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Everything posted by Steenamaroo
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Not in a batch, no, but I'm pretty sure you can paste the same info multiple times having only copied once.
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No worries. Glad to help, if I can. Trees wont have an effect on ai.think, performance difference, as far as I know. Most likely the main contributor is going to be animals. If that proves to be the case you could reduce animal numbers by convars? If that's no use maybe there's a reasonably simple way for a plugin to disable animal AI as they spawn, whilst leaving npc ai intact? Thinking out loud here. NPCLoot is free although, as I say, the option I'm talking about isn't in the public version but I can send it over to you to see if it's any use. Discord's good. Thanks for that. ðŸ‘
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One player cannot dmg BotReSpawn NPCs - all others can
Steenamaroo replied to EmberGaming's Support Request in Support
Hi, That's an odd one. I'm struggling to think of anything in BotReSpawn that might do that. The damage-preventing checks that I can think of are if the player, or npc, is in a safe zone and Respect Safe Zones is true, or if the player is farther away than the Immune From Damage Beyond setting. It might be worth unloading all plugins then loading BotReSpawn solo and testing with this player, to rule out pve/pvp plugins or anything else that might govern damage for whatever reasons. -
Hi, It's not something I want to add to BotReSpawn. I've spent more time than I care to count troubleshooting issues with customers only to find the problem was some scummy plugin just auto-destroying all npcs in an X radius of their thing, so that's not something I want to inflict on others, even if it is behind a true/false user option. However, there are other approaches. The most obvious one I can think of is just letting BotReSpawn npcs kill these guys? You should be able to set that up on a per-profile basis using the Target_Other_Npcs option, and setting it to Attack. If, for some reason, that's no good I have two other options. I have written a feature in to NPCLoot (for customising vanilla npcs) that lets you turn them off, by location, but it isn't public yet. Now it doesn't catch every location kind, for reasons, but it does get a lot of them. It's still in testing stage but you'd be welcome to test that out and see if it's got you covered. Another option is I could add API to BotReSpawn to return all enabled profile locations as a list, then write a small plugin, using that, to just kill any spawning npcs which aren't BotReSpawn and are within X distance of any of those locations. It'd be like 10 lines. I don't mind doing that, if you want. Essentially what you're asking me to do except not in BotReSpawn plugin itself. Going back a step, is there a reason you need ai.think false? Maybe there's another approach there?
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Good to know. Thanks for updating. ðŸ‘
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Hi, Truth be told I don't really know. I've never used that plugin. XPerience value for killing npcs was requested and I added it, referencing the plugins API from its description, but I haven't personally tested it. At a quick glance it looks like the plugin has various limitations and restrictions, based on location, daily amounts, etc. Maybe something like that is preventing it?
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Oh, ok. I see. For all the vanilla monuments you can just have AutoSpawn true, set a spawn radius, and set your npc day/night spawn numbers, then BotReSpawn will find viable random spawnpoints within that area for those npcs, so in a couple of clicks you can have those monuments populated. You can go around adding custom spawnpoints and it'll use those, but that's optional. The same is true for custom profiles. You can add a profile at any location you like and let BotReSpawn spawn npcs in a radius around that spot, or use custom added spawnpoints. There's no built in option for road specific npcs.
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Hi, Not that I'm aware of. What are you stuck on?
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Hi, I'm not sure what you mean by that, but zones can be added as reward multipliers.
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I just replaced part of that which was out of date. Removed Please stick to normal bullet weapons and melee weapons for now, with your npcs. There are plans to support the more unusual weapons in future. Added Most weapons are supported for npc use, including normal bullet and melee weapons, rocket launchers, bows, crossbows, MGLs, nailguns, flamethrowers, etc. Throwable explosives can be used but throwable melee (like spears) can be used but will not be thrown.
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Hi, I'd be more than happy to expand upon the description if more info is needed What were you having trouble with? Optional dependencies - Kits (free at uMod.org) ..... ..... Kits. Kits are managed, per profile, in UI. As with BotSpawn, kit probability can be balanced by assigning a number to a kit. When selecting multiple kits, increasing a kit's number increases its chances of being picked. Only kits with weapons in the belt are shown in UI. Please stick to normal bullet weapons and melee weapons for now, with your npcs. There are plans to support the more unusual weapons in future. ..... ..... Q: My bot kits aren't working. A: Kits which don't have a valid weapon in the belt will not be made available in the UI. A: Please redeem the kit yourself to an empty inventory, to ensure that the expected items are definitely in it.
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@Lolapalooza Thanks for the info and help in tracking this down. I think I've found a weapon-item leak and have patched it now. I'm keeping an eye over here too, just to make sure, but I'm attaching a copy that I'm pretty sure solves the problem. It wont address the immediate entity count but should stop it increasing any further, give or take the quantity of items which are actually created and put in loot containers. I'll update publicly, properly, when I'm certain it's completely resolved. CustomLoot.cs
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Would you be willing to DM me your CustomLoot config json file, all the loot tables from /data/CustomLoot, and your map size and seed please? I'll run a clone of your setup overnight and track what's happening.
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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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Ok, done. I fired up a fresh server with no plugins and printed entity lists. Looked normal, bar about a thousand metal_detector_source <shrug> Fired up CustomLoot to populate every single container on the map with compound bows and, sure enough, the entity list showed bow.compound at the top with about 8000 of them. I then destroyed every container on the map and checked again and bow.compound is no longer on the list. So it seems what you're seeing in your printout is the items which exist in lootable containers, and not an issue. "my system resources are overloaded every 10 days or so" If you're running the server continuously you should consider automating a reboot every 24 hours. Pretty much every server owner does that, to keep things fresh.
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Ok, fair enough. As far as I know I'm handling item removal correctly everywhere I need to, but, of course, it's entirely possible I've missed something. I'll set enable everything in CustomLoot on my server and set them all to use the same loot table, giving out the same one or two items. It should be obvious pretty fast if those are accumulating on my server somehow.
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Seems like that kind of list should almost conclusively point you in one direction or the other. Do you have CustomLoot set up to give those items with high probability? If not, do you have npcs that use those items as weapons with high frequency?
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Hi, Seems odd that it's exclusively melee weapons, no? Is it not more likely to be an issue relating to your npc plugins or kits plugin or something like that, or is CustomLoot really only populating containers with melee weapons? At first glance I was going to say it could be the weapons that npcs spawn with, which are then removed/replaced by some plugin, but there's a few outliers there. I don't think any vanilla npcs spawn with bows (correct me if I'm wrong). Idk. Tell me more. We'll get it figured out. ðŸ‘
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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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Hi, Thanks for reporting. I've just modified it to show three columns of information instead of the current two. That'll be in the next public update which should be soon. The weapons not being shown, at present, are speargun spear.stone longsword salvaged.sword smg.thompson spear.wooden I also sorted all those lists in the UI alphabetically. Can't believe I didn't do that sooner, and no one asked!
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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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