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Everything posted by Steenamaroo
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Is this killing NPC's that got stuck?
Steenamaroo replied to Kleementin's Support Request in Support
Much much easier with an instant-respawn command. That's actually why it's there...so I have convenient troubleshooting, testing various weapons with the different npc types. -
Is this killing NPC's that got stuck?
Steenamaroo replied to Kleementin's Support Request in Support
Not sure I can help much, I'm afraid, but I would consider unloading all plugins then killing off the rig npcs and letting them respawn again, to see if the issue comes up.If not, you can attribute it to some plugin and start the process of elimination. I'm sure there's a default command to force-repopulate the Oilrig...Can't remember, but I left a command 'repop' in CustomLoot for testing/debugging. CustomLoot does absolutely nothing to loot until configured so, if it makes things quicker, you could install it and use that `repop` console command to speed up your testing. -
Is this killing NPC's that got stuck?
Steenamaroo replied to Kleementin's Support Request in Support
No, it kills of Oil Rig npcs who can't find navmesh and cause console spam about it. However, your issue could be the weapons you've given them, if you're using NPCKits. Some weapons work well with these npcs and some don't - Might be something to look into. -
Actually forget that ^. I can make larger aggro ranges work. Should be in the next update.
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Are roaming hordes a possibility with this plugin?
Steenamaroo replied to imbluegrass's Support Request in Support
Hi, Probably not, to be honest. A few people have asked but I'm not sure I want to have that option in it. -
Hi, I can't replicate it here so I can only guess maybe you're making a mistake when editing the data file? Watch server console as you reload BotSpawn - It should show warnings or errors if there's a mistake. https://jsonlint.com is very useful for making sure json files are valid.
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I'll see about making it per-profile next time I'm working on BotSpawn.
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Hi, If I remember right there's a hardcoded maximum so BotSpawn's aggro range is only really useful for reducing. That sounds like expected behaviour.
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Hi, BotSpawn already has a true/false to make Bradley ignore its npcs. If you're seeing death reports in console it's more likely that these npcs are spawning in the Bradley's area and it's running them over, rather than actually targeting them.
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Yeah, I understand. I have a pre-release copy right now that I'm looking for people to test. It has skins, min/max condition, and blueprint chance, per item - but only for items which accept skins, have condition, and/or can be blueprints. If you'd like to test and you're in my discord please ping me. If you're not, you can join here.
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Kits only applying to all npcs, from one npc config
Steenamaroo replied to ChogChey's Support Request in Support
Changed Status from Pending to Closed -
No, AlphaLoot's a separate loot plugin I think some people use CustomLoot for some containers/npcs and AlphaLoot for others. Not sure why.
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I think there's only condition min/max for weapons. I may look into adding condition for items with adjustable condition and, while I'm there, making it that "skin" only shows for skinnable items.
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Nice. Thanks for letting me know. I think there was a fairly recent update addressing an issue like this but I guess you know that now.
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Hi, Edits to the BotSpawn json files aren't needed unless you want loot CustomLoot to spawn in a hackable crate when your npcs die. At present you have the % chance for hackable-crates-on-deat set to zero - If you don't want those, leave it that way. The rest, for populating the npcs inventory main container, looks fine. As far as I can see it should work. I guess just make 100% sure you're killing the right npc for testing. If you only have one profile at the airfield then that's not an issue but if you have multiple double-check you're killing/checking the right guy. For quick proof that the setup is or isn't working I'd oxide.unload * then oxide.load BotSpawn and oxide.load CustomLoot then test. That'll rule out the possibility of some other plugin overriding. Small tip - If you're going to have probabilities the same for all categories you may as well set them to 1 instead of 100. The result will be exactly the same but there'll it'll be quicker/more performant.
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It has not but it's on the to do list.
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Looks like /data/ArenaItems.json isnt saving...
Steenamaroo replied to ManMarc's Support Request in Support
Hey, I can understand that. I don't want to make the data file commit every time the user makes a change - it's just overkill - but I can add a /ai save command. I'll also add chat alias option, like PlayerRanks and InfoScreens so users can add their own custom command, like "ai". Pleasure! Glad you're enjoying it. -
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/perms group default - Check that group has X permission /perms player <some player name> - Click 'groups' - check that this player is in the default group. Click 'back'. Check that player has 'inherited button' showing for X permission. *Clicking 'inherited' will show you a list of groups from which the player is inheriting the permission, as there may be multiple.
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When you grant a permission to a group then check the perms for an individual player in that group, you will see an 'inherited' button beside the permission, indicating that the player has it because they are in a group which has it. The player may or may not have the permissions themselves - This is indicated by the granted/revoked buttons. I laid it out like this because often it's important to know what permissions a player will/won't have once they are removed from a group. In your case, if no 'inherited' button is showing, it sounds like the players aren't in the default group, or the permission has not been granted to the default group.
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No probs. Thanks for reporting.
