RustyJ 1 Posted September 6, 2021 Hello, I am having an issue with the custom profile I made spawning. I am using a custom map that has a monument called Aquadome. I couldn't find this in the generated profiles so I made a custom spawn point and made a profile for it. I only have 1 bot made as a sort of boss type encounter. When I reload the plugin it seems to be fine until the daily restart. After the server restarts the bot never respawns unless the plugin is manually reloaded. However I have bots in all the other monuments that I have auto spawn with default generated profiles of the plugin and those all spawn perfectly fine after a restart. Below is my custom profile code. I'm not sure what I did wrong on it. { "DataProfiles": { "Aquadome": { "AutoSpawn": true, "Murderer": false, "Respawn_Timer": 900, "BotNames": [ "Corrupted Leader: Seth" ], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "aquadome" ], "Day_Time_Spawn_Amount": 1, "Night_Time_Spawn_Amount": 1, "Radius": 200, "Roam_Range": 40, "Chute": false, "Stationary": false, "UseCustomSpawns": true, "ChangeCustomSpawnOnDeath": false, "Announce_Spawn": true, "Announcement_Text": "Corrupted Leader: Seth, has spawned at the Aquadome. But beware, his APC Bradley might be on site with him. Make your way to J3 with a Red Keycard to take them on and score some spicey rewards.", "BotHealth": 1600, "Bot_Accuracy_Percent": 80, "Bot_Damage_Percent": 90, "Aggro_Range": 250, "DeAggro_Range": 240, "Peace_Keeper": false, "Peace_Keeper_Cool_Down": 0, "Attacks_Other_Profiles": false, "Suicide_Timer": 300, "Die_Instantly_From_Headshot": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Weapon_Drop_Percent": 0, "Min_Weapon_Drop_Condition_Percent": 50, "Max_Weapon_Drop_Condition_Percent": 100, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 300, "Disable_Radio": true, "Running_Speed_Boost": 1.0, "AlwaysUseLights": true, "Corpse_Duration": 160, "Location": { "x": -775.42804, "y": -37.39048, "z": 1680.22827 }, "ServerRewardsValue": 50, "Parent_Monument": "" } }, "MigrationDataDoNotEdit": { "Aquadome": { "ParentMonument": { "x": 0.0, "y": 0.0, "z": 0.0 }, "Offset": { "x": 0.0, "y": 0.0, "z": 0.0 } } } } Quote
Administrator Steenamaroo 1,412 Posted September 6, 2021 (edited) Administrator Hi, I'm not sure if navmesh loads gradually in sections or becomes live all at once but it would be worth checking if nav_wait is false and, if so, setting it to true. Edited September 6, 2021 by Steenamaroo Quote
RustyJ 1 Posted September 6, 2021 (edited) 4 hours ago, Steenamaroo said: Hi, I'm not sure if navmesh loads gradually in sections or becomes live all at once but it would be worth checking if nav_wait is false and, if so, setting it to true. I just took a look into my server.cfg file and I see something called aimanager.nav_wait "false" is this what I should turn to true or should I add another line specifically for nav_wait "true"? Edited September 6, 2021 by RustyJ Quote
Administrator Steenamaroo 1,412 Posted September 6, 2021 Administrator aimanager.nav_wait "false" can be changed to "true" It means your server startup will take a little bit longer, but navmesh generation will be complete by the time the server is live, which means npcs will be able to spawn straight away. I really should just write a delay into BotSpawn... Quote
RustyJ 1 Posted September 8, 2021 Seems like this fixed this issue. Not sure how long it actually takes my server to boot up now after a restart as I'm on my way to work when it is scheduled; but at least he spawns without having to manually reload the plugin now. :] Quote