ToliburtiX
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Everything posted by ToliburtiX
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Happy to test the feature in the new version 2.2.0, works great. Thank you. Next suggestion would be, if it's a TC than show the autherized Users (SteamID and Name). Greetings
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Hello, thanks for the plugin, it already helped me resolving some problems. I'm aware of a SteamID does not resolve to a unique name. But as long as the player is not dead, the rustserver/baseplayer knows the last one used ingame. Would be helpfull to see it alongside the SteamID like "<SteamID> AKA <Name>". Greetings, Toli
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Same for me.
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Or you can just change the skinning knife to something else, like the combat knife. The skinning knife is the only one which gives these head.bags.
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Hello, I'm currently running the bought custom map Kingstown . Everything works fine so far, but the roaming NPCs drown in water more often than average. Is there anything I can do beside setting down the damage they get from water? Would be nice to tell them not go into water that often. Greetz
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Hey guys, BetterNPC has changed the format of configuration files. Any plans to update the bundled files for the map? Thanks an greetings, ToliburtiX
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Hello, I often encounter the problem that players start building first and deal with the electrical system later. In that case, neither a TC-authenticated player nor an admin can execute "gp_pole add". You have to remove the TC and set it back afterwards, with all the risk it implies. Would be nice when MonumentProximityChecks will only take prefab monuments in account, not building blocks of players. Greetings
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Hey, please see the video clip Stuck at Oxum Maybe it helps to improve your otherwise good pathfinder. I have "Use only NavMesh navigation?": false. None of the npcs spawned at Oxums, they all went in, but do seldom find out. What I saw, they sometimes jump on shelfs or tables and from there through the roof over a wall in the next room, like Samantha does in the clip. Sometimes they use this method to get out of the building again. But it takes a long time. I have "Suicide timer if the bot does not reach the destination point (0 - disables the timer)": 600.0 but they are often stuck longer than that and not doing suicide. I otherwise saw npcs finding their way in and out of buildings just fine. Greetings
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Suggestion: A "trust spawndatabase positions without checks" option
ToliburtiX posted A Support Report in Support
Hey, since update 0.3.5 spawn-coordinates from spawndatabase are also checked with "NavMesh.SamplePosition(point, out var hit, 1f, 1 << NavMesh.GetAreaFromName("Walkable"))". And I'm totally understand this point. But this break my carefully selected spawn positions for new players and a hand of naked npcs inside a welcome house. It works totally fine without this check, the npcs do find their way out of the house, even navmesh returns false at the walkable test. It works also with "Use NavMesh only" true or false. If true, they are just kicked beside the house. I attached a short video showing the npcs find their way out after spawning without the test as proof. Could you please give the option to disable the check for spawndatabase, because these are always handpicked coordinates by admins? Maybe with the note "Use at your own risk"? Short clip of spawning inhouse and finding way out. Greets and thanks for the work. -
ailed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to HolyMoly's Support Report in Support
Works perfect, thanks for your work. The fallback to spawn at the beach as last resort is a good choice. -
Suggestion config combination "Lock container, but don't delete on death."
ToliburtiX replied to ToliburtiX's Support Report in Support
Works perfect, thx. -
After update 0.3.2 NPCs stop roaming at all and do not die
ToliburtiX replied to ToliburtiX's Support Report in Support
They do both. Sometimes they spawn in closed prefabs, with no chance to get out. Sometimes, what looks really cool, they walk in buildings and roam for example the inside gasstation. In that situation they mostly find the way out again. Looking ahead for the update. -
After update 0.3.2 NPCs stop roaming at all and do not die
ToliburtiX replied to ToliburtiX's Support Report in Support
Billy is waiting in Oxums gasstation restroom for a day now. Wants to go to Satellite Dish, but does not find a way out. Please help him. -
After update 0.3.2 NPCs stop roaming at all and do not die
ToliburtiX replied to ToliburtiX's Support Report in Support
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ailed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to HolyMoly's Support Report in Support
It's probably not on the rust server console. It's in the logfile you configure with the server-option "-logfile". -
After update 0.3.2 NPCs stop roaming at all and do not die
ToliburtiX replied to ToliburtiX's Support Report in Support
You are right, I already gave you the information and downloadlink for the map in the other thread. Will send you my config as pm, skin-ids for my bots dont need to be public. -
Not working anymore: Suicide timer if the bot does not reach the destination point
ToliburtiX replied to ToliburtiX's Support Report in Support
Here a bot constantly running around a rock with wood-collectable unreachable on top. Testwise I lowered the suicide time to 120 Sec. It now seams, the bot makes a pause after that time, but not really dies. Just gets stuck and waits. When giving a gun shot or other kick its configured for, it starts again running around. -
After update 0.3.2 NPCs stop roaming at all and do not die
ToliburtiX replied to ToliburtiX's Support Report in Support
Hello, this issue is NOT FIXED ! if you want for some reason bots NOT to place boxes/stashes all over the map when inventory overflows, and disabled it, since update 0.3.2 the NPCs get stuck in the moment the inventory is full. They don't move, they don't die, just standing there forever. And no new NPCs spawns. Also setting "Suicide timer if the bot does not reach the destination point..." does not help. (I made a ticket for it) They stay forever. After a while all harvesting/collecting bots on the map are stuck. Before update 0.3.2 they just died and released the loot in a corpse/backpack like configured. As a workaround for now, you can enable the stash/box for inventory overload and set its lifetime to some seconds. Same stuck NPCs you get, when enabled inventory overload boxes, and set the max. number for example to 5 and the lifetime of the boxes to something about an hour or more. As soon as there are 5 boxes and the NPC has a full inventory, it gets stuck like described above. Waiting for the first box decay, placing a new one, getting stuck again, and so on. Greetings -
ailed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to HolyMoly's Support Report in Support
My map is also procedural (seed 4548765, worldsize 3000) generated by my server itself. Without ever editiing it, I saved it on my webserver, and removed server.seed and server.worldsize from the config. My public levelurl is "https://rust.nullx2a.de/Maps/PrettyLittleMap.map". You may use it for reference and testing. I use carbon framework. Both server and carbon are updated as soon as an update is available. -
Not working anymore: Suicide timer if the bot does not reach the destination point
ToliburtiX posted A Support Report in Support
Greetings, I do have more and more bots which for example constantly and forever running around a rock with a "wood collectable" on it trying to reach it, but never can. "Suicide timer if the bot does not reach the destination point ...": is on default 600.0. Setting "Enable periodic bot reinitialization? (can improve performance)": true does not matter, too. -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Report in Support
It's not fixed, see ailed to create agent because it is not close enough to the NavMesh -
ailed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to HolyMoly's Support Report in Support
I do agree! Don't know if it's got worse, but it's still there. -
How to unclaim horse to sell it or give it to a stranger
ToliburtiX posted A Support Report in Support
Hello, I love the simplicity of the plugin, much better than other horse/vehicle plugins. Great work. But I have one suggestion: Sometimes you will unclaim the horse immediately. Maybe sell it or give it to a buddy who is not in your team. Would be nice to do it with a key-combination like ctrl+space when dismounting, or just a chat-command like /horse unclaim. Greetings -
After update 0.3.2 NPCs stop roaming at all and do not die
ToliburtiX posted A Support Report in Support
Hello, thanks for the great testet update, again. Because the whole thing with placing stashes/boxes when inventory overflows does still not work (see Inventory overflow boxes are placed in a row) , I was glad 'til today the NPCs just died where they are and gave back the loot in their corpse in the way configured when inventory was full, and a new NPC spawns. This no longer works since update 0.3.2, either. They get stuck in the moment the inventory is full. They don't move, they don't die, just standing there forever. And no new NPCs spawns. And yes, I deleted the Bots.json and also did unload/load the plugin, and also rnpc init. Thanks a lot. -
Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Report in Support
I literally wrote it in my post you are answering to.