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Everything posted by Steenamaroo
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Glad you got sorted. Worth pointing out, though, that probabilities aren't percentages. It's a two-tier relative system. For each spawned item a category is chosen first, based on your category probabilities, then once a category is picked one item from that category is chosen using the item probabilities. For a simple example, if there were 10 categories and you set their probabilities all to 10 except for one, which you set to 1, then there's a 1 in 91 chance of the rare category being picked. I generally recommend people set all item and category probabilities to some sensible middle-ground number, like 10, then adjust certain categories and items up/down around that to taste. Always spawn list is there so you can guarantee some item without messing up probabilities for the other items in its category. A lot of people want scrap to always spawn along side randomised loot, for example.
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Hm, OK. It's just a zipped json file. 🤔 Well, to fix manually you can just replace my comment line above with "autoturret": { and add a closing } at the end of the file.
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Your attached file has "UseCustomSpawns" false for "Top Dome" profile. As I say, you'd need to set that ^ to true and then use the chat commands to add a custom spawn point for that profile, where you're standing in your picture. Set 'UseCustomSpawns' to true for that profile /botspawn edit TopDome /botspawn AddSpawn reload plugin to confirm it worked.
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Hi, Yes, this is possible. The default approach is that BotSpawn will pick random spots within the provided radius and place npcs at those. Those spots have to be on terrain with a clear view of the sky, looking directly up. For your custom profiles, in/on/under The Dome, you'd need to set 'UseCustomSpawns' to true, and then use the provided chat commands (documentation) to create custom spawn points. With this approach you can create spawn points anywhere that there is navmesh. If there is no navmesh you should get a friendly warning message in chat when you add a point. If that's happens you can use '/botspawn removespawn' to remove the last created point then move a little bit and try again. This allows precision custom placing of NPCs, but would have to be re-done each time the map changes. You will need to create at least as many spawnpoints as the number of NPCs you're asking for. Hope that helps.
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Hi, Not sure what's going on there but I'm sure someone can help you out. Have you joined my discord and/or codefling discord? Might be easier to talk it through in one of those.
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The name of the first item in electrical has been deleted - "autoturret". "Electrical": { //name should be here with opening bracket "probability": 10, "maxStack": 10, "minStack": 1, "blueprintChancePercent": 0, "skins": [] }, "ceilinglight": { "probability": 10, "maxStack": 10, "minStack": 1, "blueprintChancePercent": 0, "skins": [] }, Attached is a repaired copy. default.json.zip
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Those are the correct names ^. Might be easier if you attach a zip with your config file and contents of /data/CustomLoot. I've added error catching code to be released in the next version but that doesn't help you - It just means it'll fail with a nice message instead of red text.
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Just tried a few things. The only way I could get the exact error you're getting was to remove one of the item names in a loot table. Like this, for example. "ammo.nailgun.nails": { "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 90, "skins": [] }, //Title missing here "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 90, "skins": [] }, "ammo.pistol.fire": { "probability": 2, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 90, "skins": [] }, Validating and repairing your loot-tables should solve any problems.
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k. You must have the same, or a similar, issue in some of your other data files then. If you're using an editor that flags errors I'd open the config and all data files and have a scan through. If not, paste the contents of each into https://jsonlint.com to verify.
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I turned this off ^^ @Death
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There is no update. I just made a small change to the documentation. UpdatesChecker will notify you if any of my plugins have newer versions available. @Death - ^^^.
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The error isn't fixed. "botabag": { "probability": 0, "maxStack": 1, "minStack": 1, "blueprintChancePercent": 0, }, Skins entry is missing. "JsonSerializationException" is the plugin (any plugin) saying data or config is not as expected.
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- 222 comments
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Changed Status from No Response to Not a Bug
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Not seeing a problem here with BotSpawn 2.0.8 and DeathNotes 6.3.5.
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Hi, Yes and no. It checks when it loads, and when other plugins load. It also checks on an interval, set in your config file. If you want it to check-all on command you can simply reload the plugin.
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Ok. Are you on BotSpawn 2.0.8?
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Hi Pookins. I'm sorry for the late reply. No idea how but I didn't see this notification. It looks like you have a mistake in your file ^. the entry for "skins" is missing under "botabag"
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Also...do I know you from discord?
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Hi, Yeah that sounds about right. I'll see about making sure the attacker is correct in the HitInfo. Thanks for letting me know.
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Hi, BotSpawn doesn't do anything to the default populations at those two locations. If they're missing it's because the server hasn't been live long enough for them to spawn or they've all been killed by someone or another plugin. If you have CustomLoot installed it has a command "Repop" built in which should respawn those npcs. I put it in mostly for convenience when testing and forgot to remove it.
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This is nothing short of badass! Love it!!
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P.S. if you're not in here or here you're very welcome.
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Keirox's previous bundled files were for an out-of-date BotSpawn and some changes (Bots is now Day_Time_Spawn_Amount) would be needed to make it work with current version but, other than that, his bundled spawn points should work just fine. If a handful of them are too far away from Navmesh that's either an oversight on his part or the result of recent stricter water checks in BotSpawn. Either way you should be able to just manually move the ones which aren't good. If you create a spawn point in, or move one to, an no-good location, current BotSpawn will print a message to chat to say something like 'consider moving this point or enabling Stationary option', so at least you don't have to keep reloading to check if you've fixed it.
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Hi, I can't remember if BotSpawn saves down spawns files, from memory, on unload/reload or not but either way you'd be better using the built in chat commands to move spawnpoints. You shouldn't ever need to manually edit a BotSpawn spawns json file. When you've identified a problem spawn do /botspawn edit <thatprofilename> then /botspawn movespawn <TheSpawnPointNumber> It should tell you straight away, in chat, if the new location is too far from navmesh. If it is move around and do 'movespawn' command again until you get a usable spot.