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Everything posted by Steenamaroo
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Thanks for doing that. I'll test again tomorrow with the weapons you mentioned, as I only used ak47 before. I'll keep you posted!
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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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Honestly, I feel like something else is governing this. I've had two complains of this and the other changed from 'invincible' to 'hard to kill' without concrete explanation. My advice would be to backup your plugins folder then empty it and reboot the server. Once up drag in BotReSpawn (and Kits and Godmode if you need), then test. I expect there'll be no issue under those test circumstances but please do let me know.
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Hi, That's great to hear. I can't think what the problem would have been but I'm glad a server fresh-start solved it. The default profiles are all linked to either vanilla monuments, biomes, or events such as airdrop, destruction of AI vehicles etc. If you want profiles in locations outside of those criteria, you'd create a custom profile using the `/botrespawn add ProfileName` chat command. Make sure you're standing where you want the profile's centre point to be. If position of npcs is random, as is the default mode, (not using custom spawn points), then the profile location is the central point for those randomly chosen spawn points. I hope that answers your question but, please, let me know if it doesn't.
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No problem. This is obviously a pretty major issue, although I can't think of a good reason for it, so please keep me posted. We'll get this resolved, one way or other.
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Thanks for sending the files. The profiles you were testing with...One of them, the profile location was set quite far up in the sky, so the profile wouldn't spawn for me. I had to set it closer move it closer to the ground for it to work. If that profile was spawning npcs for you, with its profile location set high in the air, that could relate to issues you've been seeing. Try moving it closer to the ground...stand on terrain and click 'Move Profile Here', and see if that changes anything. The other profile you mentioned, Terminator, the bothealth was set to 10000 creating the illusion of invincibility. Could that related to what you're seeing or, at least, complicating matters?
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Thank you. It's legacy debug - Nothing to worry about now, but thanks for letting me know.
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I can't think of any reason it shouldn't work. The chat command is hard coded, so it can't even be changed in your config file or anything. If you're admin, which you are, /botrespawn in chat should definitely open the UI. Is your chat set to global in game?
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That all worked perfectly here so would you be willing to send me a copy of your /oxide/data/BotReSpawn folder /oxide/config/BotReSpawn.json A link to your server .map file and tell me which specific profile/npc is having the issue? I'll replicate it today, if you can provide that stuff. Thanks.
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Hi, I can see you're auth 2, admin, and you have the permission. The plugin is certainly loaded, so there shouldn't be a problem. Is there anything unusual about your map or setup? Do you see any error in console when you try to use the chat command? Do you have any other plugins which might be interfering with chat commands? A good test is to do oxide.unload * - the wildcard* will unload all plugins then oxide.load BotReSpawn then test. Do other UI plugins work? try my free NPCKits or PermissionsManager, if you don't have any others.
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Hi, Performance depends on a lot of things. Your server entity count, number of players, concentration of npcs (close together or spread out), aggro_range, whether or not dormancy is used../ Lots of things like this contribute to overall performance but, generally, yes; I'd say 2700 is probably far too many npcs for most servers. You can try reducing aggro ranges and spreading groups of npcs out a little bit more, and if your server pop is quite low using dormancy might help - making npcs dumb when there's no player near by to see them, but realistically I think the solution is to cut the numbers pretty heavily.
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That's something I didn't try when testing for the other guy, so I'll have a look at that today. Apologies - From your original post I thought your issue was just that they were invincible in the air. I didn't realise invincibility was persisting. I tested just now and Invincible_Whilst_Chuting appears to be working as intended. The npcs were invicible in the air then, as soon as they landed, a player-placed turret mowed them down. Are you seeing any other strange behaviour? Are these npcs non-responsive? Do they fail to walk/run around, or fire back? Can players still kill them? The only likely thing I can think of is that the trigger to say they've hit the ground is failing, which would render them still invincible but should also cause more problems, as described ^.
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Hi @Rynki I've had someone else reporting the same issue, or very similar. I loaded up my test server and tested but found no issue - Autoturrets were able to kill my npcs without any problem. You can read the conversation here in the discussion tab. They guy, pinoysaboteur, says he made some changes in TruePVE and now the npcs are taking damage.
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Hey, Having multiple npcs with the same userID causes major issues. It's of particular importance now as Facepunch recently made changes to how npc user IDs are assigned. They're no longer randomly selected. Instead they're given out sequentially and pooled on death for re-use. That means there is always a vanilla npc with ID 21 on the map, in addition to your plugin's npc with ID 21.
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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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Looking the code, that looks like a mistake on my part. The default sort category is still PVPKills even when PVPKills category is disabled. Thanks for flagging this.
