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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, Yes, I do have plans to support those weapons. Not sure about bases but certainly I want to get them using those weapons, plus flamethrowers and dropping grenades/satchels.
  2. No trouble. Don't hesitate to ask if you need anything.
  3. 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.
  4. @RobJ- See last two posts.
  5. You're quite right, I just wrote it backwards. Editing it now.
  6. 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.
  7. 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.
  8. Steenamaroo

    KeyNotFoundException

    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!
  9. Steenamaroo

    Bot respawn

    No problem. Let me know if anything else comes up.
  10. Steenamaroo

    Bot respawn

    Hi, All the timers in BotReSpawn are in minutes, where they were seconds in BotSpawn. I guess you want 10, rather than 600?
  11. Hi, Thanks for the info, and for DMing the files. I'll get back to you very soon on this.
  12. 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.
  13. Steenamaroo

    Problems with Quests

    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.
  14. Hi, That npc is at 0,0,0. I'm not sure what that means - Maybe coming from a plugin? This plug was written to deal with a specific npc issue at Oil Rigs only, but it sounds like there might be cause to expand it, or replace it with something covering more npc locations.
  15. Oh, great. Glad to hear that! Thanks for the update. Yes, that's right. It's minutes and 1 is the minimum value.
  16. 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.
  17. 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?
  18. 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.
  19. 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.
  20. 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.
  21. Hi Agonos. Thank you for that! Happy New Year to you, too. You know to hit me up if you have any issues or questions.
  22. 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.
  23. 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.
  24. Thanks for the feedback @KingSizeKevin Very glad to hear that! It's certainly something I want to look into. Not sure how easy or hard that would be but it's on my list, for sure.
  25. Hi again, This was the case. There's no longer a need for BotReSpawn to create and add skulls to the corpse, so I've removed that code. Thanks again for pointing this out.
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