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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, Thanks for flagging that. It's a small error in BotReSpawn. As you found out the setting should take, behind the scenes, but you'll probably see a console error and the wrong setting will appear until the UI is closed and reopened. It's fixed for the next version!
  2. Hi, Your workaround is exactly how I'd do it. Set Wipe_Clothing_Percent to 100, then put a chicken suit in the main container of the kit and set Wipe_Main_Percent to 99. It should be working, yeah. What do you mean, unable? What happens?
  3. Hi, Npcs get default loot from Rust in their corpses. You can disable this by setting Allow_Rust_Loot_Percent to 0.
  4. Oh, lol. Totally misunderstood. Glad it's sorted now.
  5. Yup, definitely looks like a config file issue. Try running it through https://jsonlint.com validator, or feel free to attach it here.
  6. Hi, The code in BotReSpawn hasn't changed over the last 3, maybe more, versions so either the hook is no longer working, or maybe you just have hacked crates in areas where npcs can't spawn? What's the geography like, where you're testing? Thanks!
  7. I guess something funky has happened when changing the name of the data file, then. Maybe unload PlayerRanks, delete the data file (file, not contents), then reload PlayerRanks, letting it create a new one? I mean, that should effectively be the same as what you did, but I'm struggling for ideas. Also, you're allowed to DM me.
  8. Looks like 3.0.8 didn't fix the rare config issue, then. Please check your config file - Most likely the contents are 'null'. If that is the case, delete the file (or preferably restore in a backup), then reload RustRewards. Sorry about this. I'll push a patch to hopefully stop it happening again.
  9. Hey mate. Any chance you made a mistake when editing the config file to disable MySql? A missing comma or a False instead of false...something like that? Pass it through https://jsonlint.com, or DM it to me.
  10. Yup, you can use the free one from uMod. https://umod.org/plugins/rust-kits
  11. Yeah, this ^. You can just put 1 blood in the container main of the kit you're giving the npc. You can use CustomLoot to do this, but it's way more complicated and not worth it for one item.
  12. Great. Glad to hear! Thanks for letting me know and enjoy.
  13. Yes, pretty sure melee is fine.
  14. You gave them a regular weapon too, right? They need that.
  15. Ok. I mean, I know it works, but there are some conditions. They won't throw over huge distances, so make sure you're within sensible throwing range when testing. Also, they prioritise healing when line of sight is broken, so if their health is down and they have a syringe, they'll do that instead. They also have a cooldown to prevent grenade spam so make sure the npc you're testing with has been alive for more than, say, 20 seconds or so. Finally, make sure the grenade is a grenade - F1 or beancan, and ensure that it's in the npc's belt...not container main. Might be worth redeeming the kit naked, just to be 100% sure.
  16. If they have at least one grenade in their belt and line of sight is broken, they should throw. Due to the frequency of checks you might have to be out of line of sight for a second or two, sometimes.
  17. Ok, great. No problem!
  18. Hi, Changing the prefab isn't an option but I could add it as a true/false to give people the choice. Yes, the npcs can use rocket launchers as well as most, or maybe all, other weapons. A recent update introduced the use of rocket launchers, mgl, flamethrowers, nailguns, bows, chainsaws, jackhammers etc. They can also use syringes to heal and throw grenade weapons - both can happen when line of sight to target player is broken briefly. It's only necessary to give 1 syringe and/or 1 grenade, for the npc to have an infinite supply.
  19. Perhaps try some other known-to-work loottable, just to rule that out? When I tested in my first reply I had multiple items without any problems.
  20. Hi mate, Yeah, that's what would happen. The plugin only saves down records where data has changed so it would be on a per-player basis as players accumulate new data, but, put simply, yes; the two would be fighting against each other.
  21. Great, glad to hear it! The spawn rules are different for manually placed custom spawn points, so if you need npcs inside monument buildings or in otherwise awkward places, that's an option. Give me a shout if you have any more trouble.
  22. What's the area of the map you're at like? The same as with BotSpawn, the npcs need navmesh and a clear view to the sky when letting the plugin find random spawnpoints so creating a profile at, for example, the Dome (with a small spawn radius) or inside the LaunchSite building, isn't going to work. Custom placed spawnpoints would work in those environments, though.
  23. Hi, The setup procedure is slightly different but probably easier in the long run. To create a custom profile, use the chat command `/botrespawn add SomeNameHere` You'll be immediately taken to the UI page for your new profile. Set AutoSpawn true, day and night spawn amounts to what you want, then click 'Reload profile'. The npcs should spawn. If you want custom spawnpoints instead of random then you'll need to set `UseCustomSpawns` to true, then click 'Edit spawnpoints' button in that same UI, and use the 'Add spawnpoint here' button to add spawn points at your location. You need to add/move...add/move. That can be cumbersome with the UI open so alternatively you can click 'Add by command' then use the command `addspawn` in console. addspawn/move...addspawn/move Whichever method you choose, click 'Reload profile' for that profile in the UI, after adding enough spawnpoints, to spawn your npcs at their new locations.
  24. Ok, thanks for the info Kevin. DM regardless, if you want. Whether BotReSpawn related or not, I'll help if i can.
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