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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, Thanks for reporting - Maybe there's a new vehicle type or something? I'll take a look.
  2. There's been an update to the plugin since I asked to DM you, but thank you! Issue is resolved.
  3. @Covfefe- Are you adding the kits via UI? If not, please do so. It hides any kits which do not have valid weapons in the belt, and if you're manually typing them into the json and that's the case, they'll be removed.
  4. Hi, Are your 5 kitted npcs, as requested, spawning? If so, I'd say there's another profile at that location. You can use bots.count console command for a breakdown of how many have spawned from each profile, and /botrespawn info chat command to find out what profile any given npc is from, although sometimes it's tricky getting them to stay still long enough!
  5. Steenamaroo

    Kits Version?

    Hi, It's tested and written for the current public version of Kits from uMod, by K1lly0u. I'm not sure if it will, or should, work with other releases - It just depends if other author's are including the same API as K1ll's copy. Pickaxes - Yes, I think you're right. I do have a valid-weapon check in place at the minute, so Kits with no valid weapon are not shown, but I might have been a bit literal with that... I'll write in some sort of exemption for certain tools, like hatchets and pickaxes.
  6. Hi, There is an expected delay, so they shouldn't insta-despawn/insta-spawn when the time crosses over the threshold. For despawning it shouldn't be that long - I'd give it 20 seconds or so and check with bots.count console command. They should despawn with that that time frame. For respawn it is currently tied to the profile's respawn duration, although that's not a great idea so it will be changed in the next update.
  7. Steenamaroo

    no agro

    Glad to hear it. Thanks for coming back here with that info. 🙂
  8. Steenamaroo

    Not Moving

    Great! Thank you for letting me know.
  9. Steenamaroo

    Listed Monuments

    That's great! Thank you. 🙂
  10. Steenamaroo

    Failed to compile

    That's two. I can't make any sense of that, yet. Have confirmed successful plugin load, on server reload, on a windows server and linux server, so it's not as simple as that. I'll keep digging but, honestly, not sure what to be looking at right now.
  11. Thanks for following up and letting me know. Much appreciated.
  12. Steenamaroo

    custom spawn location.

    Hi, Yes, for now the only method is via UI although I've had quite a few requests to reinstate the addspawn console command so it can be keybound, so I'm going to do that. Most likely the procedure will be to use UI to click 'Add spawnpoints by command' and, from there, just use your console command/keybind to add points for that profile. Hopefully it'll be in the next release.
  13. 0 might be a bit intense, forcing the spawngroup to check very frequently. I'll make some changes to this - Respawn timer (due to being killed) needs to be separated from the respawn timer due to day/night changing.
  14. Hi @pinoysaboteur I'm working on RustRewards integration as we speak, and npcs should be respawning/despawning according to time of day, and your population settings, after a short delay. Respawn timer is taken into account for this, and is now in minutes, so it might be worth ensuring it's not set to a very high value. @lengka I think I've found, and prevented, this error now. Thank you. Do you have any unusual items in the npc belts, like a hammer for example? If you do, removing those may stop the error, between now and the next plugin update.
  15. Ok, good to know. Thank you again for all the info ^.
  16. Yes, that's it - Allow_Rust_Loot_Percent. With that at zero, the npc corpses should have no default scientist loot.
  17. Steenamaroo

    Custom kit's not working

    Ok, that's great to know - Thank you! Not as bad as I thought. As expected, I have quite a lot of BotSpawn requests and issues coming in, and am trying to get on top of those as quickly as possible, but this and CustomLoot will definitely be getting looked at soon.
  18. Allow_Rust_Loot true/false should prevent their corpses from getting the default scientist loot. I found something I'd overlooked with the radio chatter, so that'll be sorted, properly, in the next update. Quite a few other things to find+fix before pushing it. Thanks again!
  19. Damn. I can't replicated it here but, of course, I need to find out what this is and sort it. Not sure where to start, though. It's complaining about a method that I don't even use, as far as I know. Do you have some means of forcing reload of the plugin after server restart, as a temp fix at least?
  20. Ok, thank you for the info. I've had multiple successful restarts over here but I'm on a windows box. I'll have someone check on a linux box incase there's some difference.
  21. I've seen a few people with the same issue but I don't know how it's happening. Was this when you first installed the plugin, or had it been running successfully before this?
  22. Hi, Looking into it now. Thank you!
  23. I haven't seen that until now - I will find out. Thank you for posting.
  24. Hi, Do you mind if I DM you about that error?
  25. Steenamaroo

    Failed to compile

    I see you're having a lot of trouble. This concerns me - The plugin definitely compiles, so I'm wondering if there's a problem with your server install or oxide version or something? I'm reading all support and working on the plugin today. Hopefully we can get everything sorted.
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