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Everything posted by ZEODE
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Sending faster? I changed the ""Delay Between Entity Death While Despawning Base" from the default 0.002 to 0.005, so in fact slowing it down. I am using a Linux (Ubuntu Server 18.04 LTS 64bit) with an Intel I7 6700K @ 4.0GHz and 64GB 2133MHz DDR4. I only run one other low pop instance from the same box. I have 2 cores pinned for each server instance and allocated 14GB RAM each. The bit that might let me down is this server has HDD instead of SSD which my other has. Would that affect it?
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I am having a similar issue on my server, but it only seems to be affecting SAM sites. I had player reports of several floating SAM which have been left over when the raid bases they were attached to despawned. They are still active and shoot down players who pass them. I unloaded/reloaded the plugin and they are not destroyed until server restart. I have changed the despawn time from 0.002 to 0.005 to see if that helps, 0.02 means bases take a long time to despawn, although reading above it seems it might not help?
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Private message sent with download link for the requested. Thanks.
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Sure, I’m at work now. When I get home later ill save it all into a zip file and upload it to one of my servers for you to download and send you the link in a private message. I’m not using a custom map, just a proc gen with manually selected seed. I’ll send that too.
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As far as I can tell no, there are not underground NPCs where they are. The screenshots I posted above don't show any below them. The aggro range I have set for 30 and deaggro set at 40. In config I have set: "NPCs_Attack_BotSpawn": false, "HTNs_Attack_BotSpawn": false, "BotSpawn_Attacks_NPCs": false, So they shouldn't interact with other NPC right?
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When I have witnessed them, they were walking without no obvious purpose. I have not seen them attack anything other than players, nor be attacked by other scientists, animals, etc. They seem to often end up in the same places, like the picture above of the Dome bots, they always end up in the position shown in the picture above. Thanks for taking the time to look at it.
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Here again today, these NPC you see to the right, moving towards Launch site are from the Mining Outpost you see to the left of the screen. I have radius: 30, roam: 20, so they are a long way out from where they should be. I watched some spawn at Oxums earlier, and without any interaction they started moving out away from the garage more than the 20m roam I had set. I also have it set in the config so they do not attack or be killed by other NPC/scientists. On plugin first load they seem to be ok, but once left a time they seem to migrate. The only other plugins I have which spawn/control NPC bots is Raidable Bases. Would it help if I sent you my configs in PM to see if its my error somewhere?
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Oh, perhaps. I am using the Raidable Bases plugin, so that spawns randomly all over the map and spawns its own NPC around the bases. I guess a base could spawn near. Would the BotSpawn NPC react with others?
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FYI: For large monuments like Airfield, Water, Launch, Harbour etc I had - radius: 100, roam: 40 Dome, Junkyard - radius: 40, roam: 30 Oxums, Mining Outpost, Supermarket - raidus: 30, roam: 20 Would you say that was incorrect?
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Following your advice using the bots.count command, I noticed the bots were all accounted for. Looking deeper I found this to be the issue, they are in fact there, but they are a long way from their intended monuments. These NPC were supposed to be in Junk Yard, Water Treatment, Dome and Oxums for example. I am going to go back through the config and make sure I have the roaming and spawn radius etc set correctly. My guess is I have it set too high:
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I'm pretty sure they are not dead NPC on timers. Thanks for the tip, I will keep an eye on it and see what happens.
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Hi, thanks for the reply. I have same number set for day and night. Respawn timer is set to 300 seconds.
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I am finding that sometimes bots are either not spawning, or spawning less than set in the config at monuments, usually Mining Outpost, Oxums and Supermarket. Sometimes at Dome too. There are no errors in console and when I reload the plugin they spawn again correctly.
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Never mind, I see its an Oxide issue which has since been patched.
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As title, since the Rust update, it appears that pickups no longer give RP (using Server Rewards) as they used to. My config hasn't changed and the messages are enabled, but no RP is being given for pickups. Anyone else seeing this issue?
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Never mind, I set it as you said and all good. Thanks
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Yes, I have all these set to false. But still player bags are lootable at PvP bases, even though set to false. Edit: Oh wait, I have these set to true: Backpacks Drop At PVP Bases Backpacks Drop At PVE Bases If I set these to false, does that mean once the players corpse despawns the loot will despawn also, I want the players bag to spawn when corpse desapwns, I just would like it not to be lootable. So I need to set these to false too?
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As title, even though the raidable bases are PvP zones, if players are killed I don't want their corpse or backpacks lootable. I have these options set to false int he config. Player corpse works as expected and is not lootable by other players. However, once the corpse goes and become a backpack, players can freely loot it even though the permissions are set to not allow it. I am also running the PreventLooting plugin with these options also false. Any ideas why player backpacks are still lootable? Thanks.
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So much work has gone into this plugin and it really shows. It is 100% worth its price and the support from the dev is fantastic. The players love the bases, it's simple to set up with great instructions. It takes a bit of time to fully configure it for your server but that's usual for such a big plugin and everyones needs are different. That said, it comes default with a good bases to work on or run "out of the box" if you wish. I bought the tier 3 package in the bundle so you save overall and is definitely worth it to save making all the bases yourself. Cannot recommend this highly enough.
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I had the same issue, bases only spawning around the beaches. I increased this setting and now they spawn accross the map more: "Maximum Elevation Level": 6.5, I raised it more, but then I had bases spawning on the side of steep hills/mountains and half the base was in the terrain and the other floating in the air a long way. But 6.5 seems to work well for me.
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This is to do with the decay of the MiniCopter. This NRE happens whether decay is true or false in the config. Easy to recreate the error, it happens on its own every few minutes in console output. As Vnuk pointed out, the plugin still works as intended. The latest Rust update is causing the error with the plugin. To fix it for now until the author updates the plugin, you can insert the following below line 781: if (entity.OwnerID == 0) return; This will fix the annoying NRE error message.