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Steenamaroo

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Everything posted by Steenamaroo

  1. Ok, I had to watch the videos to find out what these abilities are, unfortunately. That should be in listed in the description. Melee only Fire ammo You can do these at present within your kits setup Slow down players with fire. It's not the same but you can give BotReSpawn npcs incendiary ammo, molotovs, or even flame throwers. With molotovs in their belt they'll switch to, and throw, only when line-of-sight is briefly broken, which means they'll use it in a sort of tactical way and still mainly rely on their main weapon - Whatever you give them. Flame thrower is treated as a close-range weapon, like melee, so you can combine it with a rifle to have the npc use fire up close, then switch to bullets at slightly longer range. The npcs (with guns) do periodically increase, and decrease, their distance to their target, rather than just stick to the target like glue, so this setup can get interesting. Summon other npcs You can sort of do this with the assist range settings, causing nearby NPCs to get involved and help out another. Again, it's not exactly the same thing...I appreciate that. Radiation I could see adding in a radiation element. It's been requested before and in keeping with the vanilla game. Whether it's the npcs themselves which have a radiation radius or their attacks which inflict it, that's something that was requested and considered a long time ago. Summon wolves Invisibility Freeze Electric shock Honestly, I'd be reluctant to pursue any of these. These appear to be the qualities which make that particular plugin different. To incorporate or, let's call it what it is, copy those isn't something I'd want to do. I appreciate the suggestions, though.
  2. Hi, What kind of thing do you mean? You can kit them out with armours as well as any weapon (I think) in the game, and flashbangs, grenades etc. You've also got control for the amount of damage they deal and options to make nearby npcs assist, so they kind of gang up on you.
  3. Hi, Would you be willing to give the attached copy a whirl? It's a bit of a hacky solution but I believe it should work, giving unique listings for spawners which were previously ignored, due to having the same name/stats as others. Initial confirmation would be seeing multiple crate/barrel spawners at the Dome where, before, you would have seen one of each. MonumentSpawnControl.cs
  4. No worries. There was a lot of updates that weekend!
  5. Sorry, what version of PlayerRanks. 2.3.1 is current. 2.3.0 removed debug which was accidentally left in.
  6. What version? I'm pretty sure I updated for that already, although it could be another one I missed.
  7. I think the {0} and {1}, name placeholders, were backwards in the PlayerRanks lang file but, if I recall, I've since corrected that. The problem is that lang files only update for new entries - not amendments, so any users who had the plugin before that fix would need to switch those around in the lang file themselves.
  8. You know, I forgot NPCKits is slightly different, until your post. It's the same, but different. If BotReSpawn wants inv main (or any) wiped, it does it immediately after it gives out the kit. NPCKits waits until the npc is killed, and chooses not to move those contents from npc to corpse (which are two different things). I think I'll change that, some time, so it's the same as BotReSpawn, for the reasons mentioned earlier.
  9. Is the confusion coming from the fact that these are wipe-on-death options, but I actually carry out the wipe on spawn, immediately after the kit is given? If that's it there's a few reasons I do this. One is that it's possible for other plugins to force the npcs to fall wounded, which would mean if you have some item that you want with a 1% chance of being lootable on death, players could get it 100% of the time from a wounded npc if I'm doing my wipe code at npc death time. Another is that when the npc dies, there's more going on. At that point vanilla loot is happening and third party loot plugins are likely to be doing their thing. Running wipe_main at that stage is likely to trip over what they're doing and mess up vanilla or third party loot. For those reasons I put the wipe code straight after the kit give code, so I can be confident that I'm only wiping npc vanilla gear and/or stuff that was given via kit. For people who want to control % chances of vanilla loot that is given, there's the Allow Rust Loot % chance, and for anyone who wants to control % chances for third party loot plugins, well, that should be configurable in the third party loot plugin. It's done this way so you have maximum control and minimal interference.
  10. "I already do this with the Trainyard NPCs. I use a kit that has a matching M249 to the clothing it wears. I don't want this NPC using the M249 against players, but I have a 1% chance that it will drop for the player if they are lucky. I have this set by using the setting for Main set to 99 and it loads from the Kit 100% of the time. At no time does it not load." Wipe main/belt/clothing happens the moment the kit is given out, so if you have a kit with m249 in the main container and wipe main set to 99% for that profile, and you're able to peek in vanish to see that m249 100% of the time, I'd say that's the problem - Not the other scenario. Would you mind double checking that profile to make sure you don't have its wipe main option to 1 instead of 99 by mistake?
  11. I'm sorry, I'm really not understanding the problem. Maybe someone else can clarify, or we can simplify down to bullet points or something? I'm more than happy to help, I just don't see where the issue is. My understanding so far is that you want to give these npcs a kit. The belt should contain x/y/z the wear should contain a/b/c and the main should contain 1/2/3 "I want the player to have a 10% chance to acquire what's in the main inventory. " so you've set "Wipe_Main_Percent": 90 to achieve that. The result is that "They always have the Wearables, They always have the Belt, but only sometimes have the Main." That's exactly what I'd expect, and what your settings are meant to do. "Now, I don't know under what situation someone would want to put something in a kit, only for it not to always be there when you spawned in the NPC, but what I want to do is have it only sometimes be lootable by the player when the NPC is killed." You don't understand why someone would want kit main items to not be there 100% of the time, but that's exactly what you want? There must be a a terminology issue or one of us is making an assumption - I'm sorry, I can't make the leap.
  12. You're describing what that function does. Setting "Wipe_Main_Percent" to 90 is going to erase the contents of the npcs main inventory container 90% of the time, so if you're giving npcs a kit with items in belt, items in clothing, and items in main, 90% of the time those items in main won't be there.
  13. Oh, ok. I see. It's because you've got "Wipe_Main_Percent": 90. Set that to zero to preserve the contents of their main inventory all of the time upon death.
  14. BotReSpawn npcs can't open doors or, at least, I didn't code them to do that. If they do it's a vanilla npc thing that I'm not aware of.
  15. Hey, Sorry, I'm not sure what you mean. Are you saying the npc no longer gets it kit and, therefore, has no weapon to fight with, or that the loot you expect to see on the npc's corpse is not correct?
  16. Hi, I've already got that patched for the next update. Thanks for reporting it.
  17. Yeah, that's a much more substantial CPU in terms of per-core performance. Hopefully that makes the difference!
  18. I'm not having that issue here, no. If you reload BotReSpawn do you see any complaints or errors in the console. If a kit is found to have no valid weapon in the belt, for example, BotReSpawn will ignore that kit, but it should complain to you about it a few seconds after startup. Edit : Also make sure you have Keep_Default_Loadout to false for those profiles. If it's true then Kits plugin can't put the clothes on the npc because their vanilla hazmat suit is in the way, giving the appearance that the kit isn't being given out.
  19. Oh, so it's really just a testing environment right now, with no players actively mass building or deploying? Strange. I'm pretty sure I could run a map on my local computer with more npcs than that without issue. Is this only an issue when the server has been live for multiple days straight, or do you see a problem right from day one? Usually people automate a server restart every 24 hrs, most often aiming for 4 or 5 am local where the player count is likely to be at its lowest. It might be worth trying that and seeing how you go, if you're finding the server is fine at the start then progressively becomes bogged down.
  20. What's your server like? Hostname, package type (shared/dedi), what hardware? Average player count, entity count? Average server FPS? How long is wipe cycle? How often does server restart? A couple of hundred npcs is hardly overkill but if your server is right on the edge that could push it over. If you let your server run close to the end of your wipe cycle, when it's got the greatest amount of buildings and entities, what is performance like with BotReSpawn unloaded? Any lag or player complaints? Server FPS steady? (not your client fps)
  21. Sounds like something outside of BotReSpawn is killing them, then. Suicide timer would do that, if set to zero, but it only applies to npcs which aren't part of a controlled + limited population, like all the event profiles or npcs which were sent via another plugin making a call, or toplayer command.
  22. Hi, There's plenty of things that add up to affect performance, like overall number of entities, active furnaces/quarries, npcs, turrets, etc but if you're experiencing performance issues with around 1300 npcs I'd certainly try reducing the numbers to see how that goes.
  23. Hey, thanks for coming back to update. That's good to know. Hopefully that's the answer to what was going on but if you still find anything's not quite right don't hesitate to let me know, Forcing Min/MaxStack to 1, if 0, is a one-line fix. I actually did it at the time so it'll be in the next update. Always nice to catch a bug.
  24. I'll look into that and see what the problem is. If MinStack or MaxStack is zero I ignore that item. I guess the problem is that if it was the only item with > 0 probability I now need to ignore the category too. I think I'll just force min+max to 1 if the user puts in 0 for either. That'll silently fix it. For your apparent imbalance, I'lll see if I can replicate that or, better yet, maybe you'd attach or DM me that loottable json data file? Looking at those numbers it should, I think, appear to be food heavy, as there's 4 items asked for a and a 50/50 chance of any given item being food. Having 'AllowDuplicates' set to false in the global config can skew things for sparsely populated tables. If, for example, it tries to give out raw bear meat twice, it'll just ignore the second attempt and roll again. Be aware, though, that AllowDuplicates : true can make it look like you're getting fewer items because if it gives Bandages : 1, Bandages : 2, raw meat 1, raw meat 3, that's your four items but they'll stack into Bandages :3, raw meat 4, and just look like two items.
  25. Is your config or data file borked? Reload the plugin and watch console to confirm.
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