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Support Replies posted by CashDK
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14 hours ago, Yac Vaguer said:
Hi Cash, I don't own that plugins so I cannot test it. I tried it with BetterNpc, for what I understand they are similar, and it works just fine. Probably BotReSpawn is tagging the NPC as a real player instead of NPC that is Bradley is attacking them.
I don't have any special configuration for Bradley so probably you have another conflict going on there.
Let me know how it goes
Message from Steen:
Doesn't look like they're providing any API.
That's a shame.
I do so if the author is willing they could provide an "Ignore_BotReSpawn" option in their config.
I providebool IsBotReSpawn(NPCPlayer npc)
bool IsBotReSpawn(ulong id)which they could use
or, alternatively, they could keep track of BotReSpawn userIDs withvoid OnBotReSpawnNPCSpawned(ScientistNPC npc, string profilename, string group)
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HI, could you please add support for BotReSpawn. Right now the Bradley APC is killing the patrolling scientists(BotReSpawn).
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Same problem here.
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I am running Heavy - WaterTreatment, Cargo, Excavator, Oilrig without any problems. First time I install Heavy Military Tunnel Event it all works fine. All my events on the server is time controlled with Schedules from battlemetrics. I could off course try to compare the codes from your other Events, because something must be diffrent since its the only one doing this.
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Hi!!
The turrets in the event is shooting all the scientists. Tested HeavyWaterTreatmentEvent everything there is okay.
Elite Soldier[6497259] was killed by autoturret_deployed (entity) at (337.34, -10.75, -1620.92)
MilitaryTunnelScientist[6646424] was killed by autoturret_deployed (entity) at (312.27, -0.48, -1546.25)
Sniper[186613] was killed by autoturret_deployed (entity) at (373.84, -9.25, -1551.22)
MilitaryTunnelScientist[9391201] was killed by autoturret_deployed (entity) at (234.77, 6.61, -1540.30)
Sniper[5229326] was killed by autoturret_deployed (entity) at (365.74, -9.25, -1541.92)
Could you take look at this. Thx
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Same problem here, please make support for BotReSpawn.
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There is a lag problem with the DroneEvent, here is a ticket from my server "Major Lag spikes - Its the same again. Last both times tonight it happened straight after we shot down the drone at excavator"
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Thanks for update everything was working, but here 8 hours after update crates are gone again. I will message you when I am home from work.
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Why are Hackable crate disappearing after 30 min. Npc's are still there and garagedoor.
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Hi Mevent, I get one of the Free ones at Harbour default vanilla or by a TugBoat by a seller, plugin by bmgjet. Its when you authorize on the Tug you can remove it with the hammer. I haven't tried after last update.
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Hi, the problem still exist. When you authorize on the Boat and by a mistake in Remove mode hit the TugBoat everything will disappear. In Block remove items I have (Tugboat and tugboat.prefab)
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Did you find the right prefab to add to the Blocked Items.?
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Hi, is there something we can do to disable the function to remove tugboats with hammer. I tried this,
"Remove Settings": { "Blocked items to remove (prefab)": [ "Tugbaot", "tugboat", "shortname 3"
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The same problem occurs on my server.
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Could we get this added.
Prevented npcs being 'run over' by bradley when APC_Safe is true. As in BotSpawn 2.1.2
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I get this error in my RCON, is there something you can do
Calling hook OnEntityTakeDamage resulted in a conflict between the following plugins: BotSpawn - True (Boolean), NpcHorses (False (Boolean))
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Any news about solving the problem with ZombieHorde.
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I will do when im home.
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12 minutes ago, David. said:
btw , does it happen every time you open social links ?
Yes, tried it 5 times. The only one I added is discord link. So disable it for now.
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Ignore_HTN solved the problem for me, Thanks.
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Any news on a fix for BotSpawns shooting at ZombieHorde.?
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Hi, thanks for a great plugin.
I have the same problem with zombiehorde, they kill the scientist without them shooting back. I have set the "Attacks_Other_Profiles" to "true"
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On 6/12/2020 at 12:18 AM, RFC1920 said:
Can you send me a copy of your database?
RFC1920, could you also take a look at my database?
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Updated with last release 1.0.65, now all zones are working
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I have a little problem with NextGenPVE. I have made 3 zones on my map with default damage true, but only one of the zones works. All 3 rulesets are Enabled, only difference is zone.
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The turrets sync with the TC, do infect that you not can pick up your turrets if your only authorized true TC.
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Fair enough, it was just because the work progress was set to closed I aksed.
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Did you finish the TC Autirize update??
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Hey!!
Is there a possibility to Allow people who are TC Autorize bypass CRaidControl and destroy things like the owners bypass.??
Thanks for a great Plugin
Bradley
in Heavy Cargo Ship Event
Posted
This could be the same problem, in my case the Bradley fall into the normal cargo at Harbor. I have set "Skip Heavy Cargo Ship if standard is on the map already.": true
I use "Should the event start automatically(false if you only want manually start with HeavyCargoStart command": false, and starts the Event on my own timer schedule.
When you start the event manually, does it still check for normal cargo out??