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Everything posted by Steenamaroo
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- 424 comments
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- #statistics
- #leaderboard
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Hi, I could add an option to NPCKits to customise NPC health but at present the plugin doesn't modify health at all so it certainly shouldn't be making them easier to kill.
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- 424 comments
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- #statistics
- #leaderboard
- (and 12 more)
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I don't see a way HumanNPC detection would have worked with uMod HumanNPC over the last, maybe, 10 versions of BotSpawn but no matter : The file attached in the link thread fixes the issue, and I'll push a public update fairly soon. Thanks again for letting me know.
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I'm not sure I have control over that but I'll take a look some time. I made a choice a long time ago not to play with troublesome weapons, partly because a lot of it was outside of my control and partly because the AI was constantly changing at that time. I didn't want to get into a pattern of having to regularly fix up janky rocket/arrow/flamethrower fixing code. If there's a simple way to make the sound effects happen I'll certainly do it but I just wanted to give you a bit of background as to why I drew a line at bullet/melee weapons.
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Thank you. I appreciate you taking the time. I just compared code from current public and V 2.0.8, for the method that's throwing the error - They're identical. I thought I had made a HumanNPC detection change but, thinking about it, I didn't push that public yet. That pretty much means something's changed outside of BotSpawn but I still need to find the issue and plug whatever it is.
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Actually, I might know what it is. Would you mind testing the copy attached here, please? Thank you! https://codefling.com/forums/topic/93-botspawn-bots-keep-attacking-humannpc/#comment-263
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Hi, Thanks for reporting. This is the first I've heard of it so, right now, I've no idea what's causing that but I'll look into it and find out. If you, or anyone else, can drop any clues - Maybe it happens when a particular event starts or something? That'd be super helpful.
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Never mind. Temporary fix until next update -
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@MON@H - This is tested. BotSpawn.cs
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I'm not sure 2.1.0 has anything to do with it. The HumanNPC check I'm using was in a HumanNPC fork - not the copy on uMod. Are you certain that it worked for you recently? If so, were you using RFC's copy of HumanNPC then switched to the uMod version?
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Ok, thanks for letting me know. I'll get it sorted on my test server. The chainsaws aren't really supported. I recommend bullet and non-throwable melee weapons only. Others may work but if they don't they don't.
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Hi, Thanks for flagging this. Someone else also flagged it a few days ago so the fix is done and tested. Next update will include it.
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I could add a spawn offset value for default profiles but, to be honest, it would take as much time/effort for users to set that up as it would to just create a new profile exactly where you want it then parent it to the monument in question. It's about as automatic as it gets, auto-updating the custom profile location every time you change map. There's no license permitting user modifications and no support can be offered to anyone who decides they don't care.
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My previous post describes how to achieve this. Are you commenting with two accounts or is this two people?
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Hi, It's not possible to move the central point of default profiles but you can turn the profile off then create a custom profile at the exact locations you'd prefer, then set that custom profile's "Parent_Monument" field to the name of the default profile you just disabled. For example, you could use the chat commands to create "DomeCustom" somewhere near the Dome, then set DomeCustom's parent monument to "The Dome 0". That way the central point for the profile is exactly where you want it but if you change map seed BotSpawn will automatically relocate the profile to keep it in the same spot, relative to the new Dome location.
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Hi, Thanks for letting me know. Would you mind checking if this fixes it? BotSpawn.cs
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Hi, According to Wulf we should use true/null as return objects in OnSomeAction hooks.
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Bots still killed by BradleyAPC even with "APC_Safe": true
Steenamaroo replied to MON@H's question in Support
Hi, Most likely they're getting run over. It's something I've been meaning to look at. -
Edit the user config, not the plugin. Font size, alignment, and position are all user customisable.
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Change in game from /infoscreen to /info ?
Steenamaroo replied to DABRIT's Support Request in Support
Hi, There is in the next update. I'll push it later today. -
Hi Saha, Not sure if you know but BotSpawn has a "Kits" entry for every profile and you cad add in multiple kit names. If you do, one is chosen randomly each time an NPC spawns for that profile. If you're looking for randomisation with main container loot in mind, for loot for players to take, my CustomLoot plugin has an option to allow specific loot-tables for every single BotSpawn profile. (all optional..Use whichever you want). It's a bit of a chore setting it up but very flexible once it's going. Hope that's helpful.
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Changed Status from Pending to Closed
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The solution, then, is to make the profile radius bigger or use the BotSpawn chat commands to create custom spawnpoints - The latter allows you to place them on, or in, the actual monument where people won't be building.
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If you're happy for them not to spawn simply turn off the lighthouse profiles - "AutoSpawn" : false,