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Everything posted by Steenamaroo
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Version 1.0.7
242 downloads
Grid based teleportation plugin with daily limits, cooldowns, and permissions. Also has useful admin features. Note - GridTP is accurate right to the lines in both axis. Permissions. gridtp.admin gridtp.clickmap gridtp.precisemap gridtp.tomiddle gridtp.tocorner gridtp.whereis gridtp.back gridtp.toplayer gridtp.vip (for VIP cooldowns and daily limits) With 'precise' perm, players can TP to the precise spot they clicked on the map, or the nearest safe spot. With 'middle' or 'corner' perms, players can use map right-click or chat commands to TP to a safe spot in the middle of the grid, or the top left corner of the grid. Config. Hour at which daily limits reset : 22 Log details of successful Tps : false Disable map use for regular players : true Disable map use for everybody : true Prevent TP into building-blocked : true* Prevent TP from within building-blocked : true* Prevent TP into monuments : true* Prevent TP from within monuments : true* Prevent TP from whilst swimming : true* Disable TP whilst mounted : true* Maintain admin height when TPing in noclip : true Player should be sleeping after TP : true* Custom Chat Command : "gridtp" Config also includes daily limits, (0 means disabled) and cooldown times for precise/middle/corner TPs Notes. Holders of admin permission are not subject to the options marked '*' Map right-click takes 'admins' precisely where they clicked when in noclip, and to the closest safe spot when not in noclip, regardless of other perms. Data. If logging is enabled, the data file stores steamID, username, time and TP type for each successful TP. Data file also stores a date for reference when resetting daily limits. Manual editing of the data file is never required. Chat Commands. /gridtp <letters> <numbers> - Attempt to TP to the specified grid. /gridtp back - Attempt to TP back to previous location (one use per TP) Admin or back permission required. /gridtp limits - Display your remaining daily Tps. /gridtp whereis <playername> - Displays player grid coordinates. Admin or whereis permission required. /nomap - Toggles right click map to TP. Admin perm only. /gridtp wipelogs - Wipes all data file TP logs. /gridtp toplayer <playername> - Tps close to specified player. /gridtp reveal <playername> - Publishes player grid coordinates to the server. /gridtp trackpublic <playername> - Toggles publishing player grid to the server every time it changes. /gridtp trackprivate <playername> - Toggles displaying player grid to you every time it changes.$10.00- 9 comments
- 5 reviews
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- 3
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- #admin tool
- #teleport
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Version 1.0.2
1,397 downloads
Simple API for retrieving in-game grid coordinates from a Vector3 position, and vice versa. string[] GetGrid(Vector3 pos) returns the grid coordinates for the given position. object IntersectionPosFromGrid(string a, string b) returns Vector3 intersection (top left on map) for a given set of map coordinates. returns string message if input strings are not valid. object MiddlePosFromGrid(string a, string b) returns Vector3 centre of grid for a given set of map coordinates. returns string message if input strings are not valid. object RandomPosFromGrid(string a, string b, int radius) returns Vector3 viable player position for a given set of map coordinates, within the provided radius of grid centre. returns string message if input strings are not valid. returns string message if no valid location can be found. *Useful for Tping or spawning players/npcs.Free -
Keep_Defauilt_Loadout, from description, "Keeps Scientist/Murderer attire and weapons, in addition to your custom kits." If you liked scientists as they are but wanted to give them a bolty you'd Keep_Defaut_Loadout: true and give them a kit with only a bolty in it. Allow_Rust_Loot_Percent is the one which governs default/rust loot that you'd find on an npc's corpse. With that at 100% CustomLoot would be adding loot on top. CustomLoot also has its own "ClearContainerFirst" option which is effectively the same thing as Allow_Rust_Loot.
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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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- 447 comments
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- #statistics
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- 447 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. -
- 447 comments
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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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- 447 comments
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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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- 447 comments
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- #statistics
- #leaderboard
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- 447 comments
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- #statistics
- #leaderboard
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- 447 comments
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- #statistics
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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.
