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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. Steenamaroo

    Botspawn attack HumanNPC

    Never mind. Temporary fix until next update -
  3. @MON@H - This is tested. BotSpawn.cs
  4. Steenamaroo

    Botspawn attack HumanNPC

    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?
  5. 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.
  6. Steenamaroo

    Botspawn attack HumanNPC

    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.
  7. Steenamaroo

    move the spawn point

    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.
  8. Steenamaroo

    move the spawn point

    My previous post describes how to achieve this. Are you commenting with two accounts or is this two people?
  9. Steenamaroo

    move the spawn point

    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.
  10. Hi, Thanks for letting me know. Would you mind checking if this fixes it? BotSpawn.cs
  11. Hi, According to Wulf we should use true/null as return objects in OnSomeAction hooks.
  12. Hi, Most likely they're getting run over. It's something I've been meaning to look at.
  13. Edit the user config, not the plugin. Font size, alignment, and position are all user customisable.
  14. Hi, There is in the next update. I'll push it later today.
  15. 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.
  16. Steenamaroo

    Spam in console

    Changed Status from Pending to Closed
  17. Steenamaroo

    Spam in console

    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.
  18. Steenamaroo

    Spam in console

    If you're happy for them not to spawn simply turn off the lighthouse profiles - "AutoSpawn" : false,
  19. Steenamaroo

    Spam in console

    Hi, The best way to suppress the log spam is either to ensure that BotSpawn will find spawnpoints at the lighthouse, either by using custom spawn points or increasing the radius, or ask for fewer, or no, npcs. The lighthouse and the Dome in particular require a larger radius for finding random spawn points as randomly chosen points must be on open terrain with a clear view up to the sky. Setting a small radius for these profiles makes that impossible as the monument itself is in the way.
  20. It's no problem. I'll add a global config option for Staggered_Despawn in the next update. Thanks.
  21. It doesn't matter much to me whether they despawn gradually or all at once. I just thought gradual would have been preferred by most so that a large chunk of population doesn't suddenly vanish to any players who happen to be in the area. I'll add a global option for instant despawn in the next update.
  22. Hi, There's a check for population/time of day every 10 seconds and npcs are killed off one at a time. That means if you have 5 npcs for day and 1 for night and night time is 20 hours, it might be 20:40 before you reach population of 1. The reason for this is just so multiple npcs don't suddenly vanish all at once.
  23. Changed Status from Pending to Closed
  24. Have fun.
  25. Hi, You have to damage something. Fire at a barrel or building block or something.
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