Steenamaroo

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  1. Hi, Are you watching server console or Rcon as you reload? If there was any mistake made in one of the config/data files spawning wouldn't happen, but console would at least throw some error to tell you something's wrong. Also if there was any other issue like no navmesh found, console/rcon should tell you. If there's no error then certainly setting AutoSpawn true and population (day+night) > 0, then reloading BotSpawn, should have spawned npcs. If you enabled biome profiles you'd need to wait a few seconds, or minutes...Longer for more npcs. All other profiles, apart from airdrop, should start spawning instantly. If you're testing with Airfield make sure you didn't do Airdrop by mistake. 'bots.count' console command is useful for proving whether or not npcs have spawned.
  2. Hi, Sounds like either your download or upload didn't complete. Grab it again but make sure file size is approx 122kb after download, and upload.
  3. Ooh, that's a new one. Thanks for reporting. Would be helpful to have someone to test - If you're willing give me a ping on Codefling discord, please.
  4. Steenamaroo

    No Chat anouncements...?

    Hey, I'll have a look. Thanks.
  5. Version 1.0.0

    51 downloads

    Automatically kills the npc who causes this console spam. ""SetDestination" can only be called on an active agent that has been placed on a NavMesh" No permissions, commands, or instructions. Just install.

    Free

  6. Hi, As far as I know Kits are working fine right now. BotSpawn uses the free version from uMod so stick with that. I'd empty your entire inventory and redeem one of the problem kits, so you can be 100% sure it has a valid weapon in the belt. Most likely the kit has been emptied somehow.
  7. Steenamaroo

    Not working

    I see you got sorted on discord. For anyone reading it was a file upload-to-server issue.
  8. Hey, What was the issue @LaCKoSCN Only reason I can think of for config to revert to defaults is maybe if there was an error in it, like a missing comma or True/False instead of true/false?
  9. Steenamaroo

    Boom

    Version 1.0.0

    6 downloads

    Boom is an admin/troll/OP tool which adds c4 explosions to regular weapon damage. It's a bit of fun and, with the price tag, an excuse/opportunity to 'donate' and support my real plugins. Details. When a player, or turret, has permission any damage that it inflicts with bullets results in a (real) c4 explosion and c4 damage. Anything that can be hurt/damaged/broken with bullets will go boom. Examples - Animals, players, barrels. Trees and nodes, for example, do not take damage and, therefore, do not go boom. Permissions boom.allowed - Allows players to toggle boom. boom.turretsallowed - Allows players to toggle boom for their turrets. Chat Commands /boom - Toggles boom on and off for players who have the permission and are not on cooldown. Initial use of the /boom command enables the tool and begins 'EnabledMinutes' countdown. Subsequent uses will toggle the tool on and off but will not pause the countdown. /boomturret - Toggles boom on or off for the turret that a player with the turret permission is looking at, and authorised on. Turrets are not subject to a countdown, or cooldown. Config. The config options govern player use of /boom command. public int EnabledMinutes = 1; - How long the player can use boom for. public int CoolDownMinutes = 1; - How long before player can use boom again. public List<string> AllowedWeapons = new List<string>(); - Shortprefabnames of weapons which will make booms. Notes. AllowedWeapons is a List<string> and should be formatted as follows. ["lr300.entity"], for single or [ "lr300.entity", "m92.entity", "etc", "etc" ], for many. Leaving AllowedWeapons blank enables all weapons.

    $10.00

  10. Steenamaroo

    Update install

    Hi, No, there's no need to delete anything to update. Just drop the new .cs file in to your /oxide/plugins folder. There's a few reasons they may not fight back. They could be peacekeepers and you have no weapon, or you're in vanish maybe?
  11. Hi, The config has the following options. public string fontColor1 = "<color=orange>"; public string fontColor2 = "<color=#939393>"; public string fontColor3 = "<color=white>"; public string buttonColour = "0.7 0.32 0.17 1"; public double guitransparency = 0.5; The default font colours are orange/grey/white so it should be easy to see which is which. Those accept hex or simple colour names, as demonstrated by the defaults. buttonColour is RGB-A but the R-G-B are on 0-1 scale - That's what the UI wants. This site seems to convert hex to that ^, if that's any help.
  12. Hi, Can you list some features you'd like to see in such a plugin?
  13. Hi Ryan, Welcome to Codefling! At a quick glance it looks like ZoneManager's NpNPCSpawns flag should kill any NpcPlayer type, which would include BotSpawn. I'm looking at CanSpawn method around line 360... else if (baseEntity is BaseNpc || baseEntity is NPCPlayer) { if (HasEntityFlag(baseEntity, ZoneFlags.NoNPCSpawns)) baseEntity.Kill(BaseNetworkable.DestroyMode.None); } Just be aware that killing a BotSpawn npc will trigger his respawn timer so it's possible, then, to have an npc trying to respawn over and overm depending on BotSpawn's location/radius settings.