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Everything posted by Steenamaroo
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ok, thanks. I'll speak to Death about it because I still have no issue here.
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Nah, still working fine here. Maybe geographical - Are you able to access Codefling.com without issues?
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Not getting it here but I'm on an older oxide. I'll update shortly and check it out. Thanks.
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Hi, Not seeing an issue here - Maybe a temporary break in service at Codefling? If you wouldn't mind doing `oxide.reload UpdatesChecker` and letting me know if it reports correctly, that'd be helpful. Thanks.
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- 424 comments
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- #statistics
- #leaderboard
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Cool. Sorry about that - Should have been documented. For what it's worth, though, I made 'addspawn' a command so you can key-bind it. Means you just have to do /botspawn edit <profilename> then tap out the points.
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Hi, Sorry - Spawns.cs is no longer used and that command no longer exists. I've removed it from the description/overview now. To be honest I didn't realise that was still in V2.1.2 BotSpawn has had it's own commands for adding and maintaining spawn points for quite some time, and the loadspawns command was there as a migration tool to make the transition simpler. Thanks for flagging it.
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Also if you're trying to create a profile with a space in the name, /botspawn add "use quotation marks"
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Hi Reb_, Is the command not working for you either? It works for admin by default, and people with the permission as an extra. If it's not working for you, as admin, open console or rcon (not in-game f1 console) and oxide.reload BotSpawn. Watch to confirm that it successfully loads, or reloads, without any errors.
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Is this going to be updated? it appears to not be working.
Steenamaroo replied to redstarradical's Support Request in Support
Hi, It's working perfectly, as far as I know. Talk me through how you've set up it. -
Bots are all Scarecrows or Scientists with kits
Steenamaroo replied to Reb_'s Support Request in Support
Oh, I see what you mean. That's a configurable option - Set `Keep_Default_Loadout` to false. -
- 191 comments
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- #permissions
- #admin
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(and 7 more)
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That's just down to the npc, I'm afraid. NPCKits doesn't really do anything with behaviour. All I can suggest is trying different weapons until you get ones which work well. The same is true of the heavies at the oilrig.
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Bots are all Scarecrows or Scientists with kits
Steenamaroo replied to Reb_'s Support Request in Support
Hi, First thing I would do is strip your character completely then redeem on of your new kits, to make certain it definitely has all the items you think it has. It's so easy to forget to do the `/kit items` command, so ending up with empty kits is pretty common. -
It's just a two-tier probability process, so every time the plugin needs to create an item it chooses a category, then chooses an item from that category. If you had 5 categories and their probabilities were 1, 1, 1, 1, 6 the've all got 1 in 10 chance of being picked, except the last one which has 6 in 10 chance. Same logic applies to items within. If you have some category with probability 1 or more, and some item within it with probability 1 or more then yes, your npcs should always get that item. If they're coming up empty I'd guess they're being looted, or some other plugin is maybe clearing their inventory. Since you're having problems, I'd stick to the default categories and items for now. Maybe try custom stuff, if you want, once you know it's working as it should.
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- 424 comments
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- #statistics
- #leaderboard
- (and 12 more)
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It's not the intended use but I suppose you could make your own if you want. The plugin selects a category from the file, and and item from that category, so as long as all the manually entered item names are correct, as they appear in a default file, it should work.
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Cool. Thanks for the info.
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All good. Yes, two messages is correct. One for successfully saving main SQL table and one for snap-shot leaderboards table.
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SQL saves when the main database saves. You're looking at a save of the table when that player was offline. Next time Playerranks saves, SQL table will update.
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Nav_wait is whether or not the server waits for navmesh generation to complete before starting up, so with nav_wait false your server goes live before navmesh is up, and BotSpawn fails to spawn most of its npcs. With nav_wait true, navmesh is ready when your server goes live, and BotSpawn should have no issues. aimanager.nav_wait "false" and nav_wait true are the same thing I think the last one in sequence would be the loaded value, but it's probably better to remove one of those and just have nav_wait true on its own. Sorry for the confusion. Edit : Fixed information - I said it backwards.
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All good.
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@Arcanekniight- The report function is for site issues and abuse - that kind of thing. Jump on our discord - Maybe someone there can talk you through.
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Ah, ok. Sounds like you have nav_wait enabled. That means BotSpawn's initial spawn won't work and, ask you've discovered, you'd need to reload the plugin some time later to get them all spawned. Set nav_wait to false.
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I understand but PlayerRanks just reads whatever value PlaytimeTracker has. It never wipes or clears that data so I guess there must be some issue with PlaytimeTracker itself?