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Steenamaroo

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Everything posted by Steenamaroo

  1. Thanks for the info, Shark. I had a few people with the same issue. Not exactly sure what caused that but there was a mistake relating to config loading/saving which I've rectified in the most recent version. Hopefully that stops the issue from happening again. I'll check autoturrets next time I'm on and see what's happening with those.
  2. Left some debug in by mistake. Fixed + updated. Thanks for letting me know.
  3. Done. Thanks for letting me know.
  4. Thanks for the info ZEODE. I'll take a look at this soon and see what I can find out.
  5. Hi, Glad you've found it's coming from elsewhere, although RustRewards shouldn't throw an error regardless. If an item or player is null it should silently handle that - I'm not seeing how OnCollectiblePickup can NRE, but I'll take a closer look at it. Thanks for the info.
  6. I could maybe add in a true/false option to make animal skulls count, if that would be helpful.
  7. I'm still not having these issues at my end. If one of you has the time it might be worth doing oxide.unload * then oxide.reload RustRewards then test, to rule out the possibility of some other plugin interfering.
  8. Just go to your chosen location and do `/botspawn add many` and `/botspawn add one`. Now you have two custom profiles in the same place - You can customise them separately and call for different numbers of npcs, but they'll be in the same area.
  9. If you set BotSpawn option to 0 in RustRewards, then use BotSpawn's per profile configurations you can do this. I recently replaced BotSpawn's 'Economics' and 'ServerRewards' options with one single 'RustReward' option.
  10. Hi, Unless you can harvest corpses, not really.
  11. Steenamaroo

    New Monuments

    Looks like they're being detected OK. I'm seeing "Abandoned Military Base". Is that not them?
  12. Can you unload the plugin the open your /config/RustRewards.json and check it's as it should be? It might be a legit error, but I've had a few 'Failed to call hook...' which were actually the result of config file becoming null. Not sure why, yet.
  13. Steenamaroo

    New Monuments

    Ok, good to know. Thanks pookins.
  14. Steenamaroo

    New Monuments

    Hey, If there are new monuments BotSpawn should be picking them up automatically. If that's not the case, please let me know.
  15. Ok. I don't think I changed anything relevant but it's working here and my local copy does have a config related fix, so I'll push an update tomorrow.
  16. Both patrol helicopter and bradley are working fine here. Ensure that you have no relevant multipliers set to zero.
  17. Perhaps you've hit a limit? Are we talking about players with millions of points?
  18. That's automated. I did test, though, and can't replicate the issue.
  19. Ah, good. Thanks for coming back to let me know.
  20. Hi, Permissions Manager is just a UI for the existing oxide permissions and groups systems. It doesn't store any or manage any of the data itself. if your players were removed from their groups I'd guess something, or someone, has deleted those groups, or emptied them.
  21. Hi, I haven't used it but I believe Alphaloot has an option to disable loot in npcs. If that is the case, and I believe it is, then you shouldn't have any problems using CustomLoot for your npcs, alongside AlphaLoot for other containers.
  22. Steenamaroo

    Bots standing still

    I tossed a coin on ai.dormant and ai_dormant Glad you found it.
  23. Steenamaroo

    Bots standing still

    Hi, It's a server setting - ai.dormant. Put ai.dormant false into rcon, server window, or f1 console as admin and that should sort it out. You can add it to the server start up config to make it persistent.
  24. Hi, There's a 'bug' in the current version where you must unload the plugin then change config values (and save) then load the plugin again. The next version won't be like that. You should only set one of the three currency options to true, though.
  25. Hi, Not really, I'm afraid. The only thing I can think of is that it doesn't announce on initial spawn, to prevent a blast of spam when you reload the plugin. It only announces when an npc has been killed and then a new one spawns, after that profile's respawn timer.
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