Jump to content

Steenamaroo

Administrator
  • Posts

    3,334
  • Joined

  • Last visited

Everything posted by Steenamaroo

  1. Thanks for letting me know. Been busy but I'll get these sorted soon.
  2. Hi, Thanks for reporting. Yeah, at the moment UpdatesChecker goes on names, and it doesn't filter out files pending approval, so it needs some work or, rather, Codefling API does @Death In the meantime you can add FurnaceSplitter to the config Ignore list.
  3. Changed Status from Pending to Closed
  4. Changed Fixed In to Next Version
  5. Steenamaroo

    Error

    Thanks for flagging. I'll look into it.
  6. Changed Status from Pending to Closed
  7. Steenamaroo

    InCallHook error

    I'll take a look. Thanks for reporting.
  8. Soon. Most likely tonight or tomorrow. 🙂
  9. You just add the names of the groups and the multiplier you want. I don't know BetterChat but I'd guess what you've pasted above is correct. If the groups are called "VIP", "VIP1" etc, then that is correct
  10. Hi, That's a lot of stuff that could potentially overlap. I'd strip it back to BotSpawn and ZombieHorde and get those working as you want. Remove everything else you mentioned. Changing server convars for npc population shouldn't affect BotSpawn or (I guess) ZombieHorde as those plugins are spawning and maintaining their own populations. The same for plugins which alter or randomise spawn points - BotSpawn is getting its own spawnpoints or using ones you specified. I imagine ZombieHorde is similar. AutoSpawn : true/false is whether or not this profile will spawn npcs automatically. Murderer : true/false is whether or not the spanwed npcs will be murderer type. (False will be scientist). Each profile spawns either scientists or murderers. Not a mix. Allow_Rust_Loot_Percent dictates whether or not BotSpawn will remove the corpse loot that Facepunch puts there by default. Some loot plugins may empty containers before filling them, or just add loot on top of what's there, or even give you that choice. Something to keep in mind. I have no idea if BetterLoot puts loot on npc corpses or not - That's something you'd have to look up or ask but, certainly, CustomLoot (by me, on Codefling), is capable of using a custom loot table per BotSpawn profile if that's something you're interested in. You can also keep it simple and just have one loot table for "BotSpawn" if you like. The choice is yours. Regarding debug output, BotSpawn should tell you what you need to know. If there's some problem with a kit or you're using custom spawn points but don't have enough of them, BotSpawn will tell you in console.
  11. Thank you. My pleasure. 🙂
  12. It's not an option but it's certainly something I could add. Thanks for the suggestion.
  13. Hi, Any change you have all the weapon multipliers at 0? If so, set them to 1.
  14. Hi, Thanks or reporting. I spotted this yesterday and it'll be fixed in the next update.
  15. Yes, they'll be in the next update. 🙂
  16. Changed Status from Pending to Closed
  17. Hi, None of the message in that screenshot is from RustRewards.
  18. "Rust Rewards based on each profile." No, that's not an option. RustRewards can give a global BotSpawn reward - it doesn't know, or care, if it's murderer/scientist or what profile it is. BotSpawn itself will offer ServerRewards and/or Economics, and will support floating point, in the next version. 🙂
  19. HI, You're mixing up a few different plugins. ServerRewards value from BotSpawn uses the ServerRewards plugin. Economics is a different plugin although the next version of BotSpawn will support that in the same way. I'll ensure that both accept a floating point value so you can give 0.* rewards. RustRewards is a totally separate thing and gives out its own ServerRewards, Economics, or Scrap. It has its own values and multipliers, all adjustable through its config, and it does support BotSpawn, although it treats all BotSpawn npcs equally. The advantage to giving out the rewards via BotSpawn is that you can do it per-profile so the next update of BotSpawn is probably the best solution for you.
  20. Ah, ok. I'll need to add it in manually the same way as the Oilrigs. It'll be in the next update. Thanks.
  21. Oh, sorry - Leave the HappyHour multiplier at 1. That disables it.
  22. Hi, Setting start and end hour to the same thing would disable it, but I'll add a true/false back in. Must have gotten lost along the way.
  23. Hi, They should be added automatically. Is something missing?
  24. I assumed that was author debug and removed it, although I'd be happy to add it back in again.
  25. No problem at all. Heh, it happens! If that turns out not to be the issue please do let me know. 🙂
1.7m

Downloads

Total number of downloads.

8k

Customers

Total customers served.

121.4k

Files Sold

Total number of files sold.

2.5m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.