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pookins

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Everything posted by pookins

  1. Never had this problem although it shows two ployers who have never existed on my server and no way to delete them ? apart from that its an unreplaceable aid to the server.
  2. 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.
  3. 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 .
  4. 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)
  5. pookins

    BotReSpawn

    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)
  6. pookins

    Turrets Reborn

    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.
  7. pookins

    BotReSpawn

    You can disable spawning in biomes and restrict roam range of monument bots but as FP keeps adding more and more monuments it makes it difficult as you would also have to disable the bots in the biome you want clear or make them "standing" only
  8. pookins

    BotReSpawn

    With over 750 bots at night i dont get much of a fps drop and they are all moving around,
  9. pookins

    Running Huntsmen

    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.
  10. pookins

    Running Huntsmen

    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.
  11. pookins

    BotReSpawn

    you would have to disable the respawn timer as well wouldnt you ?
  12. pookins

    Unlimited ammo

    Do you mean adding the extra permission to version 1.0.3 ?
  13. pookins

    BotReSpawn

    I think all settings are in minutes (although i might be in error) so "Death_Crate_LockDuration": 600, might need editing
  14. pookins

    BotReSpawn

    Same with the fishing villages, you have a large one and at least one small one, If they are described in config as large or small (as with old harbor/fishing village config) it is easier to select amount of bots for that area
  15. pookins

    Error

    why do these posts turn up ? they have nothing to do with the subject and the problem was solved a while ago ?
  16. pookins

    BotReSpawn

    My bots (which are all scientists) behave as before, very aggressive and will chase you for quite a distance, its only those who want murderers and scarecrows that seem to have a problem,
  17. I hope all the Server owners and Devs enjoy a better Christmas and New Year than the last one.
  18. pookins

    BotReSpawn

    I thought that was the whole point in having them
  19. pookins

    BotReSpawn

    I agree, i use the same kit on several bots in some cases and am having trouble using existing skinned kits that used to work with BotSpawn but BotReSpawn does not accept it so i have to go back to the original unskinned kit, So if you skin a white snow jacket to something that looks like a stormtrooper it will no longer work, My kits (like yours) have descriptive names so that it is easier for me to select them. it also complicates the use of more than one kit, for instance in the example above one kit is called "white" and the other "white2" (doesnt work) i also had blue (which was an all blue uniform) and blue2 had a stripe down the leg (doesnt work) so if you want to use "Dome_Guard" as a kit i doubt if "Dome_Guard2" would work
  20. pookins

    BotReSpawn

    just to clarify, the kits *with skinned clothing that no longer seem to work with the BotReSpawn plugin are ones that i have been using with BotSpawn with no problems, I have also been informed by dev of Guarded Crates plugin that some weapons no longer work with the new npc's (?) and this is the list he gave me, it might resolve someones issues Supported Weapon List. Medium to Long range: LR300, Assult Rifle, M39 Rifle, MP5, Semi Rifle, Spas 12 Close Range: M92 Pistol, Python, Thomson, Semi Pistol, Revolver
  21. pookins

    BotReSpawn

    I am using this with Kits plugin from Umod , BUT i am editing my Kits as a lot of the skins i was using no longer work with the rewrite of this plugin and kits with smg's wont work , otherwise working very well.
  22. pookins

    Guarded crate inclusion

    No its Bazz31, he seems to think that although the guard bots are spawning but NOT firing is due to a conflict with BotRespawn but i dont know how that is possible ? and CustomLoot is enabled in his plugin ? I will spend a bit of time playing tomorrow and see if there is any change since i reinstalled CustomLoot today
  23. pookins

    Guarded crate inclusion

    Worked out what the problem was *i think, while removing plugin/data and config files i noticed that there was a BotSpawn backup data folder as well as a BotReSpawn backup data folder which might have "backed up" configs when i removed the scarecrows from the config (instead of just making it false) so i had BotSpawn and a BotReSpawn configs ! , so i deleted that folder anyway and reinstalled/edited config etc and no more problems
  24. pookins

    Guarded crate inclusion

    Thanks for the prompt replyl, i thought it might be a glitch so i deleted all files and reloaded plugin and edited files , all back to normal, but i would like Guarded crates bots to be able to get the loot as well , if that is at all possible, **Just checked the Guarded crate config and there is an activated option for CustomLoot to be used , probably a glitch (among many) for that plugin, i will just have to wait for things to get resolved, good ol' FP they really hate modded servers !
  25. pookins

    Guarded crate inclusion

    On checking the new config i noticed that there are two sections that enable botrespawn bots (one at the top and one near the end) , I removed the config for scarecrows and murderers (n/a) but was hoping that the guards for guarded crate plugin could be added to the config choices ?
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