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Everything posted by Steenamaroo
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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.
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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.
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Left some debug in by mistake. Fixed + updated. Thanks for letting me know.
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Done. Thanks for letting me know.
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Thanks for the info ZEODE. I'll take a look at this soon and see what I can find out.
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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.
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- #statistics
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- 424 comments
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Looks like they're being detected OK. I'm seeing "Abandoned Military Base". Is that not them?
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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.
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Ok, good to know. Thanks pookins.
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Hey, If there are new monuments BotSpawn should be picking them up automatically. If that's not the case, please let me know. 🙂