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Everything posted by Steenamaroo
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Bot respawn fail to get enough spawns locations
Steenamaroo replied to Bobbi's Support Request in Support
No trouble. Don't hesitate to ask if you need anything. -
Bot respawn fail to get enough spawns locations
Steenamaroo replied to Bobbi's Support Request in Support
Hi, You have the right idea - The building is central and gets in the way so upping the radius is the solution. Maybe go farther to, say, 100 or so. Another solution is to just set UseCustomSpawns true and place a few custom spawn points around the momument. With the Dome in particular that's popular because you should be able to place some on the walkways, up high, if you want. -
Hi Rob. Allow_Rust_Percent allows you to enable/disable the default loot that Rust places on corpses. Setting to 0 would result in no vanilla corpse loot on the corpse, and 100 would mean there's always vanilla corpse loot on the corpse. Wipe_Main_Percent happens before this - It does the same thing except it would only apply to items you've placed in npc inventory main container via your kit. Some people like to place 'loot' items in the kit main container, but I got requests to add probability to the appearance of these items, so that's what Wipe_Main_Percent is for.
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For the immediate issue? You'd need to ether delete your config file + reload, or replace with one from backup and reload. For the longer term - I'm not actually sure how/why this happens. It seems to coincide with wipes which is interesting because RustRewards doesn't do anything when wipe/new map is detected, and it only seems to happen to one or two people, unless others aren't reporting. I have written some catches to prevent saving config file if it's null but I'd feel much better if I was able to reproduce the issue.
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Hi, If you saw this once during the server boot, and then never again, I know what it is and it's been addressed for the next version. It's inconsequential and safe to ignore. If that's not the case please do let me know. Thanks for reporting it, either way!
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No problem. Let me know if anything else comes up.
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Hi, All the timers in BotReSpawn are in minutes, where they were seconds in BotSpawn. I guess you want 10, rather than 600?
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Failed to create agent because it is not close enough to the NavMesh
Steenamaroo replied to MasterSplinter's Support Request in Support
Hi, Thanks for the info, and for DMing the files. I'll get back to you very soon on this. -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Yeah, that's normal. The game gives all these npcs hazmat and guns. I guess you have 'Keep_Default_Loadout' set to true, to preserve those original items, and add your kit on top? If you want to kit them from naked/unequipped, set Keep_Default_Loadout false. If that's not the case here, please let me know. -
Hi, If changes are needed I think they'd need to be done at the Economics side, I'm afraid. BotReSpawn uses the scientist_roam prefab, so they can be identified that way, or by their component name "BotData". It's not quite the same but you can use RustRewards to give out Economics per kill, and BotReSpawn gives you the option to have different values per BotReSpawn profile. Throwing it out there.
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Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Oh, great. Glad to hear that! Thanks for the update. Yes, that's right. It's minutes and 1 is the minimum value. -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
No apology needed! Thanks for letting me know, though. If I adding a call to identify my crates to other developers (to ignore them) is useful, I'd be happy to do that. -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Hi again, I just got to test in game and it worked OK. The counter does briefly flash 15, which is the default, but then immediately switches to my setting, which was 1 minute in my test. Is it possible your crate wasn't from BotReSpawn? -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Hi, Can you confirm you're testing with a crate which was spawned by BotRepSpawn, as a result of `Spawn_Hackable_Death_Crate_Percent` option? If so, I'll jump in game now and see if I can find the problem. -
Failed to create agent because it is not close enough to the NavMesh
Steenamaroo replied to MasterSplinter's Support Request in Support
Hi, Sorry you're seeing this issue. I tried to make it very unlikely to happen but it is still possible in certain circumstances. If unloading the plugin stops it from happening then clicking reload, per profile, should interrupt it, letting you know which profile the problem is coming from. Alternatively, if you're happy sharing your map and data/BotReSpawn folder with me privately, I'd be happy to try to track it down over here. -
Thanks for the info. If vanilla npcs are not target then yeah, I'll have to make modifications to have the APC, and other vehicle AI, target my npcs. I'm not expecting there should be a problem - Just haven't got to that part of my to-do list yet. Thank you for saying that ^. I appreciate the support and, of course, any+all feedback and suggestions.
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I understand. It makes sense that different plugin npcs would have different behaviours, as each dev is likely doing different things. There is an APC_Safe option in BotReSpawn at present - I don't actually know if the default behaviour is for APC to target npcs but, if it is, setting APC_Safe to false would allow that. If that's not the default behaviour, I'd have to make it so. Either way, I'll be looking at these things in the near future.
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Hi, Yes, the various targeting/ignoring options are something I want to be working on very soon. It's a major thing on my list but, until now, I had prioritised other fixes and features. Ideally I'd probably have a 'faction' or 'group' number that can be assigned for each profile. Npcs of the same faction or group, regardless of profile, wouldn't attack each other, giving you a lot more control that way. With regard to heli/bradley I don't know for certain but I'd guess it's just a vanilla thing that these vehicles don't target npcs at all. These things, plus safe-zone npcs/turrets, are all things I'd want to be working on soon.