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ChogChey

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  1. I've noticed the first four bugs and concur, but the blue light was a suggested feature so a player could make police cars. I do however think it would be a good idea to have the headlights function on the vehicles, even if they are always on.
  2. Some of my players are spawn camping the drivers, is there a way to have them either randomly spawn on the route/road, or give them some temporary spawn protection? edit: Alternatively, it could be optional to make the guard attack second. It would also be incredibly useful to be able to choose the weapon of the guards.
  3. Would it be possible to allow us to make custom routes? The plugin works very poorly on my custom map, even placing waypoints with the waypoints plugin manually would work for me.
  4. It also seems like bots still do not attack drivers when the option is enabled.
  5. Hi, I really like the plugin so far, but it seems like the minimum road width does not prevent cars from spawning on those roads. My map has a large amount of small/cluttered roads where the bots are either driving back and fourth in a matter of 20 meters, or they are getting stuck on specific shorter roads. It would be very useful to be able to select specific roads for the cars to spawn on, limit them by length, and limit them by width. I also may just be misjudging the use of the "minimum road width" convar. Thanks!
  6. Does this work with custom maps? And is it possible to have the NPCs choose between a set of kits?
  7. ChogChey

    BotReSpawn

    I have NPC snipers in towers protecting NPC forts. Those snipers have an agro range of 150, and a de-agro of 200. Occasionally I will have players complain that they attack a fort, get killed by a sniper, then respawn at their base a good distance away, but still technically in the line of sight of the NPC (just out of render distance), and they are shot upon exiting their base.
  8. ChogChey

    BotReSpawn

    I meant like across the map. I didn't add context from my last post.
  9. ChogChey

    BotReSpawn

    I've had some issues with NPCs killing players after they respawn. I don't know if that's connected or separate.
  10. ChogChey

    BotReSpawn

    Would it be possible to at some point get an aggro and de aggro message? Like how HumanNPC does with proximity. Could be useful as a stopgap to tell people when they are targeted by NPCs until the cross map lock on issue is fixed. Would also just be neat.
  11. They are only getting default loot, without populating the container with CustomLoot. Take your time with BotReSpawn, just reporting bugs as I find em.
  12. When Heavy Scientists and Excavator Scientists have custom loot tables, they still spawn with default loot. Could be other profiles too, but this is what I've noticed thus far.
  13. ChogChey

    BotReSpawn

    I'm fairly neutral on the new plugin and price tag. All things considered, it kind of sucks that no warning was given beforehand, even if it was a week of warning, people could mentally prepare/budget better. I feel like the plugin could have been a tad cheaper for the first day or two, so previous owners could get the plugin without breaking the bank. BotReSpawn was also released in a pretty worse for wear state. Lots of features not working, or downgraded from the last plugin. The UI is nice, but it sucks having to go in through every menu just to add spawns. Re adding the text based UI would be very nice. As well as adding back the option for population limits. Or at least making a clearly accessible spawnpoint count. I do, however, respect Steen as a dev and as a community leader, and have hope that the plugin will get better with time.
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