could be done, although it's presently possible to have two profiles and set one with night population only, and the other with day population only. With spawnpoints/location the same, that would create the opportunity to endlessly customise day/night differences.
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What version are you running? Accuracy scaled over distance is definitely added, and tested, but it was quite a recent addition.
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Hi @pr0fa1n Sorry for the delayed reply - This one got overlooked. I have seen that message before, just in general, but I'm not aware of an relationship to BotReSpawn right now, or any similar reports. Sorry...It's been a while since you asked - Is this still an ongoing problem?
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Block loot respawn if player is in keycard puzzle
Steenamaroo replied to KingSizeKevin's Support Request in Support
@Harry Baals- You too... ? -
Block loot respawn if player is in keycard puzzle
Steenamaroo replied to KingSizeKevin's Support Request in Support
Hi Kevin, I think I have this sorted. Would you be willing to test? -
This isn't something I've been aware of but I'll fire a test server up and see what's going on. Thanks for reporting!
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Hi, A delay of 2-3 seconds from what? Tell me a bit about the circumstances, please.
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The experience you describe there is 100% how it's meant to work. The point of this option is that you were npc_safe until you picked up something to fight with, and Rust gave you a sash. To be honest, if you use NoSash the workings of the option don't really matter. It relies on Rust sash system so, as per console output, is disabled for your server. "Can you in any way make the option based on whether the player has a backpack instead of NoSash ?, because that plugin is configurable so that any noob player will not get one for a set amount of time , for instance new players do not get a backpack on my server until they have one hour on the server" Not sure about connecting it up with backpacks or other plugins - Seems a bit too server-specific, maybe, but I could have an additional option with a time-frame or trigger. Wouldn't be too hard to have an automatically granted permission for new players which makes them safe, then a few options for server owners to revoke that permission, like when the player first fires a weapon, or first places a TC, or after a set time period... That could be done.
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"My reasoning is that if NoSash plugin is not being used then the BotReSpawn plugin cannot tell how long a player has been on the server to check if they are a "noob" as everone has a sash," Ordinarily only players who have handled a weapon or tool will have a sash. In that case the option in BotReSpawn works fine. When you use the NoSash plugin this indicator no longer works because no one has a sash. "see no point in this option which is actually no option if nosash plugin is being used ?" The option is disabled when NoSash is being used. That's what the console messages were for - To notify you that you're using NoSash and, as such, the option to Ignore noobs isn't going to work.
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You mean they can run straight through trees? I don't think I realised that, but I'm not sure if I can do anything about it. I'd have to check but no promises...