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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, Do you have other plugins successfully loaded on the server? If you're certain that the latest copy of BotReSpawn.cs is in your server's /oxide/plugins folder, jump on rcon and do oxide.reload BotReSpawn You should see confirmation of unload/reload. If you don't see that then either oxide isn't successfully installed, or BotReSpawn.cs isn't in the plugins folder, or has been renamed by mistake or something.
  2. That's going on the list. Thank you!
  3. Hi, Are you new to running servers? When you installed the plugin, did you see confirmation that it loaded in your console? Anyone who is admin (auth level 2) or has permission can use the UI to set things up, so if the "/botrespawn" command didn't do anything then either A: The plugin isn't installed and loaded successfully or B: You aren't admin, or don't have permission. bot.count and bots.count are server commands which would need to be run from rcon or the server window. Both would be solid indicators that the plugin is loaded and working. Let me know a bit more and I'm sure we'll get you up and running.
  4. Steenamaroo

    Plugin Eror

    Hi, Might be worth deleting the config file then reloading the plugin. If that doesn't sort it out, please let me know.
  5. Hi, You've got the reward for "BotReSpawn" set to 0.0. Increase that and you should be good.
  6. Glad to hear that. Thanks!
  7. They do? I'll have to get on a map with compound and bandit camp and see what's up, then. Thank you.
  8. Steenamaroo

    Less deadly weapons

    Hi, I'll be looking at different weapons in the near future - I'll add those to the list.
  9. Hi, Yeah, I don't think compound/bandit npcs/turrets target any npcs at all. That would be expected behaviour. The Turret_Safe option is more for preventing player-placed turrets from targeting BotReSpawn npcs.
  10. Yeah, I'd have expected the plugin to remove `Running_Speed_Boost` from both files, if it existed but, as you say, no matter now. Glad it's up and running properly. Does 5 seem better to you too?
  11. Hi, I'm very grateful to brantje for having written the converter tool but, being honest, I don't know enough about it to debug or offer suggestions. I've just invited you to my server so we can ask him about it.
  12. I thought they would have been added automatically but I'll make a note ^^. Thank you.
  13. The value name is Running_Speed_Booster now, as of V1.0.3. The type was changed from decimal to whole number, so I changed the name to avoid issues. Please make sure you're on V1.0.5 and maybe set the value for one profile using UI, just so you can be certain the name and formatting are correct? @Alexander Koroschetz- Thank you for coming back to update. Glad 5 is working well.
  14. Hi, Sorry - The CH47 profile was included in the original release by mistake. It's not actually hooked up yet. I will be enabling it, and hopefully others, in the next update. Sorry about that!
  15. Hi, I haven't got to testing this yet but I looked into the values. Basically the npcs have 4 speeds and I tell them to use speed 2 (slow) for walking and speed 4 (fast) for running. The Running_Speed_Booster only applies to their fast movement. The default for that is 1 - The next slowest speed I could have used is 0.5. Your value in your profile is a 10X of that (10 is default), so I imagine setting to 5 should be more like what you're expecting? I don't think strafe should be too fast/slow relative to forward/back speed - Seems like they should all be governed by the same setting. In short, please try '5' as your Running_Speed_Booster. If that's more like it, I'll make that the default and update the plugin notes to reflect that.
  16. Ah, DeathNotes stores the names for everyone killed? I didn't realise that. It's still probably something Lazer would have to write around, I think, but if you're told anything to the contrary I'm happy to make any changes that might help.
  17. Steenamaroo

    No brad/heli RP

    Ah, that's great. Thanks @nivex- Much appreciated.
  18. Ah, ok. If there's still line of sight that makes sense. I'll see about resetting the npc memory when their target dies. Thanks for the info.
  19. Aggoro/Deaggro should be working properly, with the npcs disengaging because you've been out of deaggro range, or out of line of sight, for a brief period of time. To be honest I'm not sure if there's any automatic 'forget' going on when a player dies but the npc should cease to be aggrod on that player regarldess, after they've been far away/broken line of sight, for a short time. If you were to be killed by an npc then respawn in that same npcs line of sight, it would still be aggro on you. Is that what's happening?
  20. Steenamaroo

    DropVehicles Support

    Hi, I could certainly put in an ignore skins list. It's on my list, now. Thanks for the suggestion.
  21. Steenamaroo

    No brad/heli RP

    Hi, I took a quick look - I think the issue is coming from the fact that RustRewards doesn't give out rewards if the destroyed vehicle's OwnerID matches the destroying player's userID, to prevent people farming rewards for vehicles they bought, or own. It looks like Nivex's plugin is using OwnerID to track the person who destroyed the vehicle, so I think that's where the conflict is coming from. Not really sure what to do about that, as we're both using the OwnerID settings for a valid reasons. RustRewards doesn't introduce any delays when checking for heli/vehicle kills, so I can't do the check any sooner, but if Nivex was willing I think he could assign OwnerID in his plug one tick later and that might solve the issue.
  22. Definitely will. I'm keeping screenshots of all requests, and notes at the top of the plugin .cs, so I don't lose track of anything. Trying to...anyway.
  23. Hi, None yet, I'm afraid, but it is noted down and will get looked at. I've got a bit of a list of tweaks and fixes that I'm working through but will get a look at this soon. Had some reports of issues with UI navigation and settings not holding in rare cases, so I really wanted to get those ironed out first.
  24. Thanks mate. I'll get a look at that today.
  25. "until the cross map lock on issue is fixed" It's not fixed? I was pretty sure that issue was sorted in V1.0.5. Is that not the case?
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