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Everything posted by Steenamaroo
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Hi mate, Not sure what would be causing that but I'm pretty sure NPCKits itself isn't doing it. NPCKits moves everything from npc to corpse, but skips over containers as per config. I don't see any way it could be moving belt items to main, but another plugin could be controlling movement of items to/from npc corpse containers?
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Botspawn throwing timer errors, then refusing to spawn.
Steenamaroo replied to ChogChey's Support Request in Support
You on staging? -
Hey mate. Could be a lot of things but I'll look into it. If you're able to spot a pattern please let me know. If not, no worries. Thanks for reporting.
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Is there any data to save? If there are no records it should create the table but there should be no sql save related console output.
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Hi, Is useMySQL true?
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Hi, Yes, BotSpawn is limited to the original scientist and/or murderer AI. Unfortunately changing the AI isn't that simple but I am in the progress of a rewrite with newer AI. Honestly, I'm unlikely to try to address these things in current BotSpawn but when the rewrite is done the AI should be a fair bit more aggressive, and smarter.
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I haven't noticed this but I'll take a proper look just incase something's changed. Thanks for flagging it.
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CustomProfileNPCs doing no damage to Murderer Botspawns
Steenamaroo replied to mellow.'s Support Request in Support
I'm not aware of any issue, that way. Do you have any pvp/pve controlling plugins which might be affecting this? -
This is added. It'll be in the next public update.
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To be honest I don't know if existing health bar plugins would show for npcs or not but it might be worth having a search here and on uMod. If you don't see anything maybe ask in our discord? Someone else might know.
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That might be messy in the current version but I'll keep it in mind for future. Thanks pookins.
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Hi, Thanks for the info about the excavator npcs. I'll get that sorted some time soon.
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BotSpawn Profile AirDrop Custom Names not being passed to Rust Rewards Chat Announcement
Steenamaroo replied to Usagi's Support Request in Support
Hi, I'll take a look and see what I can do. Thanks. -
Hi, Is your config definitely good? With the previous naming mix up I'd delete the config file entirely and reinstall a fresh copy of NPCKits. just to make sure. If the error persists, please let me know and I'll look into it. Thanks.
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No problem. Glad you got it sorted.
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Ok, I'll look into it. No, that's not a known issue. Behind the scenes it works from the profile name, so location/proximity shouldn't come into play at all.
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or the other way around.
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Looks like you've renamed NPCKits file to BotSpawn.cs ?
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Hey man, Yeah, I can certainly add that. Leave it with me.
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The 'skins' option should only be available for items which are skinnable. If it's not there, adding it wont help, but if you think there are items without the option which should have it, please let me know and I'll take a look.
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Hi, Yes; If you enable the config option `corpseTypePerBotSpawnProfile` and reload CustomLoot, you'll then see an entry for every enabled BotSpawn profile in your CustomLoot config file.
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You're in RustRewards discussion, just FYI. You can enter a name in the Parent_Monument field for any custom profile in BotSpawn. If you plan to add custom spawn points, make sure you set Parent_Monument first...That's important. To give an example, if you want the regular airfield default profile to have 10 npcs, then you want an additional custom profile with one, go to the airfield, use the /botspawn add *name* command, then go into your custom-profiles json, find your new profile, and set its Parent_Monument to "The Airfield 0". That name you're setting there must be exactly as it appears in the default profiles json. Now that profile will always be exactly where you placed it, relative to the Airfield. If the Airfield moves, so does your profile. If you add custom spawn points for that profile, they'll auto-move too. Custom spawn points for default profiles also carry over in this way, so if you were using custom spawn points for Dome + your boss profile, you could dictate precise positioning of all of those npcs, and make it that the boss is always in the centre, protected by the lesser npcs, for example.