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Everything posted by Steenamaroo
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It's way more plugin that you need but free PlayerRanks plugin includes Economics as a stat. You can customise the chat command to whatever you want and could set "CommandOpensTop30" to true in the config, so that when players use the command it goes straight to the top 30 page, then for each category in the settings you could disable it (EnabledInPersonal/EnabledInTop1/EnabledinTop30 false) except for Economics where you'd leave EnabledInTop30 true. There's an optional timed print-to-chat of the top X players per category so, likewise, you could set IncludeInChatBroadcast false for everything except Economics. That way you'd get a print of the top X Economics players in chat every Y minutes. (you customise X + Y in the config file), and you'd give players access to a UI that lists the top 30 Economics players on the server. It's killing an ant with a lump hammer but at least if you're stuck you have one option.
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Not sure if it'll work in to your theme or not but you could use NPCKits (mine..free) to dress the vanilla scientists in a different way, perhaps making them a neutral third party? Just civilians, or something like that? It's easy to use, if you're not familiar, with a UI very similar to BotReSpawn. I also have an update queued for NPCKits that lets you totally disable spawning for certain monuments/types of vanilla npc so, depending on the location, you may be able to use that to just get rid of them. What vanilla npc spawn locations are you having this issue at?
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Hi, No, there's no category for that. It's doubtful I'll add any more categories to the current plugin, at this stage but I'll certainly add all the seasonal collectable events in to the rewrite. The list of new categories is getting huge. I put quite a bit of work into it this week. It's getting very close to sending out to people for testing.
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Hi, By default scientists do you mean vanilla? If so, the faction settings don't apply to them, I'm afraid. Faction settings are rules for how BotReSpawn npcs treat each other. You should be able to make all BotReSpawn npcs ignore the vanilla npcs by setting Target_Other_Npcs to Ignore in the UI, under 'Behaviour', though. It should work but please let me know if it doesn't.
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HI, Looks like your compiler took a crap. Just do oxide.unload PermissionsManager - Make sure you have the capital P and M; that's important. Then wait a bit and do oxide.load PermissionsManager. Should be fine.
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Good to know. Thanks for all the info. At present BotReSpawn is aware of BaseAnimalNPC so, I guess, Wolf2 is a different type. It should be pretty straight forward to fix for this. I'll fire up staging closer to wipe and confirm and, hopefully, have an update ahead of wipe.
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Hi, There is an option in BotReSpawn - NPCs_Attack_Animals It's in the behaviour tab for each profile. Have you tried that?
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Always great to hear. Thanks for commenting, @phillip.van deventer Maybe I'll mark it compatible but put a caveat at the start of the description that I don't personally write, or test, on Carbon. To be honest, any time Carbon specific issues have come up I've reported them and Raul has sorted it, or I've made adjustments at my end to work around it.
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Yes. If you add custom spawn points to any of the default monuments, they will automatically be kept in the same place relative to those monuments, no matter what map you're on. If you change maps and there is no Airfield (for example) on your new one, that profile will just be ignored until the next time you fire up a map that does have it.
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Hi, I'm not sure that's something I'd want to add to BotReSpawn but it has 'toplayer' console commands, so it'd be very easy to write a small plugin to use that. If I have a bit of time maybe I could put that together next week! Thanks for the suggestion.
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Hi, I suppose try the different communities - Someone may reply here, or maybe post in some of the rust/oxide/codefling discords? Realistically, though, you're probably better just setting it up yourself as there are so many options that suits one sever but may not suit yours. I've tried to make BotReSpawn setup as easy as possible. The vast majority of settings can be changed via UI without editing any files, and profiles can be reloaded individually to save you having to reload the entire plugin. The default settings for things like health, spawn radius, damage dealt etc are all fairly sensible values, so you can simply set autospawn true and reload a profile to have working npcs. There's also a copy/paste option within the UI so if you find you want to set numerous things the same way across many profiles, you can use that. Every option name in the UI is clickable, showing a brief description of what that option does - You might make use of that. Oxide's free Kits.cs plugin does make kit making very easy - Again, all can be done via UI in a few clicks, and selecting them or some profile within BotReSpawn is also just a matter of a few clicks. Don't be afraid to ask if you've any questions but, hopefully, you'll find it's fairly quick and easy to get going.
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- 424 comments
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- #statistics
- #leaderboard
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- 424 comments
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- #statistics
- #leaderboard
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- 424 comments
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- #statistics
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Hi @MooDDang No, I'm afraid not. Navmesh isn't something that's within BotReSpawn's control. I think the only real options are 1: Temporarily disable that profile, to see if things are fixed/reverted at some point 2: Temporarily (or permanently) relocate or remove those npcs 3: Set the profile to stationary, for now. The third option sucks, of course, because the npcs wont be able to move, but they will, at least, spawn in the intended locations and fight with people.
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Actually, it looks like there's quite a few mistakes in that file. You'd probably need to go through with a json validator to remove all the stray commas. I guess someone went through this file deleting lines? That shouldn't ever be necessary. I'll DM back a fixed copy of the one file you sent. You can use https://jsonlint.com to fix the other.
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