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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi @MooDDang If reloading the profile causes all npcs to spawn properly then it would be worth making sure that nav_wait is set to true on your server. If nav_wait is false then the server goes ahead and starts up before navmesh generation is complete, which means BotReSpawn npcs wouldn't be able to spawn immediately after a server restart, but would be able to after a short delay - Say reloading a profile, or the plugin, a few minutes later. If nav_wait was already true, maybe we can chat on discord and get this figured out quickly.
  2. Steenamaroo

    Reward points

    Hi, Can you confirm other rewards are working within RustRewards, and that there are no applicable multipliers set to 0? Weapon multipliers, for example?
  3. @Chernov- Would you mind confirming if this solves your issue? PermissionsManager.cs
  4. In the All Players list, or as members of some group?
  5. It's meant to show awake and sleeping players - Did you know that?
  6. Hi, Weird one. I've never seen that happen before. PermissionsManager gets its names from BasePlayer.allPlayerList, which the server manages, so it's very strange to appear twice but, furthermore, the "was not found" error happens if the userID doesn't match any player in that very same list. I don't have an explanation - Do you have any unusual plugins that might be doing something weird?
  7. Hi, This sounds like expected behaviour. Structures made out of the user-available building blocks don't have navmesh, so the npcs can't spawn there unless stationary is set to true. Of course if stationary is true then they won't be able to move around. Your main options are to create custom spawn points inside the base and use Stationary: true, or let the npcs spawn around the base, outside on the terrain where they'll be able to move around.
  8. Hi Grimm, Is this at custom monuments or default ones? Are you on V1.0.6 or V1.0.7? Thanks.
  9. Hi @Chernov Thanks for the info. I'll see about fixing this for the next update.
  10. Steenamaroo

    Hurts me when shoot bots

    Glad to hear it. With peacekeeper set to true the npcs wont attack unless their target is marked hostile - a bit like the safe-zone npcs.
  11. Oh, ok. Fair enough. Dming you now.
  12. Steenamaroo

    Hurts me when shoot bots

    No problem - It's a PVE setting, one way or other.
  13. Steenamaroo

    Hurts me when shoot bots

    Hi, Sounds like your server has PVE enabled.
  14. Do you have server log to file enabled? There should be more information than that, if you do.
  15. Hi, Thanks for that. I've already made the change so it'll be included in the next update. Thanks again.
  16. Can you share the error copied from console please?
  17. Hi, Do you have lots of custom spawn points, or are you letting BotReSpawn find random points within a radius?
  18. Thanks, Adam. Yes, this is something that's added in V1.0.7, and should be public soon. Via UI you can choose the loottable type from a list of vanilla loot tables. You can choose from all the different crate/barrel types.
  19. Hey, BotReSpawn is meant to catch when there's no navmesh and prevent spawning the npc but, obviously, that's not happening all the time ^. The solution really is either to make your npcs stationary or make sure they have viable navmesh near their spawnpoint, but if it's possible to hook me up with a map and location where this happens, for testing, I should be able to improve the checks and stop this happening...hopefully.
  20. Steenamaroo

    NPCKits

    Ok, thanks for the info. It looks like both of those npcs have customised names which would suggest either a plugin is spawning them, or modifying them. It might be worth getting close to one and doing `/botrespawn info`, or just reloading BotReSpawn, to 100% confirm that's not where they're coming from.
  21. Very glad to hear that! Glad it was a simple one.
  22. Steenamaroo

    NPCKits

    Hi, Are you sure they're not put there via your custom map or BotReSpawn, or some other plugin? "As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default." I think this is still true but, of course, will happily check to confirm.
  23. Hi, Thanks for reporting - I'll chase up that error and see what the problem is. "and i have it set to spawn 0-2 (because for some reason 0-1 never spawns anything)" I think I see a mistake on my part there so I'll get that sorted too. "i'd basically like to set a percentage that says "15% change of spawning an item, if yes, pick from the above list with those pick counts". can this be done with this plugin?" In short, no. The plugin works on the basis that you're always going to get a specified amount of items, and what those items are is worked out based on your set probabilities for category + item. There's no real provision for enabling one item only and having it spawn in X percent of the time, I'm afraid. The closest you could get is balancing your desirable item against some undesirable item, so if you wanted a 1 in 5 chance of getting a c4, for example, maybe give them apples the other 4 times. Just for clarity, the probability settings aren't percentages. They're arbitrary numbers, balanced against each other. That means there no maximum, and no fixed scale. If you set all categories to 0 except for Food 1 Ammunition 9 then the given item will be food one time out of ten. (assuming both categories have an item enabled). Setting Food 1000 and Ammunition 9000 would yield exactly the same result.
  24. Hi, Have you got UseCustomSpawns false by mistake?
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