Jump to content

Steenamaroo

Administrator
  • Posts

    3,683
  • Joined

  • Last visited

  • Days Won

    209

Everything posted by Steenamaroo

  1. Hi, It depends what you mean. Custom spawnpoints added for default profiles (monuments) should never need to be updated or redone, because those spawnpoints will automatically move to where the monument is when you change to a new map. For Custom profiles with custom spawnpoints, BotReSpawn automatically disables these profiles when you change maps, because those spawnpoints will no longer make sense on a new map. The exception here is servers which recycle the same map over and over where, of course the points will make sense, so I provided the option Disable_Non_Parented_Custom_Profiles_After_Wipe for those users to set to false. For Custom profiles that you've added which are meant to supplement default profiles - I.E. additional profiles at the airfield, dome, etc, you should set "Parent_Monument" for your custom profile to the name of the default profile it's meant to be near. That can be done with clicks in the UI. If you do that, then add your custom spawnpoints to the custom profile afterwards, that custom profile will act just like a default one, meaning the custom spawnpoints and profile will always relocate to where the monument is on your new map. Basically default profiles are set and forget, custom profiles parented to default ones are set and forget and custom profiles "in the wild" will need to be redone if/when you change your map. Does that answer what you're asking, or are your circumstances different? Let me know.
  2. No, I have a 'proper' update with quite a number of fixes and additions, but didn't want to push that for forced wipe, so the most recent update is literally just a patch for Rust's update.
  3. @Tanki - I found it. I cache it with ImageLibrary in RustRewards so the url is only accessed by the plugin once a month. Should work fine if you right click and copy image address here, then use that in your config. I'll change the default value so it's hosted at Codefling for new users from now on.
  4. Steenamaroo

    NPCKits

    It could be a number of things - Maybe zone settings? If the issue is isolated to one type of npc / area that might be a clue. Is it a specific weapon you're having the problem with? Oh, cool. Well, if you have any questions just ask!
  5. Steenamaroo

    NPCKits

    Hey, sorry I didn't get back to this sooner. I've just tested and my NPCs are dropping their melee weapons on the ground no problem, with Death > Weapon_Drop_Percent set to 100.
  6. Steenamaroo

    NPCKits

    Is this sorted in the most recent update?
  7. Sounds like a great setup! My pleasure, and thanks for the kind words. Don't hesitate to ask if anything else comes up.
  8. My pleasure. Glad to help. You've understood perfectly but there's an additional option in the global settings called Remove_BackPacks_Percent which may be set to 100. If you set that to zero all your BotReSpawn corpses will then leave backpacks and your timers in minutes will apply. You can use that Remove Percent option to make it that there's backpacks sometimes, and other times not, and balance it to your preference, or just go with 0 so backpacks always spawn. If you're gearing up to make them more difficult don't forget they can use (nearly?) every weapon. Bots with MGL or flamethrowers, rocket launchers, and even grenades, beancans, satchels, or c4! as backup weapons when line of sight is broken can be great fun.
  9. Hi @ClockworkCat You found one solution. As long as that new profile remains parented to Airfield, the npcs from that profile will always spawn where you placed them relative to the airfield, so if you change maps and the airfield moves, that profile and its npcs will appear to be in the right place. There is another way just using just one profile. If you go into the UI and view the manually placed spawnpoints for the profile you should see an 'Edit overrides' button for each point. In there you can choose a kit (and some other settings) which are different from the main profile's settings. For example the main profile could be set to use kit 'soldier1' but one specific spawnpoint overrides that and uses 'soldier2', or whatever. On a per-point basis you can override the settings for stationary, Kits, Health, and RoamRange. If you need more control than that then the two profile approach is better.
  10. BotReSpawn npcs can use bows. They can use bows, crossbows, nailguns, rocket launchers, flamethrowers, mgls, homing missiles...probably more.
  11. Oh, Ok. I do have to store info on the items to recreate them for the corpse, so maybe it's happening at that stage. I'll add in the copying of item.name and item.text - That should probably sort it.
  12. BotReSpawn relies on the free Kits.cs plugin from uMod. If custom item names in your kits aren't being applied that'd be a question for the current maintainer of that plugin, I'm afraid.
  13. Hi, My pleasure. I've added the normal and heavy scientists from BradleyAPC to CustomLoot, so you'll get new profiles for those in the next update.
  14. Oh. I'm sorry, I don't. It was just a placeholder image I found with a quick google. I'll replace it with something else so that it still works and shows something for new users. Thanks for letting me know.
  15. Fixedamaroo.
  16. Great news. Thank you both for testing and confirming. I'll do a public update for this tonight, then.
  17. Oh, I see. I misunderstood. I'll have a think about that.
  18. Hi, It's unlikely these would be added to the current PlayerRanks but I had been working on a rewrite of it which does expand on resources farmed/gathered by type, as well as introducing some other new categories. I could add a function that saves the SQL database with a unique name (date+time in it) when auto-wipe happens. That shouldn't be too tricky.
  19. Any issues with this version @Mabel @Neighigh, other than the noted "Exception while calling NextTick callback" ?
  20. Just tested - Seems to work perfectly. Vanilla NPCs with NPCKits just fire constantly (which I might look at) but BotReSpawn npcs with minigun fire in sensible bursts.
  21. HI @Viktorvill I don't think I tested mini gun support - I assumed it'd just work. Does it not?
  22. I've added an option `Give_Scarecrow_Loadout` for the next update. It will give out one of the four scarecrow loadouts, selected randomly. The behaviour will remain the same, though, as that's custom. The npcs will try to chase you down and melee attack, and will throw their thrown weapons if you try to hide from them.
  23. Steenamaroo

    NPCKits

    I'll check this and @DeadGirl's issue tomorrow.
  24. Steenamaroo

    NPCKits

    Hi, You know there's two separate profiles? There's APCScientist and APCScientistHeavy since the last version.
2.3m

Downloads

Total number of downloads.

10.6k

Customers

Total customers served.

153.1k

Files Sold

Total number of files sold.

3.3m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.