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Steenamaroo

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Everything posted by Steenamaroo

  1. @Hi im billa "You also said I should set 'Allow_Rust_Loot' to false If I do that then I don't get any more loot." That suggests that the CustomLoot setup isn't working right. Set Allow_Rust_Loot_Percent to 0 and reload your profile, to keep things simple for now. "I have set that an NPC can drop between 5-12 pistol bullets, but it always comes with 15 bullets. " Any chance you've set the min + max amounts backwards? I've seen people doing that. If CustomLoot gave that ammo three times, with the numbers reversed, that would be 5x3, stacked - 15. "There is an option "allowKeycards": but there is no setting which keycard I want to add to which bot in the drop." allowKeycards is false by default. If you set it to true then reload CustomLoot, your loottable should now list the keycard items.
  2. Great! Glad to hear that! Don't hesitate to come back if you have any trouble.
  3. Oh, I'm sorry. I misread some of your info! In CustomLoot config, the image you pasted above, change corpseTypePerBotReSpawnProfile to true, then save and reload CustomLoot. After doing that, close and reopen the config file, and you'll see entries now for every single BotReSpawn profile, by name, with BotReSpawn in the name for clarity. My apologies - I saw "Airfield" and thought you had already done this, forgetting that Rust has vanilla npcs at the airfield. When you've done that, and found some of the BotReSpawn profiles you want to give custom loot to, you can enter "lootTable": "SomeNameHere", like you put in test, to get new loottables for those BotReSpawn profiles. You can use the same loottable for many profiles, if you wish, or put in unique names for each.
  4. Yes, sorry, I was mistaken. If you want to disable vanilla loot from scientist, or your chosen loottable (in BotReSpawn), set Allow_Rust_Loot_Percent to 0 for that profile, via the BotReSpawn UI,.
  5. in server/oxide/config/PlayerRanks.json, in the GUI section, you should see GuiTransparency. The default is 0.9. If you want it fully transparent you'd set that to 0.0, save the file, then reload PlayerRanks plugin.
  6. Hi, The BotReSpawn UI only shows alternative vanilla tables as replacements for default scientist loot. CustomLoot can provide loot instead of that, or as well as it, but they don't show up in the BotReSpawn UI. All the setup for them is just done within CustomLoot files. If you want to disable any vanilla loottable in favour of CustomLoot, set 'Allow_Rust_Loot' to false in the UI for your BotReSpawn profile. I can see you've already enabled entries per BotReSpawn profile in CustomLoot config, found the Airfield entry, and created a loottable called test.json. All you need to do now is balance some categories/items in that test.json loottable then reload CustomLoot. For every item CustomLoot puts in a container, it chooses a category first, based on your probabilities, then an item from that category, also based on your probabilities. If you had Weapons 4 Food 1 Resources 5 Everything else 0 Then the item would be a weapon 4 times in 10...food 1 time in 10...resource 5 times in 10. Say it chooses resources, the same now applies for choosing a specific resource. You could have Wood 1 Stone 8 Scrap 2 Everything else 0 Same thing - There's a 1 in 10 chance of wood, 8 in 10 for stone, 2 in 10 for scrap The minimum to make it work is to open test.json and set 1: Probability for at least one category to greater than 0 2: Probability for at least one item in such a category to greater than 0. There's no maximum range or limit, so you can make items as rare as you like by balancing probabilities as drastically as you want. Wood 100 Stone 1 Scrap 200 Everything else 0 That would make stone very rare, for example.
  7. @Legene- GUI transparency is an option in the configuration file.
  8. You don't have to switch. You can continue to use your BetterLoot setup for whatever you use it for, then just use CustomLoot exclusively for npcs, or exclusively for BotReSpawn npcs. No, there's no indepth guide or tutorial. Just the plugin overview on Codefling and AMA with Steenamaroo.
  9. Hi, You can choose a different vanilla source, like some crate or barrel, through the BotReSpawn UI, or you can use my free CustomLoot plugin to make a totally custom table for either all BotReSpawn npcs, or some specific profile. I think other loot plugins should work fine too, as long as they can give loot to ScientistNPC/HumanNPC/scientistnpc_roam.prefab
  10. Steenamaroo

    Biome not Spawning

    Don't worry about it. It's cool to reply here or just DM me. Whatever suits. With the biomes it can be hard to put eyes on them, particularly on larger maps, so I'd recommend using the bots.count console command for confirmation. It'll tell you for certain if they have spawned or not.
  11. Steenamaroo

    Biome not Spawning

    No worries. Are you certain? I just switched my biome npcs to chute:true and they're parachuting in just fine. I don't think I've made any relevant changes since releasing the last update.
  12. Steenamaroo

    Biome not Spawning

    Hi, Can you confirm you waited a little while for biome spawning to complete? Regular profiles start spawning immediately, with around a 1 second delay between each, so they start populating very quickly, but biome spawns have a delay as biome spawnpoints require more work to find. If spawn points can't be found you should see a console message saying "Failed to find spawnpoints at...", which you aren't seeing, so it might be worth retrying the bots.count command a few minutes after the plugin has loaded. Let me know how that goes, please.
  13. Steenamaroo

    Settings Explanation

    Hi Target_Noobs makes the npcs ignore/or attack 'noob' players. The definition of noob is players without a sash, which is Rust's built in indicator. Players get a sash when they pick up, or craft, a weapon or tool. To drop the weapon 25% of the time, you want "Weapon_Drop_Percent": 25 The condition options are for the weapon condition - To make the weapon have low, or high, 'health'. RustRewardsValue is the value that RustRewards plugin will give your players in Scrap/Economics/ServerRewards, for killing this npc. If you don't use RustRewards.cs, ignore. Chute true/false is whether or not the npcs will parachute in when they spawn. Suicide_Timer applies only to events (airdrop, spawning at locked crates etc). These npcs are killed off after this set period of time because, otherwise, it would be possible for the numbers to get out of control, if players aren't killing them. ChangeCustomSpawnOnDeath applies if you're using custom added spawn points. If you are, and set it false, then any npc you kill will respawn in the same place they originally spawned. If it's true then the npc can take some other spawnpoint, from your added custom spawn points. Hope that clears it all up.
  14. Resolved in DM. Next update will include fix. Thanks @Kaho
  15. Ah, yes; that's correct. Will do. Thank you!
  16. Hi RICK, They only make the sound if they have a target so if you're observing them and they aren't aggrod, you won't hear anything. As far as I know it's working OK, though.
  17. They're spawning just fine but using 'Reload Profile' for biomes isn't working. Found and fixed for next update!
  18. Thank you. Biomes are handled differently and I missed out a call. This is fixed now for the next update.
  19. Done...
  20. Hi, No, the default behaviour is that profiles ignore each other, so the only way to make all attack all would be to set all factions differently. I could add a global option Ignore_Factions, though, to just make everything attack everything, if you think that'd be useful?
  21. Steenamaroo

    hook error

    Krungh and I got this sorted today. Look out for an update soon. Thanks for reporting!
  22. No trouble at all. I'm trying to let it run to provoke the errors, (with some debug) just to confirm I've caught it, but nothing's printed yet. I'll send it over as soon as I get confirmation ^.
  23. Thanks for the info. I've fired up your map and data files on a test server - so far without issue - but I think I know where the errors are coming from and how to handle it. While BotReSpawn shouldn't be able to throw errors, and I plan to address that, I think the root cause is just too much pressure on the server. Looks like your data files are calling for over 1200 npcs, which is quite a lot, and probably just too much once the server's in full swing with population and high entity counts etc. Anyway...DMing you a copy shortly which should, hopefully, stop there being any errors but, unless I'm wrong, I think it'd be advisable to pull the numbers back
  24. No trouble at all - It needs fixed. I think I'm going to have to replicate your setup to get this figured out. Is your map free or procedural? If so could you share that info with me? If it's paid please DM me the details and I'll reach out to the author about testing with it. Thanks for the help and patience!
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