-
Posts
477 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by pookins
-
I now have the problem that not only does it no longer show in PermissionsManager but now any permission i type in is shown as "does not exist" ?? the commands still work and arming the turrets with various weapons/ammo is no problem but i cannot give perms to anyone who does not already have them
-
The Oxide updates "fixed" the issue, now only showing single entries for ranks , BUT it is showing them all lower case ? , but the groups in chat are still showing "correct" spelling so no problems ,
-
- 106 comments
-
All my groups (ranks) are created for PlayerRankings@Ankawi and have always been in Capitol letters and i have had no problem with them being displayed in caps, i have tried reloading Permissions manager and TurretsReborn and PlayerRankings but still the same, I dont actually know how to remove the redundent groups from permissions manager and feel that if i remove a groupname it will remove all groups of that name, I wont worry about it for now so long as the permissions still work for those that gain that rank, otherwise i will go through each group name section and grant the same permissions to all those of that name ,
-
- 106 comments
-
Since this last game/oxide update i now have 2 or 3 entries for each permission group, Some are in smallcaps instead of capitols, I have lost the permission(s) for TurretsReborn
-
Thanks for the update , fixed the message
-
I have changed the message back to what i had before (colour and text) but as it is a different animal on most occassions (and it names the animal) i will leave it for now. BTW : i dont use back to the wild plugin.
-
I get this messsage now Huntsman: you killed the assets/rust.ai/agents/stag/stag.prefab now pay the price !!!! I used to have the message Huntsman: You have killed my pet <> now you will die, but that seems to have been removed when updating to this version
-
So as you say "Ordinarily only players who have handled a weapon or tool will have a sash", that means everyone ! , it takes any player at most 10 minutes to craft a stone axe , 20 minutes for a bow ,, I just tested this with NoSash removed from the server , I removed authorisation from all available kits and backpack, i logged off the server and back on again and was equipped with the rock and torch and approached a bot spawn area and was of course safe, i then found the materials to construct a stone axe , as soon as i put the stone axe in my belt i then had a sash and was killed within 2 minutes by a bot, pookins[76561198188896529] has spawned Calling 'OnPlayerDeath' on 'PlayerGravestone v1.1.1' took 433ms [Where's My Corpse] Player death info: 76561198188896529 at (978, 25, -164) pookins[76561198188896529] was killed by TechTeam8[5348104] So any noob player gets approx 10 minutes protection before they craft a wood/stone spear or axe, that is if they dont encounteer a trash pile and pick up an already crafted axe or weapon.
-
So there is no way to prevent noobs from getting targeted as every player (regardless of time on server) has no sash ? , why have this option when no one wants a visible sash and i for one have had this plugin for 4+ years, ? , I really love this plugin but see no point in this option which is actually no option if nosash plugin is being used ? My reasoning is that if NoSash plugin is not being used then the BotReSpawn plugin cannot tell how long a player has been on the server to check if they are a "noob" as everone has a sash, If the NoSash plugin is being used then every player checked will have "no sash" even if they have just joined the server and therefor can get killed anyway ? So the option is redundant. Can you in any way make the option based on whether the player has a backpack instead of NoSash ?, because that plugin is configurable so that any noob player will not get one for a set amount of time , for instance new players do not get a backpack on my server until they have one hour on the server , This would have to be a decision based on what other server/plugin owners agree to and maybe you could open a discussion thread regarding this. I think most server owners would be using the backpack plugin (?)
-
All three messages do appear (gets repeated in console) [BotReSpawn] NoSash plugin is installed [BotReSpawn] NoSash plugin is installed [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] BotReSpawn NPCs will target noob players. [BotReSpawn] BotReSpawn NPCs will target noob players. And as all players have nosash (there is no configuration file) How do i prevent noobs being targetted ? it is a bit of a contradiction that the setting is set for Target false but it ignores that and allows them to be targetted ? So if i set it to True they get targetted and if i set it to false they get targetted ?
-
I have target noobs set to false but when i reload BotReSpawn i get this in console [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] BotReSpawn NPCs will target noob players. [BotReSpawn] BotReSpawn NPCs will target noob players.
-
its not that big a problem but i felt it was worth mentioning it, it does get annoying when i still get the ProximityAlert warning that "an enemy is close" and for some odd reason i get the laser target light targeting me although none of the bot kit weapons have laser attachments.
-
Still getting 3 out of 10 spawning inside rocks and terrain. and i still dont know where they are getting the infrared sight from as it is not in their inventory (kit) ??
-
Make sure to ctrl - to zoom out or you wont get all the boxes showing problems on missing functions now solved
-
- 222 comments
-
- 1
-
-
I have most available rifle types (except for bolti) in my turrets and just type /turret fill <ammo type>, i add the weapon manually (it only takes a second or two) But using the same weapon in all turrets i think you would have to use the weapon short name rifle.lr300 (?) my usual loadout for a cave is 4 turrets , 2 with ak's/LR300/M249 , 1 with Grenade launcher (smoke grenades) , 1 RocketLauncher with incendiary rockets, surprisingly i dont get raided often
- 106 comments
-
The problem will increase as FP adds more and more monuments, You can have 5 bot spawn points in close proximity , for example i have The Dome, Abandoned supermarket, 2 large substations, 1 small substation, the Trainyard and Water Treatment all packed together as well as the roaming biome bots for that area, You just have to put up with crossfire