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Steenamaroo

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Everything posted by Steenamaroo

  1. Can you be more specific with plugins names and the exact nature of the problem? If there's something 'better' I can do to address it, I will. BotReSpawn doesn't really do anything until OnServerInitialized which, during server boot, is a long long time after all plugins are loaded, so load order shouldn't really matter? If you want to DM or get me on discord instead, go for it.
  2. Yeah, I can't see why not. I'll take a look some time soon and get in touch.
  3. I agree with rejecting AI submissions. Codefling has always placed importance on our creators truly owning, and fully understanding, their work. This stance initially emerged due to how easy it is to take snippets of other people's work without permission but it should apply just the same, in my opinion, to 'AI' generated work. Understanding exactly how a work was created and how it works is essential when it comes to maintaining that work and troubleshooting potential issues with it. We've had exceptions in the past where we allowed submission of 'bought and paid for' works on the condition that any required maintenance would be handled by the original developer, essentially allowing 'the creator' to be a support middle-man. I think I'm correct in saying it doesn't work and we don't allow it anymore. Where paid assets are concerned it's a competitive environment. There are many ways to maintain an edge and be successful, such as how you handle support requests, how well tested your code is, how quickly you respond to wipe issues, your personality, etc, but whether you wrote and/or understand the code should not be in that list. That should be mandatory. If someone wants to use AI as a learning or development tool I'm all for it. Whatever works for you... but if any reviewer has any doubt at all that a submitting creator could recreate any given work 100% from scratch with no assistance, that work should be declined.
  4. It may be a problem but it's not my problem. At least not as far as I know. That usually indicates some issue with PVE settings.
  5. Is your issue that it wont hurt the npcs, or that it's targeting them? For the former, BotReSpawn doesn't control that. You've probably got some rules or settings in a PVE / PVP plugin which need tweaked. The latter - Feb 25th V1.3.6 (latest) update notes `Added per-profile Ai_Weapon_Safe. Replaces APC_Safe/Turret_Safe.` You'd need to set that to true. Note, there are identified collision issues with Ai_Weapon_Safe when set true so the next update will be removing it and adding PVE_Safe and Weapon_Trap_Safe but both will be per profile. It's a long story...
  6. Oooh, saying that...I did have an issue on my test server yesterday where my player was set up twice which, of course, caused all sorts of issues. There was a dead/sleeping me at my feet and plenty of related errors. Did you see anything strange like that happen?
  7. Hi @Tanki Something strange going on there. The trace refers to RustServerMetrics - A harmony patch called 'Delayed'. Sounds like maybe some other plugin or dll is managing timing of what RustRewards is doing? I mean, of course it's possible there's just a RustRewards bug to fix but I haven't seen that on any of the servers I have access to.
  8. Steenamaroo

    NPCKits

    Not with this plugin, no. It just allows you to customise the vanilla compliment. I think some of populations might have convars for control. That might be worth looking into.
  9. You've got two copies installed. The file names are RustRewards and RustRewards(1) so presumably your OS has added the (1) due to there already being a RustRewards.cs is your downloads folder. On the server just delete RustRewards.cs then rename RustRewards(1).cs to RustRewards.cs
  10. Resolved in discord. Patch will be in next update. Thank you!
  11. Hi, You'd have to use to use custom spawn point on the profile to get them to spawn under ground. Pretty sure the same applies to any underground tunnel/chamber monuments.
  12. Perfect. Thank you. I'll reach out to you in discord.
  13. Hi @Viktorvill Thanks for reporting. Looks like you've copied only part of the error. Would you mind going back to it and copying more lines at the start?
  14. Unless there's an easy way to identify these particular helis it would probably make more sense for the EasyHeli author to have this as an option. I have the API call documented with an example so the author could call that and allow users to specify some custom profile.
  15. I can do that but what conflicts exist? Even if I do add console commands for profile(s) reload, it would make sense to try to solve the underlying issues too.
  16. Yeah, that's not going to work. The regular Patrolheli_kill profile should work fine, I'd guess. Failing that the author of HeliSignals could make a call to BotReSpawn to spawn some profile when their helis are killed. There's an example of how to do that in BotReSpawn documentation.
  17. Are you throwing in an area where there's navmesh for the npcs? Some areas have no navmesh so the npcs won't spawn there.
  18. Hi, No, profile reload is only through the UI right now. Through console you can only reload the whole plugin.
  19. I removed some unnecessary rounding in the last update. Looks like I went a step too far. I'll get it sorted. Thanks for pointing it out.
  20. I replied to this earlier in the week. There's so many things one plugin can do that could alter how another plugin works...Too many to speculate. It would make more sense to approach the other developer. I'm not guaranteeing it's their fault or problem, but they have access to both plugins. I do not.
  21. Thanks Tom. Already said in DM but for anyone else reading, I'll null check entity?.net?.ID in future versions to suppress the error. Unfortunately that's all I can do but hopefully, with that new info, the other dev can do something at their end. Thanks again!
  22. @SLATE I've found where I need to do some work. Are you on discord? If so feel free to connect with me there. If not I'll DM when I have something.
  23. Ok no problem. Thanks. I remove the content because it had IP addresses and steam IDs.
  24. What's your reward seconds interval? Was there a gap where the plugin wasn't loaded? I'm just thinking, it's possible RR is giving out larger rewards on the first loop to make up for time missed, because it does track server up time and player connection time. Even if it was unloaded for a while, it would know what a player is entitled to when it came back online again. I suppose you'll know for sure if the next loop of rewards is normal amounts again. If that's not it then I just messed something up.
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