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Steenamaroo

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Everything posted by Steenamaroo

  1. idk, all I can suggest is just unloading everything then loading BotReSpawn on its own and testing. If there's no problem, then some plugin is governing the damage.
  2. It's there, in the 'Spawn' section, per profile.
  3. 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.
  4. Steenamaroo

    NPC fixed userID

    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.
  5. 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.
  6. I'm not intimately familiar with that plugin but it's not that putting npcs there isn't possible, it's that it's not really compatible with how BotReSpawn operates.
  7. 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.
  8. 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.
  9. I'll take a look into this. A few people have reported it but I'm pretty sure I didn't change anything relevant, so maybe FP did in the last update. Thanks!
  10. Steenamaroo

    Top 30

    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.
  11. Steenamaroo

    Top 30

    Ok, If it's brand new I'd say you probably just don't have any stats. The default 'sort by' when you open the page is PVPKills. I think, if there's no PVPKills data, it won't show anything. You also have Admin Stats set to disabled there so, assuming you're admin, your own stats won't contribute for testing. Set Admin Stats to true then go and kill someone and hopefully you'll see some data.
  12. Steenamaroo

    Top 30

    Hi, Have you been using the plugin for long? Has the top 30 page ever worked for you? Can you screen shot what you see in the UI when you try to view top30, please, and watch to see if there are any console errors when you do that? Every category has an option - EnabledInTop30. In the UI admin page, make sure that some categories are enabled in top30, then also ensure that there are existing statistics for those categories. If, for example, only PVPKills is enabled but no one has killed anyone, there'll be no data and, therefore, nothing to see.
  13. Hi, No, there's no option for that right now. I could look in to it - It'd be similar to the drone defence, code wise.
  14. PermissionsManager doesn't curate your groups. Most likely some other plugin is auto-creating them.
  15. That would be my guess too. Maybe there's an issue with their implementation or something. Thanks!
  16. That would be consistent with WeaponTrap_Safe false, the turret shooting at an npc, and then unloading BotReSpawn removes the npc and, so, the shooting stops. Is that what's happening?
  17. 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?
  18. Hey, You've probably got Profile > Other > Invincible_Whilst_Chuting set to true.
  19. Steenamaroo

    NPCKits

    Yeah, I figured they probably changed the AI on the OilRig or, at least, renamed them. I've added the two new naval scientists locally but I'll look at the oil rig guys and get them fixed before updating. @Papa Bear - I did separate Large and Small OilRig over here but for one reason and another that update never went public. I'll make an effort to get the public version bang up to date...possibly tomorrow. Willing to test?
  20. Steenamaroo

    NPCKits

    I plan to, yes.
  21. Have to be honest, I'm 100% at a loss here. The fact that you're seeing the same message regardless of whether you use chat or console confirms for me that the correct code is being called with PlayerRanks. Both cases, chat and command, do exactly the same thing Command IssueRewards(false, null); <--- PrintWarning(lang.GetMessage("rewardsissued", this)); Chat IssueRewards(false, null); <--- SendReply(player, conf.GUI.ChatTextColourStrong + lang.GetMessage("title", this) + "</color>" + lang.GetMessage("rewardsissued", this)); The fact that you see "Command 'rp add 12345678901234567 10' not found." is further confirmation. The code is running and the commands are being called. That's what happens inside IssueRewards method. I don't see what could cause this ^^ other than ServerRewards becoming unloaded or its command somehow becoming unregistered. Is there any possibility you've got timed unload/load of plugins or anything strange going on?
  22. Ok, thank you. When you issue the command in chat, do you see "Rewards issued for all enabled categories." in chat? And, also, when you issue the command by console, do you see the same message but in console?
  23. You said you saw "a bunch of similar errors", and I guess you've put in a placeholder for the player's userID. Could you private message me a recent console log showing a failure, please?
  24. I just tested with public PlayerRanks and latest ServerRewards. Chat command and console command both worked fine for me. I can't think of a good reason for the behaviour you're seeing, but If you're seeing the same confirmation message each time (default is "Rewards issued for all enabled categories."), then PlayerRanks is calling exactly the same code, whether the reward call comes from console or chat. I was going to ask if PlayerRanks is latest version but I just checked - The relevant code hasn't changed in a very long time.
  25. Oh, looks like it was changed some months ago. Default was always sr. What version of server rewards are you on? PlayerRanks calls exactly the same code whether you use chat command or console command, so there should be no difference. If you're only seeing the complaint sometimes, I'd guess it's not calling that sr/rp command sometimes due to the top player not being online at the time, or something like that. do rp add yoursteamid 1 in console and see if it works. if it doesn't, do sr add yoursteamid 1
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