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Everything posted by Steenamaroo
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It's your choice, of course, but when dealing with major issues and a range of plugins it's always best to isolate and prove. I'm sure your players would sacrifice a plugin or two for a day if the reward was solving the npc issues. Certainly check to make sure all the relevant plugins, and Vanish (if you use it) are up to date. I didn't confirm anything but a few people reported issues with Vanish prior to 2.0.5 which may or may not have compounded things.
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Every npc has a userID, just like real players. In vanilla code Facepunch issue them sequentially, and retire them to a pool for reuse, so there's never two npcs with the same ID, but plugins can spawn npcs with any ID they like so, yeah...any plugin that is manually setting userIDs for its npcs, and isn't checking if that id is in use first, could cause all sorts of problems. I haven't had a report like this since updating in November, and I believe Nivex took measures to plug it at his end. I think I'd temporarily unload the others then see how you go.
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These issues come from having multiple npcs share the same userID. It's only an issue in cases where plugins issue a specific userID, rather than letting vanilla code handle it. BotReSpawn is one such plugin, but I took measures to check if a userID is in use before using it, so it shouldn't be causing problems. It does rely on existing npcs having been added to the vanilla bots list, though, which, I suppose, isn't a guarantee. NPCSpawn doesn't appear to issue custom userIDs, so it shouldn't be a problem either, but all it takes is one npc plugin spawning npcs with custom userIDs, without checking. I guess my advice would be to roundup all the plugins which spawn npcs and figure out which are assigning userIDs by searching .cs for ".userID = ", making sure to include the space. Out of those plugins, I'd temporarily unload any which haven't had recent updates
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Sounds like you've got more than one issue going on, but for the immediate issue, it would be NPCSpawn's config file you'd need to verify.
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and I agree - looking at the error and the code, you most likely have a config file issue. Undoing your last changes and/or checking with jsonlint.com is good advice.
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Hi, The error you pasted is in custom behaviour code for NPCSpawn npcs. You won't see that error in relation to BotReSpawn or ZombieHorde npcs, as they won't have that custom component. If you're seeing a different error with BotReSpawn npcs please do let me know, but all issues arising from November wipe userID changes have been fixed, to the best of my knowledge.
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Yes, you can use BotReSpawn for precise placement. If you want help with CustomLoot, just let me know. It's so simple that it's complicated.
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Hi, There's a bit to unpack there. NPCKits and BotReSpawn have similar UI appearance and control, but are very different. NPCKits doesn't spawn any npcs or modify npc behaviour - It just lets you change things about the populations of vanilla npcs, like names/kits and a few options like weapon drop, corpse duration, etc. BotReSpawn, on the other hand, spawns its own npcs and you have full control over everything about them. They can use all (last I checked) weapons, and have custom behaviour with options for grenade throwing, healing, etc. You can create profiles and have as many, or as few, npcs in those profiles as you want. You can precisely locate the profiles and let BotReSpawn find random spawn points in the area, or you can even add precise individual spawn points per-npc. You can use custom spawn points to have npcs spawn on navmesh that's below ground, like in tunnel environments, and in cases where there's no navmesh it's possibly to set Stationary to true and have npcs which stand still, but will fight. (ideal for tower snipers). With vanilla monuments and precise custom spawn points you add are remembered and will transfer accurately when you change maps, so if, for example, the Airfield moves, the Airfield npcs will move with it. You can also create additional custom profiles and Parent them to vanilla monument profiles, so essentially you could have 2,3,4 or as many Airfield profiles as you like, just using Airfield as an example. For loot you have a few options. You can choose from any of the vanilla loot containers in BotReSpawn profiles, so you can have npcs die and give loot like a medical crate, or elite crate, or...whatever. You can also customise the kits that you give the npcs so you're personalising the loot that way. It also has support for AlphaLoot so 'vanilla' loot will respect AlphaLoot settings, if present, and you can even specify a specific AlphaLoot profile to use, if you want. A final alternative is my free CustomLoot plugin. It's not very intuitive but has the advantage of being the only loot plugin that lets you have unique settings for every single BotReSpawn profile, if you want. Hope that answers your questions. If there's anything you need clarified, please let me know.
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Hi, Thanks for reporting. Can you edit .cs? If so, find if (HappyHourRef) and change it to if (HappyHourRef || first) There's only one exact match in the plugin, so only one edit. If not, just let me know and I'll send you a copy.
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Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
I'm not sure about that but it certainly seems like a reasonable thing to test and confirm. -
Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
The only options I can think of are either a player looted the corpse empty, or you've reloaded the profile or plugin. I think the latter *should* remove all existing BotReSpawn corpses completely, so I'd bet on the former. -
Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
No, I understood. Could you confirm these specifics for me, please? Were there corpses for those npcs? Do you have Global option Remove_BackPacks_Percent at 0, and BackpackMinutes for the profile at greater than 0? Could the corpses have been empty, whether due to your settings or due to having been looted? I don't think backpacks spawn if there are no items. If you're allowing corpses for a duration on your server, my suspicion would be that some player has looted the corpse, or it's empty due to settings, then, as such, no backpack spawns because there are no items to put in it. -
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Hi, Sorry for the late reply. Yes. I'll take a look at this. Thanks for reporting.
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No worries. If they're unwilling please let me know. It wouldn't be hard for me to code in an ignore if APC height is higher than terrain level, but the ideal solution would be for them to provide an option as that would leave no room for error.
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- 447 comments
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Some NPCs die without backpack generation.
Steenamaroo replied to laodu's Support Request in Support
Hi, Were there corpses for those npcs? I didn't observe any issues in testing and I'm saving the settings against corpse InstanceID now, the instant it spawns, (rather than userID) as it's guaranteed to be unique where userID is not. Do you have Global option Remove_BackPacks_Percent at 0, and BackpackMinutes for the profile at greater than 0? Could the corpses have been empty, whether due to your settings or due to having been looted? I don't think backpacks spawn if there are no items. -
HI, Am I right in thinking you want the APC_KIll profile enabled for your regular APCs, but you'd prefer it to be disabled for those which spawn as part of your space event? If so, BotReSpawn has API to let other developers make that choice - object OnBotReSpawnAPCKill(BradleyAPC apc) If the developer of your space event is willing, they could use that ^ and return 'true', to prevent BotReSpawn npcs from spawning upon death of their APCs.
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- 447 comments
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Seems to be working fine here, with matched and unmatched numbers of kits + names. When there's the same number of kits and names available, BotReSpawn automatically matches first to first, second to second, etc, but there's a known issue where if you specify the same kit 5 times, for example, you'll always get the first bot name in the list (of 5). Could that be what you're seeing? If so, consider it patched.
