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Everything posted by Steenamaroo
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Thanks Pookins. Just to elaborate, custom spawn points set for vanilla/default monuments will transfer properly even if you change maps so if, for example, you place a custom spawnpoint right at a specific doorway in LaunchSite and then you change maps and the Launch Site is now far away from where it used to be, that npc will still spawn in the exact spot you placed him, relative to the launch site. For custom made profiles it's tricker - If the profile you've made is meant to be at or near a particular default monument, you should set "Parent_Monument" to that monument before adding your spawn point, then BotReSpawn will treat it like a default profile and automatically migrate the profile, and custom spawn points, if/when the monument moves due to map change. You must set the parent for a custom profile before creating your spawnpoints, if you want to do this. If you think you've ever likely to change map but will want your custom profiles and their spawnpoints (placed at or near vanilla monuments) to migrate automatically, then you may want to use the parent option now to save more work later. Directly answering your question, though, when recycling the same map everything should just work automatically across wipes. Just don't wipe any of the BotReSpawn data and be sure to set 'Disable_Non_Parented_Custom_Profiles_After_Wipe' to false in the global settings page.
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I'm not sure what to tell you. Maybe some other plugin is putting loot on these npcs? Saying that, "Random" as your selection isn't the best for determining that something has changed. When it's set to Random the npc could get loot normally found in literally any container/barrel in the game, so they could have top tier guns and ammo on one corpse and junk on the next. I haven't checked but maybe Facepunch have added new loot container types, or changed some of the loot tables? BotReSpawn would catch that and add them to the list automatically. Certainly it's not something I've changed or, indeed, can change. The Rust Loot Source option is just a selector, letting you pick a different type of vanilla loot, but it is vanilla loot as issued by the game. BotReSpawn doesn't get involved in loot tables or balancing or any of that. Making changes in AlphaLoot wont affect the vanilla loot I've been talking about above ^, as far as I know. That would only affect the loot on the corpse if AlphaLoot is putting it there, and that would only be the case if Allow AlphaLoot is true, and you've got AlphaLoot set up to put loot on scientistnpc_roam.
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Hi, The only loot handling BotReSpawn does is if you're manually selecting an alternative container/source type for their vanilla loot. If Facepunch removed or renamed some container that would cause a problem, most likely reverting back to vanilla scientist loot. If "Rust_Loot_Source" option is something you use for those profiles, check them in BotReSpawn UI to make sure they're what you expect them to be. If you use some other loot plugin to give these npcs their loot then, most likely, something has changed over there.
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@eov-dev- Most likely some plugin is giving those crates and OwnerID - Probably so they're tied to a certain player. CustomLoot ignores crates with OwnerID not zero, as it usually indicates some other plugin has spawned, or is modifying, that crate. If you use a plugin that locks loot to a certain player, take a look at its config and see if it has any options relating to CustomLoot.
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Hi, You can set different spawn amounts, per profile, for day and night and you can also set what hours you want to be day start and night start. There are biome profiles you can use for full map coverage or you can always create a custom profile in the middle of the map and make the spawn radius huge If you set night + day start hours to whatever suits you in BotReSpawn settings, via UI, then created a profile (standing at map centre) and set its radius to half your map size, and day spawn amount 0, that should achieve what you want.
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I think I understand what you're asking for but, honestly, I think my proposed solution is a sensible compromise. Given that the term used is 'multiplier', and I'm genuinely not being snarky, it doesn't make sense for a value of 1 to represent 2X. I do get that the idea of multiplying all the multipliers together may get OP, though, so I'm happy to offer the addition alternative I described above. it may not be exactly what you're describing or asking for but I think it's a sensible interpretation, and you could get the results you want from it. For clarity you'd just set the multipliers in your example to 1.5 and 2, rather than 0.5 and 1. The result would be the same (100 + 50 + 100) but, in my opinion, much more intuitive for other users.
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That shouldn't be necessary, hopefully. I think the solution I proposed makes sense. In the case where there are two 1.5 multipliers it makes sense to me that your reward should increase by 50%, then again by 50%, not 300% (3X) It still works, then, that you can leave 1 as default, having no effect, and 0 would still work for disabling multiplier completely...Useful for zones and that kind of thing. I can implement that easily with a config true/false.
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Taking a look at it now. To be honest I'm not sure the adding up idea really works. Firstly the option to set zero multiplier is there to allow you to prevent people from getting rewards under certain circumstances. The zero means all other multipliers become irrelevant, because the outcome is always 0. If we're adding up then zero wouldn't serve that purpose anymore, unless I hard code a rule, although I can do that. Secondly taking a simplified version of your example 300*(1.5+1.5) == 300 * 3 == 900 a 1.5X multiplier should give you 50% more than base. two 1.5X multipliers on 300 should give you 300 + 50%(150) + 50%(150) = 600 or (300 + 50%(150)) + 50%(225) = 675 Given that the multipliers are calculated separately, independently of the actual reward, my first option makes sense to me. Also, in your example people would constantly have mad multipliers because everything set to 1 would be increasing it so, again, I'd have to hardcode a rule to deal with that. I think the solution would be for me to return 0 if any multiplier is zero, to retain that function, and then, starting with a base multiplier of 1, add on how much greater than 1 each multiplier is so 300 * multipliers 1.5 and 1.5 becomes 300 * (1 +(1.5 -1) * (1.5 - 1)) or 300 * 1 + 0.5 + 0.5 or 300 * 2
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Day/Night spawn amount dictates how many npcs will be spawned during day/night. Ordinarily the Radius option dictates the size of the area within which npcs will spawn (when not using custom placed spawnpoints) but there is no such option for Biome profiles. The npcs just spawn somewhere within that biome.
