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Steenamaroo

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Everything posted by Steenamaroo

  1. Updates posted for BotReSpawn and GridTP (same issue). Thanks very much for the help!
  2. Updates posted - Problem should be solved now. Thanks for your help!
  3. Thank you. Launching now. Should, hopefully, have a solution shortly.
  4. Can you DM me a link to the custom map file for testing, please, if permitted?
  5. Can you DM me a link to the map file for testing, if permitted?
  6. Getting the same with BotReSpawn. Can you give me you map size + seed, please?
  7. Thanks, Can you give me the details of your map, please?
  8. Steenamaroo

    GridTP

    Alright, calm down.
  9. Thanks.
  10. I'm sorry, I can't fix Mevent's Kits plugin. I have @ pinged him with a simple description of the issue but that's about all I can do. Of course if there's an issue I can fix I certainly will, but if Kits 2.2.10 worked and 2.211 doesn't, it seems like something for Mevent to address. If by coincidence FP introduced changes affecting BotReSpawn around the same time as Mevent's update then, of course, I'll address that, but BotReSpawn is working perfectly fine with uMod Kits plugin for me, and that's what it's tested with and advertised as working with.
  11. To be fair you made it sound like beginner/BotReSpawn issue. @Mevent- They have no issue with V 2.2.10, but with V 2.2.11 BotReSpawn claims no weapon was found, and the belt weapon can be seen worn on the npc's back, so I guess either V 2.2.11 is moving the items in to the wrong container, or it introduces a delay that wasn't in previous versions?
  12. @Mevent- You did an update, not me. Your previous V works fine according to these fine people.
  13. Oh, that's a shame. Thanks for checking. I'll have to look into it then for a future update. There's probably another rust damagetype I'll have to include.
  14. Hi, I think PVE_Safe should cover this. It stops the npcs from being killed by damage where there's no known attacker, like fire, cacti, barricades. Hopefully it should cover vehicles too.
  15. Steenamaroo

    Separate tags

    Yes, that's all correct. That's exactly how it works. No trouble at all. Don't hesitate if you have any other questions.
  16. Steenamaroo

    Separate tags

    You could set the same number for many but there isn't really an advantage, because all you're doing is putting several titles in a group but then you have no control over the order of titles within that group. You may as well just give them unique numbers so the order is 100% within your control.
  17. Steenamaroo

    Separate tags

  18. Steenamaroo

    Separate tags

    My pleasure.
  19. Steenamaroo

    Separate tags

    Yes, you can put colour tags in the Title field and / or TitleStart and TitleEnd fields, like this "Title": "<color=#d4d3d3>[Killer]</color>", or to keep your brackets white "Title": "[<color=#d4d3d3>Killer</color>]",
  20. Steenamaroo

    Separate tags

    Hi, I guess you have "TitleStart": "[", "TitleEnd": "]", ? Remove the brackets from those two ^^, then manually add them around each title entry, like this "Title": "[BotKiller]",
  21. Good to know. Do please drop a support request to Mevent, though. Chances are they aren't aware of the issue. Edit : Didn't realise you tagged Mevent. That'll do. Thanks for updating me.
  22. Would you be willing to roll back to 2.2.10 to test? I expect something has changed in the Kits update, especially considering I see no issue with uMod Kits. If rolling back one version solves the problem, you'd want to let Mevent know.
  23. @Markiii - Going to handle this here, as it's the same issue as yours. @MichuX and @Markiii Do your npcs hold their weapons and refuse to fire, or not get the weapon at all? I just tested here with current public version of BotReSpawn and mp5, then LR300, and there's no issue. Which Kits plugin do you use, and what is the version number?
  24. Steenamaroo

    Kits not working

    Someone else just reported the same so I guess something happened in the Rust update. Looking into it now. Thanks.
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