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Everything posted by Steenamaroo
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You're describing what that function does. Setting "Wipe_Main_Percent" to 90 is going to erase the contents of the npcs main inventory container 90% of the time, so if you're giving npcs a kit with items in belt, items in clothing, and items in main, 90% of the time those items in main won't be there.
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I'm not having that issue here, no. If you reload BotReSpawn do you see any complaints or errors in the console. If a kit is found to have no valid weapon in the belt, for example, BotReSpawn will ignore that kit, but it should complain to you about it a few seconds after startup. Edit : Also make sure you have Keep_Default_Loadout to false for those profiles. If it's true then Kits plugin can't put the clothes on the npc because their vanilla hazmat suit is in the way, giving the appearance that the kit isn't being given out.
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Oh, so it's really just a testing environment right now, with no players actively mass building or deploying? Strange. I'm pretty sure I could run a map on my local computer with more npcs than that without issue. Is this only an issue when the server has been live for multiple days straight, or do you see a problem right from day one? Usually people automate a server restart every 24 hrs, most often aiming for 4 or 5 am local where the player count is likely to be at its lowest. It might be worth trying that and seeing how you go, if you're finding the server is fine at the start then progressively becomes bogged down.
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What's your server like? Hostname, package type (shared/dedi), what hardware? Average player count, entity count? Average server FPS? How long is wipe cycle? How often does server restart? A couple of hundred npcs is hardly overkill but if your server is right on the edge that could push it over. If you let your server run close to the end of your wipe cycle, when it's got the greatest amount of buildings and entities, what is performance like with BotReSpawn unloaded? Any lag or player complaints? Server FPS steady? (not your client fps)
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Sounds like something outside of BotReSpawn is killing them, then. Suicide timer would do that, if set to zero, but it only applies to npcs which aren't part of a controlled + limited population, like all the event profiles or npcs which were sent via another plugin making a call, or toplayer command.
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Hey, thanks for coming back to update. That's good to know. Hopefully that's the answer to what was going on but if you still find anything's not quite right don't hesitate to let me know, Forcing Min/MaxStack to 1, if 0, is a one-line fix. I actually did it at the time so it'll be in the next update. Always nice to catch a bug.
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I'll look into that and see what the problem is. If MinStack or MaxStack is zero I ignore that item. I guess the problem is that if it was the only item with > 0 probability I now need to ignore the category too. I think I'll just force min+max to 1 if the user puts in 0 for either. That'll silently fix it. For your apparent imbalance, I'lll see if I can replicate that or, better yet, maybe you'd attach or DM me that loottable json data file? Looking at those numbers it should, I think, appear to be food heavy, as there's 4 items asked for a and a 50/50 chance of any given item being food. Having 'AllowDuplicates' set to false in the global config can skew things for sparsely populated tables. If, for example, it tries to give out raw bear meat twice, it'll just ignore the second attempt and roll again. Be aware, though, that AllowDuplicates : true can make it look like you're getting fewer items because if it gives Bandages : 1, Bandages : 2, raw meat 1, raw meat 3, that's your four items but they'll stack into Bandages :3, raw meat 4, and just look like two items.
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Hi, I think I’m following. Are you talking about the minStack/maxStack options, and setting that min to zero? If so the plugin should just completely ignore any items where minstack, or maxstack, is zero, so they’ll never be picked or created. If you’re just talking about probability of zero then any category set to zero (and all of the items in it) will be ignored, and any item set to zero, regardless of its category’s probability, will be ignored. If there’s only one category and item (in it) with probability above 0, then that item will always be picked and created, cos there’s no other choice. I order to give that item a chance of not being picked, there needs to be at least one other viable item which could be picked instead. I.E. You can set the plugin up to create wood or stone, for example but you can’t set it up to create wood or nothing. It’s hard to describe but people usually get a feel for it. If everything was probability zero except for category tools 1 item timed explosve 1 category Resources 9 item wood 1 item stone 1 Then for every item created there’s a 9 in 10 chance it’s going to be a resource, and beyond that it’s a 50/50 whether it’s wood or stone. 1 time in 10 the item will be a tool and if it is a tool, it’s guaranteed to be c4, because there’s no other option. When people are starting out I often suggest that they pick a handful of common items that could make up their base common loot, and set the probabilities for those items to something a good bit above zero, to allow room for other things to be less common. Say you have wood with a probability of 10, for example, you could then have stone at 7 so it’s less common and scrap at 3 so it’s even less common. If the only category enabled was resources with those three items set that way, and the profile’s asking for one item (for simplicity) then, on average, you’d get scrap 3 time out of 20 stone 7 times out of 20 wood 10 times out of 20. Of course I don’t expect anyone to follow the actual fractions like but you get the idea - It becomes a ‘feel’ thing.
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Ok, that's good to know. If you made a new loot table and the bot inventory was completely blank, then that means CustomLoot is working, which almost certainly means the loot you saw came from CustomLoot. Any chance the loottable you wanted to use just isn't set up how you thought it was? Some copy/paste mistake or..something? I just tested here with SuperMarket BotReSpawn profile and a loot table with Ammunition 1 and ammo.grenadelauncher.buckshot 1 and nothing else changed, and the npcs had nothing but 40mm buckshot on them.
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It would be set true by default and probably should be true in most cases. You'd only set it false if you want CustomLoot to add to whatever is already there, be it vanilla loot or stuff from a kit. If you're seeing vanilla loot (or anything that's not from your CustomLoot table) in those npcs then either something else is giving them loot after CustomLoot, or CustomLoot just isn't firing for those npcs at all, although I'm struggling to see why one specific BotReSpawn profile wouldn't work when others do. I suppose a simple troubleshooting tip would be to change "Market" to a made up name - Some table name that doesn't exist, then when CustomLoot creates a file for that name, do not edit it. That way it'll be really obvious if it's working or not because the npcs should get absolutely nothing. CustomLoot should clear their container, and give them nothing. If you find loot in there that would definitely point to something giving out loot after CustomLoot has done its bit.
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Strange. That has to be something external renaming the file. Do you have any kind of automated backup system or something that could be doing it? It's certainly not something BotReSpawn is doing, anyway, but it makes sense that BotReSpawn would create a new blank file if something/someone renamed the old one.
