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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    bots spawned on 0, 0, 0,

    When you see npcs in the location you're not expecting to see them, do bots.count in console and screenshot or note the populations per server, then do oxide.unload BotSpawn and watch to see if they vanish, to confirm 100% that they are BotSpawn npcs. If they are BotSpawn npcs, at least you now have a list of possible profiles that they are from. Next thing to do is figure out if they are spawning in the wrong place, or walking to that place over time. Reload BotSpawn, stay there, and set the server time to day, or night - whichever that profile needs. You can reference bots.count repeatedly to make sure they've spawned, if you don't see them. That ^ should tell you if they spawn in the wrong place, or they are walking there. If they're spawning there, ensure that UseCustomSpawns is false for that profile, go to the correct location, and do /botspawn move <profilename>. reload BotSpawn and test. That will rule out the profile's location being in the wrong place by mistake. Also ensure that the profile's spawn radius isn't larger than it needs to be. Try something small-ish like 40 or 50 for testing. If they were spawning in the right place but wondering off to somewhere unusual, check their roam radius and their aggro/deaggro settings. Keeping these reasonably tight should keep the npcs in the areas you want them.
  2. Steenamaroo

    bots spawned on 0, 0, 0,

    Hi, Are you certain that the npcs at 0,0,0 are BotSpawn npcs? If so, do you know what profile they are from? Does that profile have UseCustomSpawns true, or false? If true, have you added custom spawn points and confirmed that they are where you think they are?
  3. kk. That's very old debug from when I thought there might be some issue. If it's just one messages once in a while it's probably nothing to worry about. I'll remove the debug some time. Thanks for flagging.
  4. Thanks pookins. How often? How many npcs do you have across the map, and how often is the server restarted?
  5. Yeah, the titles issues are fixed in V2.15 which is coming soon. Thanks for reporting, regardless.
  6. Hi, This is fixed in V2.1.5 which will be released fairly soon.
  7. Yes, you can add players to, and remove them from, groups with PermissionsManager.
  8. Steenamaroo

    tunneldweller

    I'll check and confirm some time soon but as far as I know it should be good.
  9. Steenamaroo

    tunneldweller

    HI, Yeah, as far as I know they should be covered.
  10. Steenamaroo

    NPCKits

    I'll see what I can do.
  11. Just the same as in any other plugin "<color=#c73d1f>Text here</color>"
  12. PlayerRanks has a lang file with all the messages in it. "tooktitle", "{0} has taken the title {1}." is in there.
  13. I guess you mean brackets? Yeah, you can add whatever you like as the tag, including colours tags, brackets...whatever you like.
  14. Steenamaroo

    Custom Spawns help

    Hi, Glad to hear you found the issue, and even more glad it wasn't BotSpawn. Thanks for sharing your findings, for anyone else in the same boat.
  15. Steenamaroo

    Exclude tags

    Hi, Do you mean when a player with titles types a message? If so, I can make that optional.
  16. Hi, There's not really a lot to it. Just install the plugin in your plugins folder, look at rcon or server window to confirm it loaded, then type /perms in chat. You must be admin (auth2), or have the permission, to use the chat commands.
  17. Steenamaroo

    Custom Spawns help

    BotSpawn does work on CustomMaps but there are assets, seen and unseen, which can prevent npcs from spawning, or moving. The reason I'd test on a proc-gen before anything else is because that proves the issue to your files and settings, or your map. If it proves to your map then there may be something the creator can do. If you have the same issue on proc-gen then that's either a plugin conflict (run BotSpawn + Kits solo to prove), or something I have to look into.
  18. Steenamaroo

    Custom Spawns help

    Looks like you're running a custom map. I'd test your current kits + other settings on a proc gen and see how that goes.
  19. Steenamaroo

    Custom Spawns help

    Have you given them any unusual items in their kit belt? I just tested at a lighthouse where I'd expect problems but the npc ran around without issue.
  20. Steenamaroo

    Bypass Inherited

    Sure. You can put as many, or as few, players in a group as you want. By default all players are in the 'default' group.
  21. Steenamaroo

    Bypass Inherited

    Hi, This is explained in the FAQ but put simply players can have permissions against their name, and also against the groups they are in. If your player is in a group with X permission, then it doesn't matter if you give it to the player, or revoke it from the player. They still have it due to being in the group. The solution is to take the permission away from the group, or take the player out of it.
  22. Steenamaroo

    Not spawn on cave

    Not from our end, no. That would be a consideration for map-makers.
  23. Steenamaroo

    Not spawn on cave

    In that case, go back to reply 1 I'm afraid.
  24. Steenamaroo

    Not spawn on cave

    Oh, sorry - I thought you were using custom spawn points already, for some reason. You'd need to set UseCustomSpawns: true then use the chat commands (from description) to add some custom spawn points in the cave. Try with stationary false, first. If there's navmesh in that case if should work fine.
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