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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, I'll take some time and have a look around these areas. Custom spawn point npcs should spawn and move around as long as there's navmesh, but I've no idea if these areas have navmesh or not. I think I remember the train tunnels having it but I'm not 100% certain so, as I say, I'll check and see. Thanks for asking.
  2. @BetterDeadThanZed@pookins The actual names of your kits are never used. The update synchronises the kits you specify with the botnames you specify, if possible, the same as BotSpawn did, So if you have three kits listed and three names listed, kit 1 will always be paired up with npc name 1. @Tofu Ninja- Yes, you can add custom profiles but keep UseCustomSpawns false, and BotReSpawn will just find suitable random spawn points near that profile. @KingSizeKevin Glad things are going well. Thanks for the comments, and patience this last few weeks. I'll be adding events relating to patrol heli and CH - I can certainly look into the possibility of augmenting the CargoShip compliment. Thanks for the suggestion. @JagsterWintermute- I remember your BotSpawn review! Thank you for the support.
  3. Steenamaroo

    Auto fill MigrationData?

    Hi, Glad that initial change worked, at least. The way spawnpoints and custom locations are stored relative to monuments did change at some point, because for a long time custom spawn points did not migrate - Just the centre location of custom profiles. I think I used to store custom spawn points as real world positions, then also store the required information to relocate those positions to where the user wanted them, whereas now I actually store the custom spawn points as relative positions, which means there must be a valid parent monument before adding custom spawn points. I'd need to look into it tonight, to make sure, but I think that means you'd need to A: be storing the custom spawnpoints as positions relative to the monument and B: You'd need to store the rotation of the monument in offset data. Off the top of my head I think monument rotation is the only thing needed in migration data, for custom spawnpoints. I'm not sure if that renders your tool useless or not but if you want to get me on discord we can talk it through when I'm home (6 hours or so).
  4. Sure. I didn't realise that wasn't possible. I'm out all day but I'll rectify it tonight. Thanks for letting me know!
  5. Oh, wow. You're quite right. I don't recall implementing withdraw/takepoints if value is less than zero. That may be MalS' original code. That makes life much easier. I can add Suicide (and/or others) quite easily, and just allow for setting negative values with the UI. Thanks for the info!
  6. Steenamaroo

    Drop Weapon Percent

    Ah, phew. Glad to hear it. Thanks for confirming.
  7. Steenamaroo

    NPCKits

    My pleasure! Sorry it took so long - It's been an unusually busy couple of weeks. Thanks for understanding.
  8. Steenamaroo

    Drop Weapon Percent

    Ooh, just re-reading this - Are you saying you can't set any of the percentage values to zero via UI? You should be able to - if 5 is the lowest possible this is a mistake.
  9. Steenamaroo

    Drop Weapon Percent

    Hi, Yes, I made the UI go in increments of 5 for percentage settings for convenience, but if someone manually changed the value to any whole number, 0-100 inclusive, it'd work just fine. Has to be a whole number, though. Decimals would cause an error loading the json file.
  10. Glad that sorted it - Will definitely be looking into the names thing in the near future. Thanks for all the info on that.
  11. @Jaws@Baron Von Finchus Sorted now in V1.1.7 Thanks fellas.
  12. What the heck? I didn't change anything relating to the data structure. Just just compared v1.1.5 + 1.1.6 in editor to make sure nothing got changed by mistake but it's all good. Would you mind throwing in 1.1.6 again to see if it was some weird coincidence?
  13. Ok, thanks. I don't think I could have it listed as a separate item easily, but you can already specify custom skins so I guess I could have a means of adding custom skin/name records, that way if battery.small with skin 2598774373 is chosen, it would apply the name. That do?
  14. Hi, That might be a little trickier than it sounds, because CustomLoot automatically changes to be in sync with Rusts current item list. What all is entailed? These are regular items but re-skinned and renamed?
  15. Whales? This came up with someone else - I suspect maybe a translation issue. Do you mean Kits? If so, BotReSpawn uses "GetAllKits" or "GetKitNames", API (either), and "GetKitInfo" API. Any Kits plugin supporting that API should work, but it's only tested and guaranteed to work with Kits from uMod.
  16. Hi, I'll take a look at that, but I'd need to add a way of deducting Economics/Server Rewards, which isn't currently in place. The "default" permission is there for applying multipliers to people who are in groups. Your server has a 'default' group, so you could use RustRewards to give a points multiplier to anyone in that group. It's useful for VIP groups, or rank/progress groups, and that kind of thing.
  17. Ok, thank you. I think I see where the issue is and have patched accordingly. Thank you for pointing this out!
  18. Hi, The only one I haven't checked so far is the Military Tunnel npcs. Planning to do that, and release an update, today.
  19. I've had a couple of reports of config file issues resulting in seemingly random errors. I need to look into what happens if there's a config mistake, and ensure that the data isn't wiped or left null, as I think that's what's happening. Might be unrelated, but would you mind checking your RustRewards config and data files, to confirm their not null, and/or to confirm they're valid? https://www.jsonlint.com is really useful for that.
  20. Steenamaroo

    Hackable Crate?

    Understood - I'll be adding new events very soon. Thanks mate.
  21. Thinking about it, that's badly named. My fault - I named it. Sorry for the confusion, and thanks for coming back with the info.
  22. Steenamaroo

    Hackable Crate?

    Hackable crate would be 'Crate drop'. I guess, maybe, I'd have to make two, so there are options for when it's dropped and when it's hacked?
  23. Just for public info, next update is still coming soon...Trying to fix/improve a few other things before pushing it. As far as I know anyone who experienced this minor issue has been sent a pre-release copy which addresses it.
  24. Is this all good?
  25. Oh, Military Tunnel don't work? I have the heavies sorted but I'll have to go in and test the Military Tunnel guys and see what's wrong there. If there are no other types not working, update should be today or tomorrow. Thank you!
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