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Everything posted by Steenamaroo
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Oh, the actual true/false changed? Are you checking in the BotReSpawnUI or the data file? Asking because changed settings are only committed to file if the profile is reloaded or if BotReSpawn is reloaded/unloaded. If you were to make changes in UI and not do one of those things the changes would, at that stage, be stored in memory so the data file wouldn't appear up to date. BotReSpawn itself doesn't have any code that would change the peacekeeper setting without user input and it's extremely unlikely some other plugin would be changing it, but I can think of one possibility - Do you manually edit the data files? If you manually edit and make a mistake somewhere it's possible for a profile, or profiles, to be repopulated with default settings, which would be "Roam_Range": 40, "Aggro_Range": 30, "DeAggro_Range": 40, "Peace_Keeper": true, If that had happened AutoSpawn would have been reset to false, though, so I suppose you'd have noticed. Edit : It might also be worth using the `/botrespawn info` chat command when looking at one of these npcs, just to confirm 100% they're from the profile you think they're from. With so many monuments and the different events, people often see overlap of profiles.
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Oh, I see. The BotReSpawn npcs are ignoring players when you think they shouldn't be? What are your aggro/deaggro range settings like? I've seen this happen under extreme circumstances, where the server is just under too much stress. The npcs start ignoring people or, more often, paying them attention but not firing. Is that what you're seeing?
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ZombieHorde kills registering as PVP kills
Steenamaroo replied to iLakSkiL's Support Request in Support
Nice! Thanks for letting me know. That change will be in the next public update. -
ZombieHorde kills registering as PVP kills
Steenamaroo replied to iLakSkiL's Support Request in Support
Hi, I don't have ZombieHorde to test but if you'd be willing to give this a whirl to confirm it works it'd be much appreciated. Thanks for reporting! PlayerRanks.cs -
Medical Crates do not work (at least for me)
Steenamaroo replied to jougles's Support Request in Support
Hi @jougles Sorry it took so long to reply. This got overlooked somehow. I just tested crate_normal_2_medical on my local server and it's working just fine, but there is an issue in CustomLoot with min/max item amount which I've addressed for the next update. It's reading the max-items as one smaller than it should, so the example you've given will only ever give 1 item...never 2. Thanks for reporting this! -
Oh, really? Ok. Glad you were able to get it sorted.
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Hi, Can you confirm that Economics is still the chosen option in config, and that console prints "Using Economics" when you reload RustRewards? Thanks.
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- 447 comments
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- #statistics
- #leaderboard
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- 447 comments
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- #statistics
- #leaderboard
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HI @Rustgaming2021, By default BotReSpawn will turn off any profiles with custom spawn points and no parent monument but you can set Disable_Non_Parented_Custom_Profiles_After_Wipe = false in Global config to prevent that from happening. If you do that, BotReSpawn will try to spawn those npcs after wipe/map change but, of course if any of them happens to fall somewhere impossible like on water or some area with no navmesh, then those ones won't work. A recent change in BotReSpawn is that the 'Show Spawnpoints' option will show you the numbers at their locations on the map, as it always did, but it will show any which don't have navmesh in red, so it's reasonably quick and easy to check and fix any points which aren't going to work. If you're wiping but using the same map then yes - They'll just work, as long as Disable_Non_Parented_Custom_Profiles_After_Wipe is false.
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I think this is the null config issue that I've seen come up a few times. Can you folks check your config files to make sure they don't just contain 'null' and, if they do, restore a backup? I have an update I've been meaning to push which should prevent this. Thanks for reporting!
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Hey @Mals Is the config file intact? I've been meaning to push an update hopefully addressing an issue related to that.
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Hi @Rubiks-Q-Bert, Aggro range of 150 is quite big. The npcs will only respect their roam range while they don't have a valid target, so if they're picking up on targets and pursuing them, that could lead them out of their area. Maybe try setting aggro and deaggro to something smaller, to see if that solves it? Thanks for the report.
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Hi, There'll definitely be some expansion upon the factions thing in future. I hadn't considered string faction names but I suppose it could be done. The sub-profiles idea is sort of in place already, if you're using custom spawn points. Any custom spawnpoint will use the profile's settings by default but also has some override options to make that spawnpoint unique. Override options do include kit and health.
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Error when selecting different loot profile
Steenamaroo replied to Dr.D.Bug's Support Request in Support
Hi, I had this reported yesterday and found and fixed it, so it'll be sorted in the next update. As you say, the change of loot source that you asked for should work, but the automatic reloading of the profile does not. Thanks for reporting! -
- 447 comments
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- #statistics
- #leaderboard
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Hi, BotSpawn always made sure that there was a skull as part of the harvested goods from an npc corpse, and that the skull had the npcs name. I got multiple reports that there were duplicate skulls since BotReSpawn so I removed that code, only to find it was some unrelated gather multiplier issue so, in short, there was no problem and I put the skulls back. There's no setting or option - If you harvest a corpse with a hatchet or something, you should get a skull as you would with a real player.
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Ok, thank you for the update Pookins. I've been looking, and trying various things, but haven't replicated it yet. Don't want you think think I've forgotten or ignored, though.
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Hi @JessieJane, That's not quite the same error, although I know exactly what it is. It's totally harmless and was fixed in V1.0.7.
