Максимальная производительность для ваших игровых серверов!
Заказать сейчасВерсия | Дата выпуска | Скачивания | Оценка |
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1.3.3 | 6 | 0.00 звёзд 0 оценок | |
1.3.2 | 7 | 0.00 звёзд 0 оценок | |
1.3.0 | 11 | 0.00 звёзд 0 оценок |
Changes in V1.0.9
- Re-added missing corpse dispenser skulls.
- Auto-disabled Target_Noobs false if NoSash plugin is installed.
- Fixed faction/subfaction issue.
- Fixed parachute destroy savelist issue.
- Added global option Ignore_Factions - All profiles fight all profiles.
- Fixed NPCs failing to return fire when constantly being hit.
- Fixed stuttery melee npc chasing.
- Fixed missing projectile traces/bullet holes.
- Added ScarecrowNPC as a vanilla loot source.
- Added OnBotReSpawnNPCKilled API.
- Fixed "Reload Profile" not working for biomes.
- Fixed NPC pursuit logic.
- Fixed unintentionally long fire bursts with m249.
- Added Reduce_Damage_Over_Distance global option.
- Added Deaggro_Memory_Duration global globaloption.
Damage/targeting bug fix.
NOTE - If you haven't seen update notes for V1.0.7 already, please read them first here:
Fixed
Behaviour
- toplayer console command error.
- Inconsequential null reference error during server boot.
- Log file spam regarding navagent with stationary npcs.
- GiveRustReward console error.
Added
- NPCs no longer pursue players after player death.
- NPCs can now heal with syringes when line of sight is broken.(place in kit belt)
- NPCs can now throw grenades when line of sight is broken.(place in kit belt)
- NPCs can now use...
Flamethrowers, bows, rocket launchers, MGL, chainsaws, jackhammers, nailguns.- NPCs can now damage the armour you are wearing, subject to config setting.
- NPCs will now headshot you, from time to time.
- NPC profiles will now attack/ignore eachother, using 'Faction/SubFaction' as ally/enemy identifier.
- Increased randomisation of length of automatic weapon fire bursts.
- NPCs wont use shorter range weapons over long range, subject to config setting.
- Server Ai_Dormant setting can now be respected.
Sniping an npc will override.
Global config option enables/disables.
Biomes
- Ignore Sleepers true/false.
- Ignore Noob players true/false. (based on Rust sash)
- Ignore/Defend/Attack ZombieHorde.
- Ignore/Defend/Attack HumanNPC.
- Ignore/Defend/Attack Other NPCs.
- Number for profile 'Faction'.
- Number for profile 'SubFaction'.
- Optional map-markers per profile (basic dots for now).
- MurdererSound true/false per profile (breathing/grunting).
- Melee_DamageScale and RangeWeapon_DamageScale per profile.
- CheckNav console command and UI button.
Confirms if there's navmesh at your current position, for adding spawnpoints.- Pagination for spawn points page.
- NPCs_Damage_Armour global true/false.
- RustRewards_Whole_Numbers global true/false.
- Announce_Toplayer global true/false (with lang entry).
- Limit_ShortRange_Weapon_Use global true/false.
- Allow_Ai_Dormant global true/false (requires server ai_dormant to be true)
- Prevent_Biome_Ai_Dormant global true/false
- Selectable vanilla loot source per profile.
Uses some crate/barrel loot table instead of scientist loot table, where Allow_Rust_Loot is true.- Scale_Meds_To_Health option for npc healing.
Scales up syringe heal amount relative to npc maxhealth.
Other
- Removed unneeded 'Radius' option from biome profiles.
- Fixed biome npc respawn position not being randomised.
- Made APCs target and hurt BotReSpawn npcs, where APC_Safe is false.
- Split up variations of Harbor, FishingVillages IceLakes, Mountains, Substations, and Swamps.
Old profiles are auto-removed. Take a backup for reference, if needed.- Using `Show Spawnpoints` will display points with no navmesh in red instead of green.
- Evened out npc damage across the board, so no weapon should be OP now.
- Added Melee_DamageScale and RangeWeapon_DamageScale per profile incase you liked them OP.
- Made RustRewards value up/down increment scale based on current value. (whole numbers only)
Notes
Weapon damage amounts.
Balancing of npc weapon damage was all over the place in previous versions.
Some weapons were over powered; some were underpowered.
This has been addressed in V1.0.7, so it's inevitable that some people will have to adjust their npc damage settings to compensate.
Note that Melee_DamageScale and RangeWeapon_DamageScale have been added to make this a little easier for some.
Limit_ShortRange_Weapon_Use
For npcs with shortrange weapons only, setting this to true will make them move in closer, rather than firing a short-range weapon over long distances.
Factions/SubFactions.
NPCs with faction + subfaction zero will not attack, or be attacked by any other profiles.
In all other cases profiles will be friendly to other profiles which share the same faction/subfaction number, and will be enemies to profiles which don't.
I.E. to make two profiles fight each other, give them different faction, or subfaction, numbers, greater than zero.
Meds and grenades.
To enable these options, place syringes/grenades in the npcs inventory.
Quantity is ignored, so 1 of each is fine.
Ignore/Attack/Defend.
Ideally these options should be set in UI, but for anyone json editing, Ignore/Attack/Defend correspond to 0,1,2.