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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. @pookins- You're quite right. The locked crate duration is in minutes.
  3. 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.
  4. 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.
  5. 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!
  6. 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
  7. My pleasure! Hope you enjoy the plugin.
  8. 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?
  9. Steenamaroo

    getting error

    Hi, Thanks for reporting. You can 100% ignore that - There's no consequence and it's squashed in the next update.
  10. Steenamaroo

    Firebase Integration

    Interesting. Thanks for the information! I've got quite a lot on at the moment, but I'll definitely make a note and take a look at this some time soon.
  11. Steenamaroo

    Firebase Integration

    Hi, Are you aware of other plugins doing this? It's not something I know about, or have seen before in plugins, but if it's possible and people use it I'd certainly take a look.
  12. @CovfefeI haven't had any other reports or seen any issues, so far. Suicide_Timer is the one which governs npcs in triggered events, like airdrop, and the timer is in minutes. Do you have it set very high, to keep them alive for longer?
  13. Steenamaroo

    Language

    I removed the .cs file from your post @Knusperkeks Please be careful!
  14. Hi, That was on my to-do list. It's now on my done list. Thanks.
  15. Consider it done in next update. Thanks, Kevin.
  16. Hi, Thanks for reporting. This has been found and handled but thanks none the less. It's inconsequential so you can completely ignore it - There's no need to reload the plugin.
  17. I think I have a solution. Sending DM now.
  18. Thanks for that! Much appreciated. I've confirmed that collision is all working OK, and the MoveToContainer code is getting called. Looks like it's returning true, like it worked, but not working. I'll keep digging.
  19. Confirmed - Something's definitely changed and the items aren't making it into the player belt. Haven't quite figured out why but when I do I'll update the plugin. Thanks for flagging this!
  20. Hi Grimm530, That new option is there because BotReSpawn turns off any profiles (when map changes) which don't have a parent monument, because the locations of those would no longer make any sense. Someone pointed out that people set up their maps + data in advance, or even reuse the same map over and over, so I added that new option to allow you to prevent BotReSpawn from auto-disabling these profiles. Nothing should be deleted, though. When you say it wipes all three files, how do you mean?
  21. I've just added a UI button and a bindable console command to check for navmesh. I've also made it that 'Show spawnpoints' shows red for points which have no navmesh, and green for those which do. The checks are a little tighter than they were in BotSpawn, which might explain the npcs you're missing, so hopefully these will help in confirming. Thanks for reporting this, @MooDDang
  22. Alright. Thanks for the update. Just joining a server now so we'll know what's up soon.
  23. Perfect. Thank you for that. I should be able to get on a server in around an hour or so, so I'll do checking at my end then and let you know too. Thanks again.
  24. Hi MooDDang, I'm not sure I'm following - Are you saying you have 36 spawn points and ask for 36 npcs, but not all of them spawn? If that's the case most likely some of those spawn points are too far from navmesh. At present there's no way to tell when creating spawnpoints with BotReSpawn, other than finding out the hard way when they don't spawn, so I intend to add a button + command which checks if where you're standing is a valid place or not. If I've misunderstood, please just let me know.
  25. Hi @Neighigh I haven't had any reports but I'll jump on my server and give it a test incase something has broken recently. If you're able to, a good quick test would be to unload all plugins then load ArenaItems and see if pickups are working, but I understand not all server owners can do that, as it interrupts the experience for players.
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