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Everything posted by pookins
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Have not had this problem since aggro range was introduced, they will shoot back at long range if attacked but otherwise stay in aggro settings, I have had to reduce long range damage and actual damage for bots armed with spaz12 shotgun because of the "new" "blood in the face" effect when shot by these weapons , bots equipped with shotguns and pistols dont seem to "obey lower damage at long range" when shooting at you, got heavy damage from a bot at 190M ? armed with a spaz12,
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I was initially confused at to the extra config option "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", But once i had unloaded/edited/reloaded CustomLoot to take in the effects of new update and killed a few bots i realised that it was still using CustomLoot settings, Everything is working pretty well once i changed the "target noods" to True but i am still missing one Wild Swamp and the Large fishing village,, i decided to only use the large substations and leave the others otherwise just too many spawn points on the map,
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After editing and checking Botrespawn i have found that latest version is not as good as the 1.0.7 version i was using ! Bots no longer follow when attacked but will shoot back in some instances, i walked into Hqm quarry through the bots and they totally ignored me and actually "pushed" me out of the way ?? Here are two screen shots and the config for the HQM quarry }, "HQM Quarry 0": { "type": 0, "Spawn": { "AutoSpawn": true, "Radius": 100, "BotNames": [ "BHP Security" ], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "White" ], "Day_Time_Spawn_Amount": 5, "Night_Time_Spawn_Amount": 15, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 150, "Stationary": false, "UseCustomSpawns": false, "ChangeCustomSpawnOnDeath": false }, "Behaviour": { "Roam_Range": 100, "Aggro_Range": 50, "DeAggro_Range": 70, "Peace_Keeper": false, "Bot_Accuracy_Percent": 70, "Bot_Damage_Percent": 90, "Running_Speed_Booster": 10, "AlwaysUseLights": false, "Ignore_Sleepers": false, "Target_Noobs": false, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 2.0, "Target_ZombieHorde": 0, "Target_HumanNPC": 0, "Target_Other_Npcs": 0, "Respect_Safe_Zones": true, "Faction": 0, "SubFaction": 0 }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Corpse_Duration": 6, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 100, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 0, "Wipe_Clothing_Percent": 0, "Allow_Rust_Loot_Percent": 100, "Rust_Loot_Source": "Default NPC", "Respawn_Timer": 8, "RustRewardsValue": 0.0 }, "Other": { "Chute": false, "Suicide_Timer": 8, "Die_Instantly_From_Headshot": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": true, "Use_Map_Marker": false, "Always_Show_Map_Marker": false, "MurdererSound": false } },
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- 226 comments
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I have gone from 10 substations to over 30 ? before update (same map) "Substation 0"-9 after update (same map) "Substation_Large_1 0",1,2,3,4,5,6, "Substation_Large_2 0":,1,2,3,4,5,6,7,8,9 "Substation_Small_1 0",1,2,3,4,5,6,7 "Substation_Small_2 0",1,2,3,4,5,6,7 Also I have fishing villages but no large fishing village or large harbor *have now only one listed harbor
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Still not resolved as far as i can see
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I say its not an actual group as it is not listed when /chat group list cmd is used, it does not show in chat , and my post is about groups that dont exist that show in this plugin which cannot be removed, and i do know what plugin it is from as i have been using that plugin since its release. Steenamaroo 519 Posted March 12, 2021 PermissionsManager doesn't handle creating/renaming/removing groups, but there are oxide commands for these. oxide.group remove <GroupName> But as the groups do not exist on my server the above cannot be used
- 195 comments
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Actually apart from putting the groups in alphabetical (instead of ranked) order i still have the "dniper" and "ppop" group ? used groups shown below Permission manager groups showing (first page only) Its not in any way a "game breaker" its just odd , it also includes (for some reason) treasure hunter which is from the Huntsman plugin and not "really" a "group", But thanks for the update anyway
- 195 comments
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- #permissions
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- 195 comments
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- #permissions
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(and 7 more)
Tagged with:
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- 195 comments
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- #permissions
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(and 7 more)
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I still use it as approx 3/10 dont appear (navemesh issue) 3/10 run sideways/back (fast) and you can sometimes hit/kill them but the other 4/10 work normally and shoot the crap out of you if you are not fast enough.
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Is there a method to restore the home page to smaller sized icons , with this new page i only get 2 icons (per row) showing for the top row and 4 on the other rows ? If i reduce the size using ctrl -/+ keys the icons get smaller but so does the print .
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True i have already reported this issue, getting "invisible" huntsmen now where i get the warning message that a huntsman has spawned and a warning that "an enemy is close" (proximity alert plugin) but no sign of the huntsman, i also now get a weird effect of a laser sight light shining around or close to me but no shots fired, the weird thing is that none of the huntsmen have a laser sight equipped but i can see one shining at me when i do encounter a Huntsman but there is nothing on the weapon in the kit ? ** Just noticed this in console when Huntsman did not appear [Huntsman] acebaby12 shot down a bear[33000174] and a HuntsMan tried to arrest him/her Failed to create agent because it is not close enough to the NavMesh assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab failed to sample navmesh at position (-1696.2, 17.9, -345.5) on area: HumanNPC [Nav Mesh Error Fix] Located & Killed Stuck assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab at (-1696.2, 17.9, -345.5) assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab failed to sample navmesh at position (-1696.2, 17.9, -345.5) on area: HumanNPC "SetDestination" can only be called on an active agent that has been placed on a NavMesh. BUT i actually shot another bear just before that right next to the first bear and the Huntsman appeared (although he ran a fair distance away)
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Like the original version you have to add the bots to what monuments/biomes you want them to populate plus you have to create kits for the bots to use, they work best with projectile weapons (except for rocket launchers) , it does take some time especially if you want a variety of bots with differing weapons/clothing/behaviour/aggro range/health. here is an example of one monument config "Abandoned Cabins 0": { "type": 0, "Spawn": { "AutoSpawn": true, "Radius": 100, "BotNames": [ "Murdered Settler" ], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "Ghoul" ], "Day_Time_Spawn_Amount": 15, "Night_Time_Spawn_Amount": 25, "Announce_Spawn": false, "Announcement_Text": "", "BotHealth": 150, "Stationary": false, "UseCustomSpawns": false, "ChangeCustomSpawnOnDeath": false }, "Behaviour": { "Roam_Range": 100, "Aggro_Range": 30, "DeAggro_Range": 40, "Peace_Keeper": false, "Bot_Accuracy_Percent": 70, "Bot_Damage_Percent": 90, "Running_Speed_Booster": 10, "AlwaysUseLights": false }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 10, "Corpse_Duration": 6, "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 100, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 0, "Wipe_Clothing_Percent": 0, "Allow_Rust_Loot_Percent": 100, "Respawn_Timer": 8, "RustRewardsValue": 0.0 }, "Other": { "Chute": false, "Suicide_Timer": 8, "Die_Instantly_From_Headshot": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": true } }, And as usual Steen beat me to it !! (while i was typing out the above)
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I just used permissions manager to remove my (player rank) permission for this plugin and also from default group which had Turrets.Turrets and Turrets.Normal permissions , I then found that when i approached a turret i got the "you do not have permission to use that" when i attempted to turn the turret off/on. Check that you have not got default set to use the permissions. I have had absolutley no problems using this since i bought it a while ago.
- 106 comments
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Running the same NPC plugins ( BotRespawn and Guarded crate) that i had running before i first installed Huntsman, both of those are still working as they did before.
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What has happened to the Huntsman ? , Since the last game update i have noticed that the Huntsman instead of staying near the dead animal will run away from it (sometimes a long way) before "defending" the carcass.