ToliburtiX
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Everything posted by ToliburtiX
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Very loud for PvE servers with a small map
ToliburtiX replied to ToliburtiX's Support Report in Support
Great, 'til than the gangs have to live with the silencer, or they get knife and mace. -
Very loud for PvE servers with a small map
ToliburtiX replied to ToliburtiX's Support Report in Support
Thanks for your answer und considering my suggestion. To put a silencer on their weapons was a great idea and works perfectly, thank you! -
Hello, because of the new ringroad around the missile silo, the traveling vendor only spawns and travels there. No ice cream for the rest of the island anymore. Greetings, ToliburtiX
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Hello, even though I’ve already dialed back the frequency and duration of the event, it’s still really annoying for a PvE server with a small map. It sounds like New Year's Eve fireworks, yet no one goes there. Players are getting annoyed. The soldiers at the oil rig stay stationary when no player is nearby—partly for performance reasons. Could something similar be implemented as an option for the gas station event? The event would still start and the car crash would still make a loud bang, but the gang members wouldn't shoot at each other unless a player is within a configurable radius? Regards, ToliburtiX
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No NPC-Guards on Custom-Monuments with high tier loot anymore
ToliburtiX replied to ToliburtiX's Support Report in Support
Thank you for the quick fix. Are there any other substantial changes to the terrain? The wipe just began and as you know, changing the map while saving user buildings/states is not that easy. Or should I better wait 'til next wipe? But than I have to write BetterNPC-Files. Hoped that you will provide them, instead of using NPC Spawner again. Better NPC is much more flexible in terms of changing and fixing things during a wipe. Greetings -
No NPC-Guards on Custom-Monuments with high tier loot anymore
ToliburtiX posted A Support Report in Support
Hello, from map version 3.0.7b to 3.1.0 all custom NPC spawner (round about 65) on the map were deleted, without any notice. And no BetterNPC files are provided as replacement. So all the high tier loot at Kingstown Penitentiary, Mini Airfield Tunnels and Mini Launchsite is now without any NPC guards. You can get it all completely without fighting. Took me some time to figure out whats going on, and why my players are so happy and snowballing from wipeday on. Are there any BetterNPC configs in the pipeline, or do I have to write my own? Greetings, ToliburtiX -
Me too, no one is walking.
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I'll do so, but this time it came to my mind while I was looking at a TC with the new version. I saw the owner name and asked me, what about the other autorized users?
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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.