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Everything posted by Steenamaroo
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Suicide timer governs that. Any NPCS which aren't population controlled auto-destroy themselves after a period of time. The reason is that nothing's monitoring how many of them there are, so if you have a low pop server with regular airdrops, you could end up with hundreds on npcs roaming around very quickly.
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Hi, Completely remove the tables then reload, or save, PlayerRanks. The tables will then be created automatically.
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Hi, Sounds like you're looking for "Allow_Rust_Loot_Percent" : 0. Yes, you can set the Respawn_Timer as high as you like - It's in seconds so set it greater than 600.
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Thanks for reporting. I'll fix this tomorrow. For now, removing 'admin' from the groups entry should get it going for you.
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Hi, TimePlayed requires the PlaytimeTracker plugin from uMod. PlayerRanks just reads the data straight from it.
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- 50 comments
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- #updates
- #steenamaroo
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(and 5 more)
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There's no %. It's all probability. If you set Ammo 1, Food 1, Weapons 8, then weapons category has an 8 in 10 chance of being picked, for each item that's created. The same logic applies to choosing an item within the chosen category. Two stages of probability. If you have some category enabled and then all item probabilities set to zero, that category will never be used. If the probabilities are set such that no item can ever be picked, then there'll be no items.
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Hi, You can set loot for Harbor only, for example, but there's no reference loot table or default setup. You would have to balance it yourself.
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Hi, There's a number of places these npcs can be getting loot from. The grenades, guns, rocket launchers could be coming from the default Rust loot but that seems unlikely. Make sure your kits don't contain these items by mistake. Also check and see if you have any other plugins which might be giving loot to npcs, such as AlphaLoot. If you want to use CustomLoot for BotSpawn npcs then, yes, you need to set "enabled": true in your second snippet. You would also need to customise a loot table, though. The "default" loottable is a placeholder and has everything set to 0 so, unmodified, does nothing. Either modify the default.json file to your taste, or change to "lootTable": "SomeOtherNameHere" and reload CustomLoot. That will give you a new file - SomeOtherNameHere.json - to work with. That's how new loottables/files are created - Just enter a new name for "lootTable" for some entry in config, and reload CustomLoot. If one loottable for all of BotSpawn is enough then that's all you need. However, if you want different BotSpawn profiles to have different loottables, there is a global option in CustomLoot config to enable that. Set it to true and reload.
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Respawn Timer is one of the options per profile, yes.
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Hi Ron, That server setting makes murderers spawn automatically around the map. BotSpawn does nothing to those npcs. As BotSpawn spawns its own murderers and scientists halloween.murdererpopulation is not needed, but can be used in parallel if you wish.
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Ability to sort by Last Updated and Newest
Steenamaroo replied to Bumfuzzler's topic in Site Support
Hey man. Those sort filters exist although, admittedly, they could be named better. Click the 'Plugins' tab on the main page to show plugins only. 'Recently Updated' is the default view but you can click Sort By > Start Date to order by when they were added. I'll mention to @Death about changing 'Start Date' to the words 'Recently Added' or something more obvious. There's no option to opt out of UpdatesChecker. If the plugin is on Codefling and the author uses conventional version numbering, increasing as they go, UpdatesChecked should tell you. -
Hi, As far as I know all groups should show. Is it possible there's a second page? Look for the -> arrow in UI. I don't know what "ppop" means. The blacklist is there to allow you to prevent plugins from showing up in the PermissionsManager UI. There's no way to prevent certain players from being displayed.
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- 2 comments
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- #vehicle
- #motorcycle
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If you remain within their aggro range then they will continue to follow you as far as you run, but the issue with murderers right now is that they'll continue to follow you regardless. Also, if you shoot at BotSpawn npcs from a distance then aggro/deaggro range is temporarily ignored.
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If the error above is still showing in console then it's almost certainly an npc with a weapon he can't use. I'd go around and double check all your kits. Make sure there are no bows, launchers, flamethrowers in the belt but also make sure there are no other items an npc can't use, like meds, building plans, ammunition etc. The npc kit belt should be literally nothing but 'normal' bullet weapons and/or melee weapons/hand tools.
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Glad you were able to pin it down, and thanks for letting everyone know.
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Hi, There is an open issue where Murderers wont deaggro. If you need a quick-fix, scientists don't seem to have the same problem. It's fixed in the next update, which should come before forced wipe.
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The fire in fairly short bursts and their aggression range is adjustable. That error is the kind of thing I'd expect to see if you gave them bows or rocket launchers or something.
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Hi, I can think what would cause a meltdown like that but that's a heck of a lot of convars you have set and a lot of them relate to AI. I don't know what defaults would be for all those but I think I'd want to remove them all for testing.
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Hi, From FAQ Q: What weapons can my bots use? A: I recommend sticking to basic bullet-weapons, hand tools and melee weapons. Anything else is luck whether it works or not.
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Honestly, I'm not really sure - but the plugin is definitely killing off all npcs, regardless of where they come from. It would create problems with any other npc spawning plugins you have - BotSpawn, RaidableBases, ZombieHordes...It'll kill them all.
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Yeah, it looks like NightZombies runs a routine to just kill any and all NPCs on the map. BotSpawn, by design, respawns its npcs aftey they've been killed so that's the answer.