maxalt
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Everything posted by maxalt
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You truly are a wonderful creator. I now completely understand the integration between CustomLoot and BotReSpawn. Thank you so much!
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Thank you very much. By the way, is there any misconfiguration in the file I sent? Also, if I send you a Raidable Bases file in a format that can be opened with Fortify, would you be able to take a look at it?
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Thank you for this fun plugin! Recently, I set the loot count for RaidableBases (Nightmare) to 160, but I noticed that the actual spawned bases only had values like 143 or 150. When I entered the bases, I found that some chests and Tool Cupboards (TCs) that were placed using Fortify had disappeared. Do you know what might be causing this? By the way, even without a TC, the raid was marked as completed once the loot count reached zero. However, I definitely want TCs to be present. There are several bases where TCs disappear even though they were placed in Fortify. That said, not all Fortify-made bases are missing TCs, so it doesn’t seem to happen every time. Nightmare Bases.json RaidableBases.json
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Sorry for the late reply! I’ll give it a try today. Where is the Hunter profile created/generated?
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I'm really sorry for my lack of understanding. Could you please take a look at the file? The sk file is the one I want to assign to the regular zombies. By "regular zombies", I mean the ones configured from /botrespawn under "Default profiles" for each monument. During the daytime, 30 NPCs are spawned — 29 are set as "zombie" and 1 as "hunter" via "Edit Kits". CustomLoot.json sk.json
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I tried it, but the regular zombies at that monument are also dropping dog tags. I set the LootTable of the Water Treatment Plant to "hunter" → reloaded → adjusted /data/CustomLoot/hunter.json to drop both Blue Dog Tags and skulls → reloaded again. Then, when I defeat the Hunter (strong zombie) on site, it drops the Dog Tag and Skull as intended — but the regular zombies are dropping them too. What I want is for the Hunter to be a tough enemy for players, and as a reward for defeating it, they can sell the Dog Tag. So I want only the Hunter to drop the Dog Tag — not the regular zombies.
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Sorry for the trouble. To be honest, I’m still not entirely sure how BotReSpawn and CustomLoot work. Would it be okay if I summarize what I’m trying to do? What I want to achieve: I have strong zombies (Hunter) spawning only at large monuments, and I want only the Hunters to carry one skull and one bluedogtag. In other areas such as biomes, harbors, and rad towns, I only want regular zombies, and they should drop only skulls. Regarding the method you mentioned—does it go like this? In config/CustomLoot.json, I assign a LootTable (e.g. “Hunter”) to monuments like Water Treatment or Airfield, then reload CustomLoot. In data/CustomLoot/Hunter.json, I set the chance for skull.human to 1, and also set bluedogtags to 1. Is this correct? However, there’s one thing I still don’t understand. I want regular zombies to drop only skulls, and Hunters to drop skulls and bluedogtags. But if I assign the “Hunter” LootTable to a monument, wouldn’t the regular zombies there also drop bluedogtags? Sorry to bother you again, and thank you for your help.
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Thank you very much. When you say to duplicate a custom loot table, do you mean the sk.json file I previously created that only drops skulls? Should I simply copy that file and rename it? By the way, I’m currently using the /botrespawn command in-game to configure settings. I’ve set it so that for each monument or biome, I spawn 1 strong zombie using the “Edit Kits” section with Zombie29 and Hunter1.
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Hello, and thank you always for providing such a fun server! Previously, I received help setting up zombie loot so that they only drop skulls using CustomLoot — and it's working great! However, I'm wondering if it's possible to add extra items to some specific bots in addition to the skulls. For example, at the Water Treatment Plant, I have 30 zombies spawning, and one of them is a stronger zombie that I've configured through Kits to carry an L96. I'd like this one to also carry a skull and a bluedogtag. (Both items can be sold for RP at the Shop.) I tried giving items through Kits to its inventory, but it seems like the zombie only drops the skull — everything else disappears. Is there any workaround or method to make this work?
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Has support responded yet? Is there no solution? I've submitted several support requests to you, but I haven't received any replies so far.
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Thank you so much! Thanks for sticking with me for so long. Is it okay if I ask you again if something comes up…?
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I’ve read the description, but I’d like to double-check before purchasing. I’m running Rust_Dedicated on an Ubuntu server via tmux, and I use Ctrl+C to shut it down and restart it using an automated script. In this setup, teams are forcibly disbanded after the restart. Will this plugin prevent that issue from happening?
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Got it! If the behavior is bad, I’ll go ahead and ban them. I’ll share the .json file from /config, so could you take a look at my current cooldown settings? As far as I know, I intended to set: ・3-hour cooldown for buyable raids ・3-hour cooldown for scheduled raids as well …but I’m not sure if it’s working as intended. RaidableBases.json
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Additional note! For example, even if there are already 10 Raidable Bases on the map (the maximum allowed number), I still want the scheduled Raidable Bases to spawn.
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Really, truly, sincerely thank you! Then if I may take you up on your offer… Here’s what I’d like to do with RaidableBases: Cooldown After Raid Completion After completing a Raidable Base (whether from a scheduled spawn or via the /buyraid command), I want to prevent the player/team from raiding again for 3 hours. During this cooldown, they should not be able to enter any dome, regardless of difficulty level. (e.g. even if a player finishes a Nightmare base, they should not be able to enter a Medium base dome within the 3-hour cooldown). Ideally, this cooldown should apply to everyone in the team. Additionally, players should not be able to bypass the cooldown by: Leaving their team, Joining another team. Max Simultaneous Raids & Queue System I want a maximum of 10 Raidable Bases on the map at once, regardless of how they were spawned (Scheduled or /buyraid). If someone tries to run /buyraid while the cap is already hit, they should be forced to wait until a raid is completed and despawns. Ideally, when /buyraid is used while the limit is reached: A queue line is created. Once a raid finishes and a slot becomes available, the base spawns for the player at the front of the queue. Would such a setup be possible with RaidableBases?
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Thank you so much. You’re a genius. There’s one more thing I wanted to ask about RaidableBases,but I feel like I’ve already asked too much… so I’ll come back another time
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Thank you very much. Actually, one of the players on my server recently got shot down by a SAM site they had placed themselves while flying a minicopter, and I was trying to figure out how to prevent that. I’m sorry for suddenly changing the topic from RaidableBases to something completely different… But I truly appreciate your help. Just to confirm, does the TruePVE config you shared mean the following? Players cannot damage structures or deployables owned by other players, but can damage structures from RaidableBases. While flying in a helicopter or minicopter, they might get shot by static SAM sites (like the ones at the Launch Site), but not by SAM sites placed
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I’m really sorry to bother you again… This time, I have a question about integrating with your masterpiece plugin, TruePVE. On my server, TruePVE is being used to enforce PvE rules. Is the following configuration possible? Allow players to raid PvE raidable bases without allowing them to damage other players’ bases. As far as I can tell, damage between players is properly blocked. However, if I block damage to structures to prevent base raiding, it also prevents damage to raidable bases—so in order to allow those to be raided, I end up having to allow player base damage too. I’m trying to find a way to solve this. Please, I would really appreciate your help! TruePVE.json RaidableBases.json
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Thank you very much! I truly appreciate it!
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“Allow Max Amount Increase From Difficulties Disabled On A Specific Day Of The Week”: false Is it okay to leave this as false? On my server, I’m happy as long as scheduled events work.
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You are truly a genius. Even with the RaidableBases pack I purchased, I was having the same issue, so I was really struggling to figure out the cause. Also, sorry, but may I ask two more questions? I want only Easy and Nightmare bases to spawn randomly via scheduled events, but Medium bases are still appearing. For some reason, Medium bases in PVE raidable bases aren’t being assigned an owner, but Nightmare bases are. The configurations for Profile/Medium and Profile/Nightmare are almost identical, so I’m not sure why… Medium Bases.json Nightmare Bases.json RaidableBases.json
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So, does that mean there’s nothing wrong with the config file or the copypaste file? Is there anything else I can do on my end? By the way, this is based on the data I just confirmed in-game in Rust. Regardless of whether they were indoors or outdoors, about 30% to 40% of the auto turrets had no weapons installed. NightmareBase4.json