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Everything posted by Steenamaroo
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Hi, If they're not spawning at the points you designated then most likely there is no navmesh at those points. The only workarounds are either to put them somewhere else, or make them stationary. In the next update there's a button (and bindable command) to sample and tell you if there's navmesh at your location, to make it easier when creating spawnpoints, and when you use 'Show spawnpoints' button, any without navmesh are show red instead of green.
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Hi, Maybe new sign types in game? This is the first I'm hearing of this error, but I'll take a look and get it figured out. Thanks,
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Hi, The present data set wouldn't allow for that but I could add an additional category called PVPDeaths to facilitate it. I think a lot of people weren't bothered because quite often in PVP you die to fire, explosion, turrets, falling, bleeding, where technically the 'attacker' isn't another player, but if you think it'd be a valuable or popular option to have I can add it.
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- #statistics
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I can add a parent check, sure. Not really worth getting worked up about.
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Hi, I think that would be possible although it may result in other people not getting npcs in cirumstances where they want them to spawn. I do have a hook there - OnBotReSpawnCrateDropped. If the dev of your event plugin is willing, they could use that to prevent BotReSpawn deploying npcs to crates from that plugin.
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There's already a command there although it's behind a player haspermission/isadmin check. I could make that work from console, for sure, if it's useful.
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To be honest that's probably easier ^. I'll take a look at that fairly soon. Thanks!
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Must have missed this, way back when. There's no option at present to have multiple complete databases, but you can take leaderboard snapshots, which save the #1 player for each category. This is really only useful via SQL or manual file reference, as it's not viewable in UI. In future maybe I could save historical copies, at wipe, and allow admin to view that via UI.
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@[email protected] You can 100% ignore this until the next version. It's of no consequence at all, but thank you for reporting it.
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Both are fixed at my end. The fix will be in the next public updates for BotReSpawn and RustRewards. The error's inconsequential, apart from taking up space in your console, so you can safely ignore until then.
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The reply you've quoted was to someone else, with a different issue. You're having trouble getting airdrop npcs to spawn? Open the UI and go to default profiles > airdrop, Then make sure that AutoSpawn is set to true and that day + night spawn amounts are greater than zero, then click to reload the profile. Once that's done npcs should spawn at your server-called airdrops, as long as the crate falls on suitable terrain. If, for example, the crate fell at sea or on an oilrig or something, the npcs wouldn't spawn, but anywhere on open terrain should be fine. Whether or not they spawn for player-called supply drops (using supply grenade) is governed by the global setting - Supply_Enabled.
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Yup, same issue - same fix. Thanks @BetterDeadThanZed Glad this was something so simple, because i've looked at these a few times and not seen the problem. Good to get them all sorted.
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Yup, that's exactly what it is. The error's coming from BotReSpawn's call to give a reward for killing an npc from a specific profile. It's trying to give the reward to an npc, and the error is coming from trying to look up that npc's notification preferences which, of course, it doesn't have. Easy fix - It'll be included in the next BotReSpawn update. Thanks for the additional info - That was really helpful!
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Ooh, that's helpful! I bet it's trying to give a reward to an npc or something dumb like that. Thank you, @T-Nuts
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My pleasure! Hope you enjoy the plugin.
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Hi, I think if you have the admin priv then you bypass all checks except for the config option "DisableMapForAll", which is true by default. Any chance that's true?
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Hi, Thanks for reporting. You can 100% ignore that - There's no consequence and it's squashed in the next update.