robfruin
Member-
Posts
68 -
Joined
-
Last visited
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
robfruin's Achievements
-
How can I make the Popup that appears above a players hotbar for a revenge raid when they kill X amount of NPC's last longer? "So you think you can kill us? we're coming to raid you on (Grid)" - also can i change the Lang of this to display the amount of time i've set before the response raid begins ?
-
This will not work, am I structuring this incorrectly ? "EnableInGameTime-Timer": true, "EnableRealTime-Timer": true, "EnableTimerOnce": true, "EnableTimerRepeat": true, "InGameTime-Timer": { "04:00": "notify.show 0 test",
-
How do i assign a made loot table to a profile? Example Arid Biome mobs, in death tab on BotReSpawn UI i have a list of loot profiles to choose from, however "Arid" which is the name of the loot profile created doesnt show there to be selected Also, do i have to reload botrespawn every time i make changes with the loot tables?
-
I have put in the other 2 .json and the data folder -then reloaded and this is what console says [WaterEvent] The submarine.json file is empty or it doesn't exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloaded plugin WaterEvent v2.1.0 by KpucTaJl (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Downloading image Tab_KpucTaJl... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Loaded plugin WaterEvent v2.1.0 by KpucTaJl (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Image Tab_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Downloading image Clock_KpucTaJl... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Image Clock_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Downloading image Crate_KpucTaJl... (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] Image Crate_KpucTaJl was not found. Maybe you didn't upload it to the .../oxide/data/Images/ folder (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) [WaterEvent] The submarine.json file is empty or it doesn't exist
-
Oh? i'm sorry for some reason the other ticket is completely gone for me so i did not see a response, okay i will re-download from the site and try to locate the needed files, thank you
-
So if it's not set to %100 chance and it doesnt procc it will never happen?
-
Okay - if it hits 3 raids to trigger an NPC raid, and the raid doesn't procc, does it restart the counter?
-
I have This set to 4. On NPC"s who carry an Eoka pistol. About %90 of the time they stay at a far-ish distance, %8 of the time they run in close to get a good shot but don't shoot, other %2 of the time they shoot but outside of the wanted proximity.
-
So my question here, is the "easy" "medium" "Hard" Expert" "Nightmare" Referring to raid difficulty or base difficulties? So for example, if i wanted 10 easy Raidable bases to proc and easy raid, and 5 Medium raids to procc a medium raid , and 40 hard raids to procc a hard npc raid, how would i go about this? is the "0" "1" "2" "3"referring to the npc raid difficulties ? "Raidable Base plugin settings": { "Raid player on Raidable Base Completed": true, "Warn player in chat of upcoming revenge on them": true, "Raidable Base Settings": { "0": { "Total amount of mode complete before ever has chance": 3, "Raidable Base Completed Delay Before Raid chance happens": 420, "raid chance (1-100)": 40, "Random raid to send them if chance": [ "easy" ] }, "1": { "Total amount of mode complete before ever has chance": 30000, "Raidable Base Completed Delay Before Raid chance happens": 420, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "easy", "medium" ] }, "2": { "Total amount of mode complete before ever has chance": 30000, "Raidable Base Completed Delay Before Raid chance happens": 320, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "easy", "medium" ] }, "3": { "Total amount of mode complete before ever has chance": 3000, "Raidable Base Completed Delay Before Raid chance happens": 320, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "easy", "medium", "hard" ] }, "4": { "Total amount of mode complete before ever has chance": 3000, "Raidable Base Completed Delay Before Raid chance happens": 320, "raid chance (1-100)": 10, "Random raid to send them if chance": [ "hard", "expert", "nightmare" ]
-
Can we have an additional variable to edit in the UI for Thrown Weapons, like F1 Grenades for example. Also, Possible to have a "Can Target Structures" option ? And IF it is possible to control thrown items mechanics, could there be an option for how frequent the AI decides to throw something
-
Hello - Since purchase I have not been able to get this plugin to work once, hoping i can get some assistance with the setup of this please.
-
Bump - have not had this event work once since purchase
-
WaterEvent was compiled successfully in 2141ms (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Fallback handler could not load library C:/TCAFiles/Users/robertf1/846430/RustDedicated_Data/Mono/data-0000026B639EA060.dll [WaterEvent] The submarine.json file is empty or it doesn't exist (Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35) Unloaded plugin WaterEvent v2.1.0 by KpucTaJl
-
Yes the plugin loaded, and started the event, and it still had the same amount of turrets
-
{ "_Which loot table should this plugin use? 0 - Default, 1 - Alpha Loot, 2 - Other(Magic Loot, Better Loot)": 0, "Allow turrets to be looted after they are disabled. (Each turret has an AK and full stacks of ammo)": false, "Allow turrets to be looted if they are destroyed": false, "Broadcast start message to players?": true, "Controls how many NPCs will have the note on death (max 4).": 1, "How long should the event go on for?(minutes)": 50, "If this is true auto turrets will target and kill NPCs as well as players in the event area.": true, "Maximum time between events(minutes):": 180, "Minimum number of players before event will start": 2, "Minimum time between events(minutes):": 60, "Npc Settings": [ { "NpcConfig": { "Aim Cone Scale": 0.8, "Attack Range Multiplier": 2.5, "Belt items": [ { "Ammo": "", "Amount": 1, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "ShortName": "smg.mp5", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 3, "Mods": [], "ShortName": "syringe.medical", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 2, "Mods": [], "ShortName": "grenade.f1", "SkinID (0 - default)": 0 } ], "Chase Range": 100, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Disable radio effects? [true/false]": true, "Health": 125, "Kit (it is recommended to use the previous 2 settings to improve performance)": "", "Name": "Mercenary", "Roam Range": 0, "Scale damage": 1.5, "Sense Range": 40, "Should these NPCs still deploy if the codelock for the turrets is not enabled? [true/false]": false, "Should this NPC be allowed to move? [true/false]": false, "Should this NPC roam when not in combat? [true/false]": false, "Speed": 7.5, "Target Memory Duration [sec.]": 60, "Vision Cone": 135, "Wear items": [ { "ShortName": "hazmatsuit_scientist", "SkinID (0 - default)": 0 } ] }, "Spawn Locations": [ { "x": 3.9, "y": -0.1, "z": 4.2 }, { "x": 1.8, "y": -0.2, "z": 3.2 }, { "x": 9.6, "y": -0.1, "z": 3 }, { "x": -19.8, "y": -0.1, "z": -3 }, { "x": 20.3, "y": -0.1, "z": -14.2 }, { "x": -16.9, "y": 0, "z": -22.6 }, { "x": 0.5, "y": 0, "z": -20.9 }, { "x": 15.4, "y": -0.2, "z": -1.2 }, { "x": 22.3, "y": -0.3, "z": -57.1 }, { "x": 18.3, "y": -0.3, "z": -56.6 }, { "x": 19.2, "y": -0.1, "z": -60.8 }, { "x": 22.3, "y": -0.2, "z": -61.4 }, { "x": -27.6, "y": -0.1, "z": -58.1 }, { "x": -27.2, "y": -0.1, "z": -55 }, { "x": -27.5, "y": -0.1, "z": -52.8 }, { "x": -29.6, "y": -0.1, "z": -53.4 } ] }, { "NpcConfig": { "Aim Cone Scale": 0.8, "Attack Range Multiplier": 2.5, "Belt items": [ { "Ammo": "", "Amount": 1, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "ShortName": "lmg.m249", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 3, "Mods": [], "ShortName": "syringe.medical", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 2, "Mods": [], "ShortName": "grenade.f1", "SkinID (0 - default)": 0 } ], "Chase Range": 100, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Disable radio effects? [true/false]": true, "Health": 125, "Kit (it is recommended to use the previous 2 settings to improve performance)": "", "Name": "Mercenary", "Roam Range": 0, "Scale damage": 1.5, "Sense Range": 40, "Should these NPCs still deploy if the codelock for the turrets is not enabled? [true/false]": false, "Should this NPC be allowed to move? [true/false]": true, "Should this NPC roam when not in combat? [true/false]": false, "Speed": 7.5, "Target Memory Duration [sec.]": 60, "Vision Cone": 135, "Wear items": [ { "ShortName": "scientistsuit_heavy", "SkinID (0 - default)": 0 } ] }, "Spawn Locations": [ { "x": 8.5, "y": 6, "z": -5.7 }, { "x": -0.4, "y": 6, "z": -14.6 }, { "x": -8.5, "y": 6, "z": -13.5 }, { "x": -14.5, "y": 3, "z": -3.8 }, { "x": -14.4, "y": 3, "z": -14.6 }, { "x": -11.1, "y": 3, "z": -17.4 } ] }, { "NpcConfig": { "Aim Cone Scale": 0.8, "Attack Range Multiplier": 2.5, "Belt items": [ { "Ammo": "", "Amount": 1, "Mods": [ "weapon.mod.flashlight", "weapon.mod.holosight" ], "ShortName": "smg.mp5", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 3, "Mods": [], "ShortName": "syringe.medical", "SkinID (0 - default)": 0 }, { "Ammo": "", "Amount": 2, "Mods": [], "ShortName": "grenade.f1", "SkinID (0 - default)": 0 } ], "Chase Range": 100, "Detect the target only in the NPC's viewing vision cone? [true/false]": false, "Disable radio effects? [true/false]": true, "Health": 125, "Kit (it is recommended to use the previous 2 settings to improve performance)": "", "Name": "Mercenary", "Roam Range": 0, "Scale damage": 1.5, "Sense Range": 40, "Should these NPCs still deploy if the codelock for the turrets is not enabled? [true/false]": true, "Should this NPC be allowed to move? [true/false]": false, "Should this NPC roam when not in combat? [true/false]": false, "Speed": 7.5, "Target Memory Duration [sec.]": 60, "Vision Cone": 135, "Wear items": [ { "ShortName": "hazmatsuit_scientist", "SkinID (0 - default)": 0 } ] }, "Spawn Locations": [ { "x": 68.5, "y": 0, "z": 59 }, { "x": 79.4, "y": -0.2, "z": 58.5 }, { "x": 83.1, "y": 6, "z": 70.7 }, { "x": 69.6, "y": 6, "z": 59.3 }, { "x": 69, "y": 6, "z": 53.3 }, { "x": 73.2, "y": 2.9, "z": 47.9 }, { "x": 70.3, "y": 3, "z": 36.4 } ] } ], "Remove code lock & Note code Drop(turrets can only be destroyed)": false, "Should the event start automatically(false if you only want manually start with HwtStart command": true, "Skip event if players are already at the Water Treatment Plant?": true, "Start locations for AutoTurrets": [ { "x": -13.1, "y": 4.5, "z": -6.6 }, { "x": 35.5, "y": 5.2, "z": 14.3 }, { "x": -39.6, "y": 4.5, "z": 26.7 } ], "Start locations for Bradleys": [ { "x": 19.4, "y": -0.1, "z": -6.1 }, { "x": -24.7, "y": -0.1, "z": -7.8 } ], "Start locations for hackable Crates": [ { "x": 1.8, "y": 0, "z": -3.5 }, { "x": 2.5, "y": 0, "z": -9.8 }, { "x": -4.7, "y": 6, "z": -2.2 } ], "This is for special items you want added to the hackable crates outside of loot tables": [ { "itemData": { "Random amount maximum:": 1, "Random amount minimum:": 5, "skin id for the item": 0, "The Item Id:": 0 }, "percentage chance for it to appear in a hackable crate (IE 30 = 30% chance)": 50 } ] }