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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. Steenamaroo

    No brad/heli RP

    Ah, that's great. Thanks @nivex- Much appreciated.
  4. 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.
  5. 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?
  6. Steenamaroo

    DropVehicles Support

    Hi, I could certainly put in an ignore skins list. It's on my list, now. Thanks for the suggestion.
  7. 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.
  8. 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.
  9. 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.
  10. Thanks mate. I'll get a look at that today.
  11. "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?
  12. Hi, DeathNotes used to print out the displaynames for BotSpawn, because BotSpawn used the old scientist and murderer, but I don't think the same provision is there for the ScientistNPC type. Pretty sure the DeathNotes author would have to add that, if he wants to show the ScientistNPC displaynames. Unfortunately I'm pretty sure there's nothing I can do from my end.
  13. Steenamaroo

    NPCKits

    I guess you mean added? Sure - Can't see a reason not to.
  14. Server-wide default is on the to do list. Should be in the next version. Thanks!
  15. Hi @Neighigh- If there are popular npc plugins and an easy way to identfy npcs from them, I've no objection to giving them their own category, like ZombieHorde and BotReSpawn.
  16. @Clockwurk- I just tested. I forgot, the reward is issued upon clearance of the crate - not upon initial opening. This is how MalS originally had it, to discourage leaving lots of half-looted crates on the map
  17. @Zoreeno- You're right - There's no option to globally disable notifications. You can globally disable categories, but not notifications for them. I figured the per-user option overtook that option but if you think users would have it I can see about adding it back in. @Clockwurk- Ok, I'll take a look and see if the same thing is happening at my end. Should get a look at it tomorrow. Thanks for the info!
  18. @Clockwurk- is there a chance you have an applicable multiplier that's set to zero? Maybe a multiplier for zone, permission, or group? @KingSizeKevin- I don't see why not. Good idea!
  19. Agreed - "Clone from" is something I expect to have in the next version. Thanks for the feedback!
  20. What API @Baron Von Finchus? Spawn/Kill was added in the last update.
  21. That's twice you've reported something about 2 minutes after I found + fixed it. Someone else reported it this evening - Thank you for flagging that.
  22. Hi Kevin, Sure...I can do that. Either works. To be honest that suggestion's probably better because the 'end editing' button is on the main page. It would make sense to have the 'edit last profile' right there with it, plus there's plenty of room on that page. Thank you.
  23. That's great to hear! Thanks for saying!
  24. Hi Alexander, Thanks for pointing that out. I thought it should all be vanilla with the booster at 10 but clearly that's not the case. I'll take a look and see if I can control this separately. Thanks again!
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