-
Posts
322 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by FoxMods
-
guard are moving even though they have 0 roam range
FoxMods replied to rustmmopve's Support Request in Support
Changed Status from Pending to Closed -
guard are moving even though they have 0 roam range
FoxMods replied to rustmmopve's Support Request in Support
Solution found user error. -
guard are moving even though they have 0 roam range
FoxMods replied to rustmmopve's Support Request in Support
how odd, must be a recent change in the NpcSpawn plugin for navigation, if you have npcs underground please make sure to set CanRunAwayWater to false within the guard profile you have created this will make them usable underground and be able to shoot back. -
guard are moving even though they have 0 roam range
FoxMods replied to rustmmopve's Support Request in Support
Will take a look for the scientist being on the roof it is usually down to an npc being placed where it has no valid nav mesh and snaps to the closest point, example is when they are too close to a wall or any object. -
Changed Status from Pending to No Response Changed Fixed In to 1.5.14
-
Hello how can i help you, just to clear things up i have Dm'd closed for spam/scam reasons.
-
-
-
Changed Status from Pending to Closed
-
Will take a look at adding this thank you for your suggestion.
-
Changed Status from Pending to Closed
-
Does not currenty have this feature but can look at adding this for a future update for you.
-
{ "ProfileEntries": { "garage doors": { "Health": 2000.0, "SkinId": 1415079530 } } } { "BankEntries": [ { "bank display name": "Test Bank", "parent monument name": null, "time between resets": 1800.0, "alarm timeout seconds": 120.0, "alarm disable when all crates are looted": true, "spawn position": { "x": -668.1162, "y": 24.8576756, "z": 15.70411 }, "spawn rotation": { "x": 0.0, "y": 0.0, "z": 0.0 }, "player detection origin": { "x": 0.0, "y": 0.0, "z": 0.0 }, "player detection radius": 100.0, "map marker origin": { "x": 0.0, "y": 0.0, "z": 0.0 }, "map marker radius": 100.0, "map marker opacity": 0.6, "map marker ready color": "#2eff74", "map marker reset color": "#ff2e2e", "map marker outline color": "#ffffff", "loot spawn group entries": [ { "Id": 3177, "Prefab": "assets/prefabs/deployable/chinooklockedcrate/codelockedhackablecrate.prefab", "Profile": null, "Position": { "x": -0.04071045, "y": 0.04530716, "z": 0.196435928 }, "Rotation": { "x": -0.00194311875, "y": 283.140167, "z": 359.913574 } } ], "door spawn group entries": [ { "Id": 3593, "Prefab": "assets/prefabs/building/wall.frame.garagedoor/wall.frame.garagedoor.prefab", "Profile": "garage doors", "Position": { "x": 1.49249268, "y": 0.166625977, "z": -6.467394 }, "Rotation": { "x": 0.0, "y": 13.3333187, "z": 0.0 } }, { "Id": 9537, "Prefab": "assets/prefabs/building/wall.frame.garagedoor/wall.frame.garagedoor.prefab", "Profile": "garage doors", "Position": { "x": 4.67230225, "y": 0.354122162, "z": 5.18401432 }, "Rotation": { "x": 0.0, "y": 13.3333187, "z": 0.0 } } ], "npcs spawn group entries": [ { "Id": 1765, "Prefab": null, "Profile": "default", "Position": { "x": 3.79986572, "y": -0.289468765, "z": -7.350936 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, { "Id": 1227, "Prefab": null, "Profile": "default", "Position": { "x": 7.863037, "y": -0.0256900787, "z": 4.15430927 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, { "Id": 2957, "Prefab": null, "Profile": "default", "Position": { "x": 1.5680542, "y": 0.0291461945, "z": 4.185258 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } }, { "Id": 3914, "Prefab": null, "Profile": "default", "Position": { "x": -0.6699219, "y": 0.08488846, "z": -3.12963676 }, "Rotation": { "x": 0.0, "y": 0.0, "z": 0.0 } } ] } ] } example
-
Changed Status from Pending to Closed Changed Fixed In to 1.5.09
-
Should be no fixed in the latest update please lmk if still an issue.
-
do you happen to have discord so we can resolve this issue.
-
Hackable crate i am currently looking into, rust added something to the game that removes the marker and refreshes decay on that crates.
-
Are you using the profiles to setup the doors skins ?