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Steenamaroo

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Everything posted by Steenamaroo

  1. Then I guess they're just too far from navmesh? It should warn you if that is the case, when adding custom spawn points. "No navmesh was found at this location. Consider removing this point or using Stationary : true."
  2. "Any chance you have UseCustomSpawns true and some spawn points that are in the air or underground or something?" Rule that out first. Personally I'd just use custom spawn points for the lighthouses and harbors. If you already are then do /botspawn edit "ProfileName" to see where the current spawn points are. As far as I know any respawn/timer/population control issues are resolved in V2.1.6 but I don't think there was ever any issue regarding finding spawn points.
  3. Hi, Are you both coming from a few versions ago? V2.1.1 or something? There's a note in the main description explaining, but the way custom spawn points are stored has recently changed, in order to facilitate auto-migrating them if Parent_Monument is in use. That means people can use custom spawn points + Parent_Monument and only ever have to set up their spawns once, but it does mean that existing custom spawn points would need to be re-done now.
  4. Steenamaroo

    help

    Hi, Yes, once you've set up some profile they will automatically spawn thereafter, as long as they're enabled. Yes, that's normal - The UI has to constantly reload to be up to date so you may see the occasional flicker or whatever.
  5. Thanks man! Same to yourself. No, there's nothing different about, or specific to, any single profile. Any chance you have UseCustomSpawns true and some spawn points that are in the air or underground or something? With radius as high as 200 it should definitely be finding something, somewhere, unless that's the case ^.
  6. Steenamaroo

    Too many names!!

    Hi, I don't know about the DeathNotes end but BotSpawn assign a random name to each npc it spawns, unless you manually specify names. If you were to give your profiles manual names like BotNames: ["Airfield Guard"], for example, that would cut down the numbers a lot. Check BotSpawn overview for proper formatting, as this field accepts lists of names.
  7. Hi, Can you ensure you're on the most up to date public version, please? That's V2.1.5.
  8. Ah, yeah. Don't remove MigrationData. I think the title of it literally says "DoNotEdit", no? Setting Parent_Monument to "" should have no adverse effects, though, other than existing custom spawn points being automatically removed.
  9. You definitely updated the BotSpawn.cs file? I've updated public now so you may as well get it from there, but I did find an instant-respawn issue with default profiles, and fixed/tested it.
  10. ugh, really? Ok, I'll have a look this evening. I made some changes to how custom spawn points are handled and it's had a few knock-on effects. Thanks for letting me know. Depending on the terrain around the lighthouse it may be very difficult to get random spawn points. In some cases custom spawn points may be necessary but they auto-migrate at wipe now (if you set Parent_Monument correctly before adding points) so at least it only needs done once.
  11. Steenamaroo

    botspawn

    Should be all good now @MastrJedii
  12. Waiting for feedback on something else before releasing a public update (...again<sign>). Here's the respawn fix until then, for anyone who wants. BotSpawn.cs
  13. @Sasquire- I'm not finding this one. Do you know the steps to reproduce it? Thanks.
  14. On it. Thank you!
  15. Hi, Thanks for the info. No, Parent_Monument isn't (shouldn't be...) required - This is a bug that I'll fix. Got a few small things to fix so I'll most likely update some time today.
  16. Nice. Thank you.
  17. All good now? @MON@H
  18. Fixedamaroo.
  19. Steenamaroo

    CInfoPanel

    @Vedder Thanks for the screen shots. The plugin is unloading itself because ImageLibrary.cs is not installed. @TF Crazy If ImageLibrary is a requirement that really should be in the description. You should probably enable Support for your plugins too, so that reports are separate and organised. It's easier to keep track that way. Discussion/comments, ideally, is for suggestions and remarks.
  20. Steenamaroo

    CInfoPanel

    Have you altered the config value for chat command? `Command chat": "info"` If not, I don't see anything about permissions or auth level so it sounds like the plugin isn't loaded. Get your server console, or rcon, open and `oxide.reload CInfoPanel` Watch console to see if there are any errors. If you do see some error delete the config .json for this plugin and reload again. If there's still an error, please screen shot it or paste it here.
  21. Steenamaroo

    CInfoPanel

    Hey Vedder. As I mentioned, the developer is going to need some details. How, exactly, is it not working? Describe your experience, please.
  22. Ok, thanks. I'll take a look. I may have updates pending - If so there'll be a new version released later today. Thanks for the info.
  23. I asked people to test this for me and report back - from what I gather the issue is fixed in V2.1.2. Did you update to V2.12, set Parent_Monument for some profile, then `/botspawn move <profilename>` to where it's meant to be, and then see a failure to relocate after a wipe? If so, please share your custom + default data profile files and I'll take a look.
  24. Hi, There was an issue in 2.1.1 which is now resolved. I introduced auto-relocation of custom spawn points, using the same Parent_Monument setting, but accidentally broke/disabled the relocation of custom profiles locations, meaning if you use Parent_Monument to relocate an entire profile (UseCustomSpawns : false) it wouldn't have worked. The solution is to update to V2.1.2 then manually put your custom profiles back where they need to be, with the `/botspawn move <profilename>` chat command. After that's done custom profiles and custom spawn points should all automatically re-locate after a wipe, when Parent_Monument is used.
  25. Hey, That's great to hear. Thanks for the update. Glad things are working well again.
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