
dnjfhr56
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Everything posted by dnjfhr56
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Bots spawned in the Underwater Lab do not move.
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Rust has recently added many underground monuments. There are railroad tracks, a subway station, and an old military tunnel. Now we even have an underwater lab! I want to give the feeling of a dungeon by placing strong NPCs underground, but unfortunately the NPCs designated as custom spawn points do not move. More underground monuments will be added, when can this be fixed? NPCs in the basement must also move. Tunnel Dweller, Underwater Dweller also walks well. But my bot doesn't move. I want to quickly place NPCs underground, but when will this be possible?
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- 51 comments
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- #craftsyste
- #iqcraftsyste
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(and 6 more)
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The addition of UI was fresh. But moving the numbers from 1-100 in units of 1 takes too much time. (As all plugins have in common, the UI is not very responsive, which makes it more time consuming.) How about having the number change by 10 in the UI? Most people will use 10 units. (For example, 50, 70, 30, etc.) If you want to change 1 unit, it is better to edit the JSON.
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Well, to be precise, so far, it's been working pretty well. It's surprising that even the developers didn't know. NPCs could use rockets, alternating between rockets and guns depending on distance. In particular, the rocket's accuracy was low, so the balance was pretty good. Occasionally, it self-destructs with a rocket, providing fun to users. I think it would be nice to be able to switch between rockets and guns (just like before).
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1. Corpse duration works normally. However, the loot bag does not appear after the corpse disappears. All NPCs. Rust will become a loot bag when the corpse disappears and will remain for a certain amount of time (vanilla 35 minutes). But my bots don't turn into bags when the corpse is gone. *The corpse duration works normally. 2. I operate a boss NPC. More powerful, more durable. However, killing this guy immediately spawns an additional bot. This is a despair for users who have attacked the boss hard. Probably, by setting it to day spawn 1 and night spawn 1, but if you kill 1 bot even when day and night don't intersect, another bot will spawn immediately. * So far, I've set Day : 1 / Night : 1, and killing doesn't immediately spawn an extra person. 3. I think that the damage percentage of the L96 rifle does not apply. My bots are equipped with L96, and they are always killing users with one shot despite their 50% damage percentage. * Previously, when damage was set to 50%, 2 L96 shots killed the player. I love this plugin. So I was able to ignore a lot of debate and debate and buy it right after launch without any consideration. However, I think that if it changes to a paid service, it will probably place a greater responsibility for updates and maintenance. If everyone had to wait because it was free until now, and couldn't complain because it was free, from now on we are all buyers. There will probably be many responsibilities and hardships. I am always cheering for Steen. Please forgive the weird English. I am not an English speaking person. Thank you so much for keeping the best plugins of all time in Rust.
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It's sad that a feature that worked well up to 1.0.2 disappeared with the update. I hope it will be added soon. I recommend alternating rockets and M249s at higher tiers of my bots. more hardcore.
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This is a newly discovered fact after the update. Up to 1.0.2, if you gave an NPC a gun and a rocket, they used the gun and the rocket alternately. However, starting with 1.0.3, NPCs have become idiots who only use rockets, even if they have guns.
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I've already checked this, and it's True.
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thank you. Many users say that plugins are heavy. I'm pretty sure it's probably because of this. NPCs keep moving even when the player is not around. This is also detected by the Admin Radar. After opening the server, limiting the number of people, and looking at the NPC with the Admin Radar on the server where I am alone, the NPC continues to move even from 500 meters away.
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Well, presumably, earlier versions of the Bot wouldn't move and didn't do anything if there were no players around. And steen said before. 160? 200? I can't remember exactly, but I said that when a player enters within that range, the bot starts moving, and when it comes into aggro range, the bot starts firing. The bots are moving in unison, and taking action across the entire server area. The ai works even when no one is around. We expect this to make the BotSpawn quite heavy and use a lot of server resources. Please re-enable this feature. I observed the NPCs from 300m away but they keep moving, walking and doing something with or without a player.
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Sorry for the aggression of my words. I just wiped the server 8 times with a bug in this plugin and lost at least 20 users with it. I needed to calm down. i'm Sorry. "Stationary - true/false - Allows CustomSpawnPoints npcs to exist off navmesh; They will aim and fire but will not move." This is not an option I was talking about. In the previous plug-in, if there were no players around, the NPC did not move, and when a person came in, it started moving, and only then fired when it came within the aggro range. However, in this version, NPCs are always moving even when there are no players around. In the previous version, if you set L96's NPC damage percentage to 50%, the player will die in 2 shots, but this version ignores that. Even if it is set to 50%, the player dies with one shot. Damage logic does not work properly. What makes you sure I didn't read the description? I've read enough explanations, tried, and there are at least 500 NPCs on my server, and I'm checking all the NPCs closely.
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Damage percentage and accuracy percentage do not apply. An NPC equipped with an L96 rifle always kills a player with one shot. Also, NPCs are constantly moving, making the server's frame rate very low. NPCs are always walking, running, and wandering around, even when there are no players around. This has significantly lowered server frames. p.s. The old BotSpawn had NPCs that didn't move when no players were around. It is also necessary this time.
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What is the spawn type? There are numbers like 0,1,2,3 etc, but there is no explanation for this. Please, I need a more detailed explanation.
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Please do it quickly. I paid $40, and the reason I paid so quickly is because I trust the functionality of the BotSpawn. I don't think anyone will use a BotSpawn without using CustomLoot. I can't afford the claims of server users.
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Not compatible for CustomLoot. Did I waste my money? Please update this soon. NPCs without a looting table have no value.
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- 222 comments
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- 692 comments
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- #shop
- #shop ui
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(and 25 more)
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- #rust shop
- #mevent
- #market system
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- #buy
- #sell
- #in game
- #economics
- #humannpc
- #market and magazine
- #gui
- #money exchange
- #rust shop plugin
- #shop system
- #best shop
- #best rust shop
- #shop items
- #shop mevent
- #shop in menu
- #shop gui