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Everything posted by Steenamaroo
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I don't think "scientist_corpse[5970426] (385.2, 10.0, 4000.1) (destroying)" is related - That's more likely to be coming from cargo ship or CH47, as the position is at the extreme edge of the map. Wild Swamp 1, for example, is the name, so all your profiles are actually spawning zero, although I see why now. You have "UseCustomSpawns" set true for every profile, but there are no custom spawn points for all those profiles in the SpawnsData file. You'd need to either set "UseCustomSpawns" false and let BotSpawn find random spots around each area, or use the chat commands to add custom spawn points for each profile. Console should have spat out lots of messages about this - "Not enough spawn points for X - reducing population to 0", no?
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Hi, There's an option per-profile called "Attacks_Other_Profiles". If you set that to true you should be able to make scientists attack murderers and vice versa.
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Hi, First, and most obvious, make sure it's day time in the server. Day/night thresholds are defined in the config file. Assuming you did that, watch console for any warnings or messages shortly after reloading BotSpawn. In-game console is no good for this - You need to watch the server window or rcon or, depending on your provider, a browser console might be provided. Sometimes profiles will fail to find spawn points if the spawn radius is too low and there's something in the way (Dome, Lighthouse, etc). In these cases just increasing the spawn radius will sort it out. If no profile is spawning then make sure that navmesh is enabled on your server and nav_wait isn't set to true. With nav_wait the npcs will not spawn when the server starts but will spawn if you reload BotSpawn 5-10 minutes after server start. Nav_wait can be set to false to solve this. The command 'bots.count' should tell you how many npcs are spawned and from which profiles. Let me know how you get on with that.
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Thanks for replying, Vasorax. If you want all titles to be the same colour you can also add <color=#e8b923> as Title start, and </color> as title end.
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- 426 comments
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- 426 comments
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Default Scientists Spawning Alongside Bots
Steenamaroo replied to mastice's Support Request in Support
NPCKits still uses the regular Kits plugin - It's just a means of giving specific ones to specific npc types. Pleasure! -
Default Scientists Spawning Alongside Bots
Steenamaroo replied to mastice's Support Request in Support
I'm not 100% - I think there are population convars for them, maybe. You can, however, use NPCKits to modify all (or any) of the default populations. It has a config option for Excavator npcs. You can mod their health, kits, weapon drop and a few other things. -
Hi, It's working fine here. /botspawn add test123 /botspawn edit test123 Make sure you're not trying to create a profile with a space in the name, or
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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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Hi @joransrb I removed the image at the request of the server owner. Just letting you know.
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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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- 426 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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