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Everything posted by Steenamaroo
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Hi. Looks like you missed a few updates. Current public version compiles just fine.
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Hey, Yeah that last one sounds like dormancy, since they kicked in to life when you unvanished. For the rest, I've had a few reports out navmesh related issues this update. Makes sense, since FP are actively working on migrating away from Unity navmesh. Most of the reports I've received so far seem to be about unusual areas, like out at sea or on top of roofs. One person said they were moving at running speed but doing a walking animation... I'm gather reports as they come in - If I can address them I will. I'm expecting things might be a little rocky until the new navmesh transition is complete... :shrugs:
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Hey! Thanks for flagging and sorry about that! I checked all my plugins prior to wipe but must have overlooked this one somehow. It's updated publicly now.
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Hi, No, this is very unlikely. BotReSpawn npcs aren't aware of their environment. That just respond to your position and whether or not they have line of sight as they move, but they don't know anything about obstacles, cover, suitable paths etc. These environments like monuments and oilrigs have predetermined paths and cover points that the npcs can make use of. It'd probably be doable to make BotReSpawn make use of those at the various monuments, in future, but in the wild....no. Not really an option.
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Hey Pist... I'm half expecting navmesh related issues to creep in since FP are actively working on replacing Unity Navmesh with their own implementation. I've had a few reports of spots which used to work (have navmesh) not working anymore, so I'll be looking in to these to see what we can do. Expecting a few bumps along the road but, from what I've seen so far, it should be a very good thing longer term!
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There are many ways alter the loot available on BotReSpawn npc corpses. One of the simplest but least versatile ways is adding items to the kits BotReSpawn is giving out. Another simple option is using "Rust Loot Source" (per profile) in BotReSpawn UI. It allows you to change the npcs' vanilla loot from scientist to whatever container type you want. Note that this option respects any BetterLoot or Alphaloot changes to the chosen loot profile. I.E. if BetterLoot or Alphaloot normally modifies "Elite crate", for example, on your server and you choose that as the Rust_Loot_Source for your npcs, you will get the modified non-vanilla version. There are other paid and free loot plugins that you can choose, which can give loot to npcs. The specific prefab used in BotReSpawn is scientistnpc_roam. My own free CustomLoot plugin is available here on Codefling and can be set up to give the same loot profile to all BotReSpawn npcs, or can be set up to recognise all the BotReSpawn profiles separately, making it much more flexible.
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Thanks for reporting. I've had a few others. I'll be looking in to this today.
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Problem solved and tested. No need for any changes to how you're calling enable/disable. There's a required update for wipe on Thursday, so this fix will be in that update. Thanks for flagging this.
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I see what's happening. We're not saving back to disk immediately after the change and because enable/disable is tied in to ReloadProfile(), it's re-reading from data file for every command you run. For Default profiles the result should be forgetting all your enable/disable changes except the last one. It's not related to the if (UI) SaveData(); That's there to catch changes you make in UI before clicking "Reload Profile", since, ordinarily, UI changes are saved down when you close it. I think taking out the SaveData() call in ReloadData, and moving it to the bottom (so it always runs) will solve the problem, although it's still inefficient. A better solution, which I'll look in to, would be to allow for an enable/disable string of profiles as one command, so it reads the files fresh once, makes all the changes, then saves back once. Are you able and willing to test the quick-fix? If you need me to mod it and send it over let me know and I'll do that today.
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Not strictly, no. There is peacekeeper mode which means npcs will not attack players unless the player is hostile. BotReSpawn npcs do ignore aggro_range settings, for a while, if you directly hit them, so you could try setting aggro_range to something very low...
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Everything will be updated before wipe night.
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Hi, Are you using quotation marks around profile names where "There are spaces"? If so, is it profile names with spaces which are failing? It may be that I need to insert_underscores_behind the scenes. Let me know, please. I'll look into it today for you. Thanks for reporting.
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Oh, wow...Yeah, that would be one super long video! I know there are a few things which were left out or over looked but for the vast majority of options I made their text labels clickable, and clicking gives you a decent description of what that option does. That is in the plugin's main description/overview, but people often miss it. Of course if you have any other questions or issues I'm never far away. It's rare I can't answer same day, or within 24 hours.
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Copied and pasted from the plugin description page. Kits. Kits are managed, per profile, in UI. As with BotSpawn, kit probability can be balanced by assigning a number to a kit. When selecting multiple kits, increasing a kit's number increases its chances of being picked. Only kits with weapons in the belt are shown in UI. Most weapons are supported for npc use, including normal bullet and melee weapons, rocket launchers, bows, crossbows, MGLs, nailguns, flamethrowers, etc. Throwable explosives can be used but throwable melee (like spears) can be used but will not be thrown. If you want a video of me clicking 'Kits' then clicking an up arrow, I can do that.
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APC_Safe true. It's a per-profile option.
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Hey Mal, Thank you for this. I'm away for an overnight but I'll definitely get a look at it before wipe.
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Conflict between BotReSpawn and ArmoredTrain
Steenamaroo replied to T-Nuts's Support Report in Support
Hi, That's telling you that BotReSpawn is set up to allow APC to target BotReSpawn npcs, and ArmoredTrain is set up to prevent it. If you want it prevented you should set APC_Safe to true for the relevant BotReSpawn profile(s). If you want it allowed, you'd need to find a similar, but opposite, option in ArmoredTrain.- 1 reply
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I think that requires another update from me too. Not sure what the story is there - The new scientists are a new type, presently incompatible with NPCKits/CustomLoot. I'll have to dig in to that. Thank you for testing the boats. I'll add in on-load processing for them, to catch boats which are already spawned.
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Ok. First thing would be to strip naked and redeem one of the kits you're meant to be giving it, to ensure there's nothing wrong there. Don't just check the config or UI for that kit - Literally strip and redeem it. If that checks out, make sure that the profiles for these npcs have Wipe_Default_Clothing set to true. If it's false, clothing fails to go on because their hazmat suit prevents it. Those are probably the two most common hurdles. If those check out but you're still having problems, check to see if these npcs are getting their guns but not clothing, of of they just aren't getting the kit at all. Focus on one mainland profile for testing, like Airfield or Launchsite or something.
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Hi casey. Can you give me a little more info than that? Have you used NPCKits before successfully or is this your first time setting it up?
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Hi, That's an oversight which I will fix. The "Change Spawnpoint On Death" option shouldn't show up for biome profiles, and it's not serialised (saved to the file). The reason is that it's for cases where you have X npcs and you have created Y custom spawn points, and Y is greater than X, you can ensure that a re-spawning npc takes a new, previously unused, spawnpoint for more variety. Edit: Custom spawn points aren't an option with biome profiles. For biome npcs it's randomised anyway and there should always be plenty of spawnpoints available. Glad to hear you got CustomLoot working. It's a little late, then, but I incorporated BetterLoot compatibility for the vanilla Rust_Loot_Source setting too.
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- 235 comments