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Everything posted by Steenamaroo
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Hi, No worries - Thanks for the info. Are you 100% sure it's happening when killing npcs? It's a client side update error, which is kind of strange. You'd expect to see that if a player was parachuting and something went wrong, I think.
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I'm really not sure what that could be. I'd have to try to replicate it to find out. With regard to the sense/assist code, there was an issue that would just prevent nearby npcs from locking on to you. A console error was possible, but there shouldn't have been any impact on behaviour, other than failing to engage.
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I did find an issue. I think an object I'm addressing is maybe being disposed of sooner than it used to be. I've patched it now and all seems well. NPCs shouldn't be running to nowhere, though...Not sure what that's about. Can you tell me more?
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Ok, thanks. I'll take a look now.
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Hi, Is global setting NPCs_Assist_NPCs set to true?
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No problem. Have fun!
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Hi, Yes, every profile has a Respawn Timer (in minutes) which you can increase. You'll find it in the 'Death' tab for every profile in the /botrespawn UI.
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Hi there, It sounds like you have Peacekeeper set to true for that profile. Changing it to false in the BotReSpawn Ui should solve the problem.
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Error at oxide.reload - file modifications
Steenamaroo replied to Lolapalooza's Support Report in Support
Glad you found the problem. Thanks for updating me and sorry for the delayed reply. Codefling no longer notifies me, again, for whatever reason, and the compose-new-message box was missing all day yesterday. -
Yeah, that's a solid idea. Thanks @Malkizid @Painfully Ordinary- There are commands to enable/disable profiles but be aware that disable turns the profile off but also kills off any existing npcs, so you'd probably still want to set respawn time prohibitively high, then set TimedExecute to run as late as possible during your first day. If you have a plugin automating your server restart, you could even, maybe, incorporate the profile disables in to that.
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Thanks for the info. There shouldn't be any problem as I believe Carbon is meant to be compatible with all oxide plugins, and any time there have been issues they've updated to address them. I didn't tick the box simply because I use oxide when writing and testing so I can't personally stand over Carbon compatibility.
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Not really, no. There are workarounds, I guess. You could set up and enable the profiles with extremely high respawn timer, making them never respawn, then manually disable them at your first server restart. It could be prepared in advance so you have two custom profile jsons and it's just a case of switching them while the server is down. Sorry...There's no automatic way.
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I didn't see anything like that in my testing. I didn't test extreme ranges but a few were within a couple of foundations distance, and a few were maybe 5-10 foundations distance away. They all seemed to be killed in around the same number of shots - It was rapid...like maybe 5 or 6 ak shots to take down a default-profile npc. BotReSpawn does have a Bot_Take_Damage_Percent which you can adjust, but it's global. If it's already at 100 I'd leave it alone. It doesn't input any over-distance reductions, in terms of the npc taking damage.
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Working perfectly here. Tested with user-placed Autoturret and APC_Kill profile, using current public version, just to be sure. Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc. With ignore false, the autoturret fired at, and killed, the npc. Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.
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No, Stark. OilRig isn't a default profile or, at least, isn't permanently enabled, because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary. The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe, because some people wanted that. Cargo profile doesn't exist because there's no navmesh there and it's a moving location. All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.
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Hi, You're right that BotReSpawn subscribes to CanBeTargeted if any profile has WeaponTrap_Safe set to true, but it only returns false if the potential target is an NPCPlayer, with a BotReSpawn component, and their profile has a WeaponTrap_Safe value of true. In all other cases it returns null, so that BotReSpawn is not making any decision. I doubt your issue is related to BotReSpawn but, perhaps, next time you see the issue you could unload BotReSpawn to prove?
