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Everything posted by Steenamaroo
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Default Scientists Spawning Alongside Bots
Steenamaroo replied to mastice's Support Request in Support
Hi, It sounds like you're describing the default npcs which spawn at the excavator. Just like Bandit Camp, OilRig, Military Tunnel, etc, Excavator has its own 'vanilla' npcs. With radius 100 and roam range 40 it may be hard to see all 10 for certain but use the 'bots.count' console command. It will tell you exactly how many have spawned for each profile. -
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- #statistics
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Hi @joransrb I removed the image at the request of the server owner. Just letting you know.
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- 424 comments
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[Request] Default Profile per monument
Steenamaroo replied to Sebastian Mahr's Support Request in Support
Hi, If you change the 'Prefix' value in config you get a whole new set of data files, so it's possible to set up a whole new set specifically for a given map seed. If you have a test server you could even set it up in advance so that when wipe comes all you need to do is move the files in to place and change the config Prefix to point at them. If you don't like that idea then you can keep the same data set always - BotSpawn adds new monuments as they appear on the map so while all monuments wont be listed from day one, they will accumulate over time. I.E. You'd only ever have to set up each monument once.- 1 reply
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Hi, I don't really know how well BetterLoot works these days but yes, rarity, or, rather probability, works properly. It's a two tier system so item categories have probabilities, then the items within have probabilities. Every time an item is created for some loottable a category is chosen first, then an item is chosen from within. Takes a little bit of getting used to, for some, but it's simple enough and consistent, once you get going.
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- 424 comments
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- #statistics
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- 424 comments
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- 424 comments
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Ah, good. Glad to hear you got it going. Have fun.
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If you're using CustomLoot just to spawn one item then probability 1 is sufficient where all others are 0. You'd need resources set to 1, and the scrap item set to 1, then the scrap amounts min/max set to what you want. After that make sure the data file is saved then reload CustomLoot. I'm just thinking...Are you expecting this loot to appear on the npc? "Death_Crate_CustomLoot_Profile" is paired with Spawn_Hackable_Death_Crate_Percent which should be greater than 1. This spawns a hackable crate at the position where an npc has died. If that's not what you wanted, and you wanted loot on the corpse of the NPC, then all the setup is done in CustomLoot. Enable "corpseTypePerBotSpawnProfile" and reload CustomLoot, then go into the config and look for an entry which matches the name of your BotSpawn profile. Now set "Raidlaunch" as the loottable for that profile, save, and reload.
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Hi, Have you used CustomLoot successfully before? If not, have you enabled probability > 0 for the category that scrap is in, inyour Raidlaunch.json loottable?
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Hi, I'm not getting any other reports so I'd recommend reloading the plugin and watching console for errors or warnings. If anything comes up there please let me know. If not, double check the contents of the CustomProfiles.json and DefaultProfiles.json you're using to make sure they're OK. If you're unsure, feel free to attach them here and I'll have a look. Thanks.
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- 424 comments
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I'm going to guess there's a bug there because it's only meant to switch groups when you take/lose a title. For that to be 'exceedingly relentless' there must be something wrong. MySQL shouldn't cause hiccups, unless perhaps the table's been dropped and it's saving the whole lot. Outside of that it only saves records which have changed and it does it in one query so it should be smooth. Turning off gathering of stats is something I might add. Thanks for that.
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No problem. To be fair BotSpawn should catch that and set it straight...I thought it did, actually, but obviously not. Next V will.
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Yeah, not sure how it's happened but the contents of 'default-DefaultProfiles.json' is null. Delete that file and reload BotSpawn and you should get a new file to work with.
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Hi, I think this might be coincidence. I can only find that error message relating to ScientistAStarDomain and BotSpawn doesn't spawn those. You find those on the CargoShip and maybe in other places. You said the spam stops when you unload BotSpawn, though, so I'm thinking maybe the presence of BotSpawn npcs is causing some of the default npcs to do something/try to do something they can't? If you're on a proc-gen map feel free to send me your mapsize + seed and your DefaultProfile/CustomProfiles json files and I'll see if I can replicate it. If I can do that then maybe I can track it down.
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Hi, I think it has to be some kind of mistake in one of the data files that isn't getting caught. Would you mind attaching the -DefaultProfiles and -CustomProfiles json files for your current prefix? Thanks.
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- 424 comments
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Oh, that's a new one. Thanks for reporting.
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Ok, thank you. Yeah, I think that's just my mistake. I'll get it sorted next time I'm looking at PlayerRanks. Thanks for the report.
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That's right - The name as it appears in the .cs file. The formatting is a string array, like BotSpawn Kits, so quotation marks around each and commas between if there's multiple. ["OnePlugin"] or ["Several", "Different", "Plugins"] You'd want ["Friends", "RulesGUI"] as far as I know.
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Hm, ok. Are you able to confirm if they're being removed from the group or just losing the perms somehow.