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Everything posted by Steenamaroo
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Melee bots spot player but dont charge
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
Can you do plugins in console to make 100% sure it's V1.0.4 that's loaded, just incase upload failed or there was some mix up? Sorry - Not meaning to doubt you but I'm not aware of an issue like this right now. I asked @MikeHawkeif he'd mind talking to you to check server convars, incase the host sets something against the norm. What host do you use? -
Melee bots spot player but dont charge
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
Damn. I'm at a loss. Seems like it'd have to be a server setting, I think. Just to clarify - Are npcs with guns roaming just fine, or do you not have any of those? -
Melee bots spot player but dont charge
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
Are you on V1.0.4? There was a fix in that version relating to melee npc roam behaviour. -
Melee bots spot player but dont charge
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
Was it just that one profile, or all profiles? What was the result of trying them without a kit? -
Melee bots spot player but dont charge
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
Hi, Thanks for taking the time to post a video clip. Looking at your settings, those guys should certainly be running at you. Is it only that one profile? I think it'd be worth testing them without a kit, just to rule out the possibility of some strange item in the belt messing with them, or something like that. If it's happening to all profiles check your server startup settings to make sure nav_disable is false and nav_wait is true. You can check these in f1 console by typing nav_disable and nav_wait -
The config file looks fine, I think. I'm not sure - Do you have any other plugins which might be doing something when the APC is killed? If you have the luxury - low pop or a test server - it would be worth doing o.unload * then loading Economics then RustRewards, to test in isolation. If you're trying it you can do o.reload * afterwards to reload all your plugins.
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HI, Just checked - It's working well over here. Have you ensured that the weapon in the npc's kit has a light equipped?
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Hi! I thought I had sorted and tested this but I'll check it again to make sure. Thank you for the report.
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Melee bots spot player but dont charge
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
Hi, Are these peacekeeper npcs or not? If they're peacekeeper, are you considered hostile - Did you fire a weapon recently? If not, have you moved within their aggression range? Thanks. -
Aaaah, ok, great. I'm actually talking to Bazz right now. I don't think his issue is related to BotReSpawn but, of course, will be confirming one way or the other. However, I think he intends to use BotReSpawn API, when I add it, so hopefully that should solve all problems in one go - You'd be able to use CustomLoot with them, by profile name, then if that's the case.
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Ah, I see. Ok. Just fyi there is still a Scarecrow type in game, although I don't think it does much right now, but the option will be left in NPCKits+CustomLoot. It *should* re-add itself, if you deleted it. About the guarded crate npcs - Who makes that plugin - Is that Krungh?
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Hi there, CustomLoot doesn't spawn in any crates or barrels - It's just fills the ones which already exist. Hopefully someone else might know something and be able to help, but I'm afraid it's not a CustomLoot thing.
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No trouble, Glad you found the problem.
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Hi, Json.Serialization error suggests that something is wrong in one of the data files. https://jsonlint.com is very useful for checking json validity or, if that doesn't help, you can attach here or DM it to me and I'll find what's wrong.
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Hi, Some of the npcs types do need changed but I just tested Scarecrow and it seems to be working fine. Just make sure that you have "Default_Rust_Loot_Percent": 0 if you want to prevent the Rust loot from being in the corpse, and "Wipe_Main_Inventory_Percent": 100, if you want the plugin to remove items placed in main by a kit, or other loot plugin.
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Hi, Sorry this didn't get a response - Thanks for taking the time to write your idea. I've never really thought about a feature like that but I don't think it would be particularly hard to implement. I'll have a think about it and see what I can do!
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just a short feedback on APC_Safe should apply to npcs being 'run over'
Steenamaroo replied to Dr.D.Bug's Support Request in Support
Great! It would, of course, be nicer to make the npcs walk around the thing, which I might do in future versions, but it's good to know APC isn't killing them now. Thanks for checking, and letting me know. -
[After Dec 2 Update] error CS0841: A local variable `npc' cannot be used before it is declared
Steenamaroo replied to quietconundrum's Support Request in Support
Sorry for the failure to reply here - Been quite a week. For anyone reading, the update last Thursday should have solved this. -
Heavy Scientists and Excavator scientists fail to have loot customized
Steenamaroo replied to ChogChey's Support Request in Support
Looking at this now - Pinged you in CF discord. -
Hi, Sorry it took a while to get testing this. I just took a look and I'm getting rewards for both kill types. I tested CH47, APC, and Patrol Heli, and each of them worked fine. Is it possible you have some multiplier set to 0, cancelling out the reward? Maybe a weapon multiplier, or zone?
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It does auto-change the setting to scrap if Economics+ServerRewards aren't loaded. Could that be it? To be honest I think I'm going to change that - It's a pain. I think people would prefer no rewards and a warning in console, than scrap being given out and having to change the setting back.
