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Steenamaroo

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Everything posted by Steenamaroo

  1. There's a description/examples of how positioning top/bottom and left/right work in the plugin description. Those set the boundaries for the box or container. If text is being clipped then you either need to use more line breaks, reduce the font size, or increase the box/container boundaries.
  2. Changed Status from Pending to Closed Changed Fixed In to Next Version
  3. Hi, This is already an option. Just click "Plugins" in the main nav and the default view should already be sorted by "Recently Updated". If it's not you can click "Sort By" at the top right of the plugin panel and choose "Recently Updated".
  4. Steenamaroo

    Custom Spawn Points

    It comes up a lot - I'm tempted to make custom spawn points relocate too. I thought there was a reason I didn't but I can't think what that would have been now.
  5. Steenamaroo

    Custom Spawn Points

    Hey, CustomSpawnPoints don't relocate according to Parent_Monument. It's only the main profile location which relocates, meaning it's only really useful for UseCustomSpawns: false
  6. Steenamaroo

    MySQL Error

    Hi, Looks like your main table structure is just out of date. Drop it + reload PlayerRanks then save and that'll sort it out.
  7. Hi, You can't call them both "Content". The names of elements need to be unique.
  8. Steenamaroo

    move the spawn point

    Changed Status from Pending to Closed
  9. Steenamaroo

    move the spawn point

    I also said modifying the plugin would result in no further support from me.
  10. Steenamaroo

    move the spawn point

    I meant within the options provided by BotSpawn. I don't see the value in adding more offset/specific position options. You can already put profiles wherever you like an optionally tie them to (changing) monument positions.
  11. Your server's not going to go on fire. It'll either set their health or it wont. I don't have time to go around and check all the different npcs types right now. If you want to wait until I do that's cool.
  12. Would you like to test it? NPCKits.cs
  13. No probs. It's a sensible option to add either way so I'll do that when I get time.
  14. Unless something special has been done to their hazmat suit, to increase its armour values, I don't see NPCKits making any difference to how hard they are to kill. I'll take a look - if that is the case I'll add a health option soon.
  15. Thanks for the feedback. I'll have a think about it. It's been suggested many times over the last number of years but I always declined because there were other plugins offering that feature. It still gets requested a lot anyway so I'll see about it adding it in some time.
  16. Hi, I could add an option to NPCKits to customise NPC health but at present the plugin doesn't modify health at all so it certainly shouldn't be making them easier to kill.
  17. Hi, No. There are no titles/tags with this plugin. "By default, stats for admins are not publicised." - Yes. There's an 'allow admin' config option. "Can we have some screenshots of what it looks like?" This is a little out of date but it'll give you the idea.
  18. Steenamaroo

    Botspawn attack HumanNPC

    I don't see a way HumanNPC detection would have worked with uMod HumanNPC over the last, maybe, 10 versions of BotSpawn but no matter : The file attached in the link thread fixes the issue, and I'll push a public update fairly soon. Thanks again for letting me know.
  19. I'm not sure I have control over that but I'll take a look some time. I made a choice a long time ago not to play with troublesome weapons, partly because a lot of it was outside of my control and partly because the AI was constantly changing at that time. I didn't want to get into a pattern of having to regularly fix up janky rocket/arrow/flamethrower fixing code. If there's a simple way to make the sound effects happen I'll certainly do it but I just wanted to give you a bit of background as to why I drew a line at bullet/melee weapons.
  20. Thank you. I appreciate you taking the time. I just compared code from current public and V 2.0.8, for the method that's throwing the error - They're identical. I thought I had made a HumanNPC detection change but, thinking about it, I didn't push that public yet. That pretty much means something's changed outside of BotSpawn but I still need to find the issue and plug whatever it is.
  21. Actually, I might know what it is. Would you mind testing the copy attached here, please? Thank you! https://codefling.com/forums/topic/93-botspawn-bots-keep-attacking-humannpc/#comment-263
  22. 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.
  23. Steenamaroo

    Botspawn attack HumanNPC

    Never mind. Temporary fix until next update -
  24. @MON@H - This is tested. BotSpawn.cs
  25. 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?
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