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Flint Monkey

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Everything posted by Flint Monkey

  1. It looks like it is working but requires hitting the 'Back' button for the UI to change. When I attempt to change it, visually it stays on the last item I selected. Here are steps to reproduce: Select 'Default Profiles' Select 'Ranch O' Select 'Death' Select current Rust_Loot_Source - in my case, it's currently "Default NPC" Select an alternative source... "foodbox" in my case. Select 'Close'. 'Rust_Loot_Source' still set to "Default NPC" in UI. Once I hit the 'Back' button and go back in, the value is changed. Sorry for the confusion.
  2. @Steenamaroo- this is likely an enhancement request... I've set up a bot that spawns in a chicken suit and would love for the ability to have that suit drop 1% of the time and be usable when it does drop (similar to the "weapon drop percent". I don't want all clothing to drop (set Wipe_Clothing_Percent to 0) because then egg suits will be plentiful. If this value is set to anything other than 0, the suits are damaged on drop. I think the workaround is to put a suit in main and play around with the Wipe_Main_Percent until I get a drop rate I am happy with, but this is less than ideal...
  3. @Steenamaroo - is "Rust_Loot_Source" configurable today or is this still a WIP? I am unable to set this value to anything other than "Default NPC".
  4. Same here.
  5. @Steenamaroo how many custom spawn points should I create to get it to function properly? I created 2x per the number of NPCs I set to spawn in. Is that sufficient? Also, how does the roam pathing work relative to the radius? Finally - an enhancement request... is it possible to add the cargo ship as a monument?
  6. I am unable to spawn entities at the underwater labs. Does anyone else have this issue? When I attempt to do so, I get the following errors: [BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 0. [BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 1. [BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 2. I have tried setting spawn points manually inside the lab and this does not work.
  7. This is likely an enhancement request. Is it possible to have a bot set to RUN AWAY from players? In other words, be chased like prey the way that deer flee?
  8. Okay, I think I get it. To clarify, I edit the default-DefaultProfiles.json file such that I add the names of the kits IN ORDER selected in the UI. What if I want one of multiple names to be selected for each kit? Is that possible or am I limited to one name per kit?
  9. Hi @Steenamaroo, Thanks for the quick response. What's the path for the "custom/default monuments json file"? I am not seeing it. Also, is it possible to pull the kit names themselves from Kits in a future release? I would also love to pull from ZombieHorde, though I know the config for each is different. Thanks!
  10. Flint Monkey

    DeathNotes and naming

    I just bought and installed BotReSpawn and am testing it out with one monument to get the feel of the plugin. I use kits and it's very simple to populate by selecting the kits (though my count for that monument does read 0 kits with autospawn set to true). When the spawns kill or are killed, deathnotes reports the death (yay) BUT, the spawns have a bunch of crazy, random names that I cannot find in the config. Any idea from where these are populating? Is there a way to pull them from the kits in some way?
  11. I have this issue as well.
  12. Flint Monkey

    NPCKits

    I use Kits today and do the same thing, but Kits doesn't allow me to assign them to NPCs. I do like the UI Kits offers. Can I pull from the Kits table to populate NPCKits?
  13. Flint Monkey

    NPCKits

    Does this work with ZombieHorde NPCs as well?
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