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Everything posted by KingSizeKevin
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NPC tracking players 300+ meters
KingSizeKevin replied to KingSizeKevin's Support Request in Support
I also just updated to 1.0.4. same time so idk if coincidence. I cant seem to replicate it. It just seems to be a random one here or there is shooting a player who is 200-350 meters away and running straight towards them. Deaggro range should be like 50m in config -
Have bots shooting players who are 300 meters away. It seems to have happened once I enabled custom spawn points. When I switch back to non-custom spawn points those npcs stop having that behavior.
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Thank you I think that would be swell. Everything would feel at ease of use again at that point. I do like the config options in the GUI which makes that angle much easier. I know I have voiced frustration, but I appreciate your work greatly. It has been a rough week for all pve admins and you have done the best you can under the circumstances. Look forward to the future of the plugin.
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- 49 comments
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- #zombie
- #krungh crow
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Maybe there could be a way to resume at the last GUI interface that we were last on if we closed it instead of having to start from the beginning of the UI again? Idk if that would be better or worse but I'm usually working on 1 monument at a time so if the GUI opened back up to where it last was I feel like I wouldn't have to do all these unnecessary extra clicks for something that took 1 command before, like showing all the spawnpoints with /botspawn show <duration>. Speaking of duration can we add that back also? I like to analyze the spots for more than the 30 seconds it shows and I have to go back in the GUI multiple times. Before I could set it to 120 seconds and analyze it better.
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Can we please just have the old command system back? The extra keybind is better and a step closer but still a downgrade. /botspawn edit "monumentname" should do the same exact thing as going to the monument, typing /botrespawn, and clicking thru a bunch of UI interfaces to finally come to a button that says "add by command". Like I get it that it makes it easier for novice users but what is the harm of a simple command to come to the same result like the old botspawn? Certainly a botspawn edit command can replicate the GUI and let advanced users get this shit done faster and easier with commands. The show command also as going to GUI again is so many extra steps compared to typing a command. Please give us command/gui options and not force only gui.
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This could have been fixed, but the breaking of BotSpawn is beautiful timing for someone who spent their entire time building up a community based around a FREE Plugin only to charge for it when he knew everyone needed it most. When facepunch slapped us all in the face, he decided to join them instead. If you want it fixed, buy the $40fix like the rest of us. Thats all there is to it.
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Updated Review: While the death of botspawn and initial launch of botrespawn was a harsh reality for pve server owners this month, this plugin continues to be the best product possible in regards to bot spawn management. There is simply no other plugin like it. At first I was very hesitant on the UI interface as there were initial cumbersome issues that made it difficult to use. With the addition of a few suggestions, the plugin author was able to improve functionality and give us the best of both worlds between botspawn and botrespawn. Developer continues to listen to issues and does great in listening to feedback. This situation made a lot of people angry because it was more about communication than the cost of the plugin but at the end of the day the plugin is working great and I'm appreciative that my ideas and considered right away to make this plugin more awesome.
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Appreciate it. I hope you figure it out 🙂 Its pretty common code across plugins so should be pretty easy to lock it behind a permission node
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Add command support like previous plugin
KingSizeKevin replied to KingSizeKevin's Support Request in Support
If I close the UI, I have to type /botrespawn, click default profiles, find the one Im at in a list, click edit spawnpoints, and then add a spawn point. When in this UI interface you can't move the mouse around so it makes it difficult to place a good spawnpoint. The new UI is cool but if the old method could be replicated that would be extremely helpful. It was actually perfect how the plugin worked before -
I appreciate the new GUI interface, but could you add support for commands like before? I found it quick and easy to just type /botspawn edit "monument" and then /botspawn addspawn. It was very simple. Going thru the gui is not working. Could you add similar functionality using commands like previous? It worked really great as it was before.
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This entire website popularity is all because of BotSpawn. It was a plugin outlawed/removed from Umod therefore steeno made his own plugin hosting website. There would be ZERO people on codefling if it wasnt for botspawn. The people who supported him, his plugins, codefling, etc over the years deserves MUCH better than just being told to buy a $40 plugin 50mins after forced wipe broke the previous one. Honestly it will be the last time I buy a plugin from this website and I will look for alternative sources for the same plugins if they are on other shops from now on. This was super dirty.
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[After Dec 2 Update] error CS0246: The type or namespace name `NPCPlayerApex' could not be found
KingSizeKevin replied to quietconundrum's Support Request in Support
Doesnt look like they have any intention of fixing it and you just now have to buy their new $40 rebranded version of this plugin instead.. WHy couldnt this been planned ahead of time and given us time to transition to the paid plugin? -
Im all for supporting but why was this dropped right at an update rendering thousands of servers broken and held hostage unless we buy the updated version now? I need time to test it on test server, reconfigure etc. Can you please give a final update to the other plugin so we can transition smoother? The start of this wipe is ruined now cause players do not have any challenge and that sucks.
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Could you add permission support so it can be a vip perk?
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I am using 1.13 latest version. The event ended being it was last night. I just did a /sar on the base and converted it back into an abandoned base and it is now taking damage. Maybe the multi TC affected it? I'll keep a close eye if this situation happens again.
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Oddly enough I am able to destroy all the TCs that were in the wood around the base, the furnaces, and the external stone gate. But nothing will damage the main base.
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Abandoned bases popped up and explosives is not doing any damage to the base. Not sure what is wrong?
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(10:46:28) | Error while compiling: NpcSpawn.cs(718,58): error CS1501: No overload for method `IsPlayerVisibleToUs' takes `1' arguments
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I clearly didnt sleep enough last night lol sorry to be a bother. no problem.
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They just stand there making noises and are not moving or attacking
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Disregard, I totally missed the permission for it