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Steenamaroo

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Everything posted by Steenamaroo

  1. Thanks for that, and for your patience. I hope it's not something silly I've done but, either way, we'll get to the bottom of it.
  2. Thanks for checking. It is unusual, 'cos I know melee npcs are working fine here and on lots of other servers, but we'll get to the bottom of it. I pinged Mike because he's way more familiar with a lot of the hosts and their setups/panels.
  3. Can you do plugins in console to make 100% sure it's V1.0.4 that's loaded, just incase upload failed or there was some mix up? Sorry - Not meaning to doubt you but I'm not aware of an issue like this right now. I asked @MikeHawkeif he'd mind talking to you to check server convars, incase the host sets something against the norm. What host do you use?
  4. Damn. I'm at a loss. Seems like it'd have to be a server setting, I think. Just to clarify - Are npcs with guns roaming just fine, or do you not have any of those?
  5. Are you on V1.0.4? There was a fix in that version relating to melee npc roam behaviour.
  6. Was it just that one profile, or all profiles? What was the result of trying them without a kit?
  7. Hi, Thanks for taking the time to post a video clip. Looking at your settings, those guys should certainly be running at you. Is it only that one profile? I think it'd be worth testing them without a kit, just to rule out the possibility of some strange item in the belt messing with them, or something like that. If it's happening to all profiles check your server startup settings to make sure nav_disable is false and nav_wait is true. You can check these in f1 console by typing nav_disable and nav_wait
  8. The config file looks fine, I think. I'm not sure - Do you have any other plugins which might be doing something when the APC is killed? If you have the luxury - low pop or a test server - it would be worth doing o.unload * then loading Economics then RustRewards, to test in isolation. If you're trying it you can do o.reload * afterwards to reload all your plugins.
  9. HI, Just checked - It's working well over here. Have you ensured that the weapon in the npc's kit has a light equipped?
  10. Hi! I thought I had sorted and tested this but I'll check it again to make sure. Thank you for the report.
  11. Hi, Are these peacekeeper npcs or not? If they're peacekeeper, are you considered hostile - Did you fire a weapon recently? If not, have you moved within their aggression range? Thanks.
  12. Thanks for reporting PapaNo. This one's been found and fixed - Next update sorts it out. Seems like a reasonably rare one - I've DMd you a copy of what I have for now.
  13. Sure, I understand. A trial version or demo isn't really feasible but I'll see about getting a demonstration / setup video together. Would certainly be a good idea to be able to see what you're getting, in action. Thanks for commenting.
  14. HI, Sorry, no. There's no limited version or trial for BotReSpawn.
  15. Steenamaroo

    Guarded crate inclusion

    Aaaah, ok, great. I'm actually talking to Bazz right now. I don't think his issue is related to BotReSpawn but, of course, will be confirming one way or the other. However, I think he intends to use BotReSpawn API, when I add it, so hopefully that should solve all problems in one go - You'd be able to use CustomLoot with them, by profile name, then if that's the case.
  16. Steenamaroo

    Guarded crate inclusion

    Ah, I see. Ok. Just fyi there is still a Scarecrow type in game, although I don't think it does much right now, but the option will be left in NPCKits+CustomLoot. It *should* re-add itself, if you deleted it. About the guarded crate npcs - Who makes that plugin - Is that Krungh?
  17. Hi there, CustomLoot doesn't spawn in any crates or barrels - It's just fills the ones which already exist. Hopefully someone else might know something and be able to help, but I'm afraid it's not a CustomLoot thing.
  18. Steenamaroo

    Failed to run 1.00 timer

    No trouble, Glad you found the problem.
  19. Steenamaroo

    Failed to run 1.00 timer

    Hi, Json.Serialization error suggests that something is wrong in one of the data files. https://jsonlint.com is very useful for checking json validity or, if that doesn't help, you can attach here or DM it to me and I'll find what's wrong.
  20. Steenamaroo

    NPCKits

    Hi, Some of the npcs types do need changed but I just tested Scarecrow and it seems to be working fine. Just make sure that you have "Default_Rust_Loot_Percent": 0 if you want to prevent the Rust loot from being in the corpse, and "Wipe_Main_Inventory_Percent": 100, if you want the plugin to remove items placed in main by a kit, or other loot plugin.
  21. Steenamaroo

    Team reward

    Hi, Sorry this didn't get a response - Thanks for taking the time to write your idea. I've never really thought about a feature like that but I don't think it would be particularly hard to implement. I'll have a think about it and see what I can do!
  22. Great! It would, of course, be nicer to make the npcs walk around the thing, which I might do in future versions, but it's good to know APC isn't killing them now. Thanks for checking, and letting me know.
  23. Sorry for the failure to reply here - Been quite a week. For anyone reading, the update last Thursday should have solved this.
  24. Looking at this now - Pinged you in CF discord.
  25. Hi, Sorry it took a while to get testing this. I just took a look and I'm getting rewards for both kill types. I tested CH47, APC, and Patrol Heli, and each of them worked fine. Is it possible you have some multiplier set to 0, cancelling out the reward? Maybe a weapon multiplier, or zone?
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