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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. Hi @Mabel Yes, the creation of groups when the option is false was an oversight and has been addressed for the next update. Thanks for reporting it.
  4. 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
  5. I don't think anyone's ever asked for that before but I certainly certainly make it a configurable option. I'll default it to false so nothing changes unexpectedly for people but look out for a new true/false in config at the next update. Thanks for the suggestion.
  6. Yeah, it's going to be limited to 2.147 billion by the data type chosen by FP. Sometimes developers are short sighted with data types and don't think ahead (millennium bug?) but I'm not sure 2 billion health npcs falls into that category.
  7. My pleasure. Thanks for letting me know.
  8. If you've already done that, check /server/YourServerName/cfg/serverauto.cfg and see if nav_wait is declared in there. If it is, change it to "True"
  9. Nah, don't worry about making changes or adding spawnpoints. Just add nav_wait True to your startup script and that should sort it out. Observe the same formatting as previous entries there.
  10. Is there any chance you have server variable nav_wait set to false? If that's false then the server, and BotReSpawn, start up before navmesh is ready, which means npcs won't be able to spawn, and then reloading all the profiles, or the plugin, is required.
  11. It's not, at present, but I think I could patch it in pretty easily. Leave it with me.
  12. 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.
  13. Hi, No, there's no setting relating to it right now. I'll take a look into that. Thanks for reporting.
  14. Interesting. I'm not sure what could have happened there but I appreciate you posting back to let us all know. If anything else comes up don't be afraid to ask.
  15. I'll take a look at that. I'm sure it could be moved. Thanks for the suggestion.
  16. Hi, I've got this fixed at my end but just want to give it a bit more testing to make sure I haven't introduced any bugs or anything. Thanks for reporting it. As far as I know the everything should work fine, for now, other than the parachute being invisible.
  17. If global setting 'UseServerTime' is false, check your settings for NightStartHour and DayStartHour, to make sure they're set such that there is actually a night time. If that all checks out, what pookins mentioned is pretty common - If you're letting your players skip night then you're probably skipping that npc. Wait for night time on your server and do bots.count in server console, to confirm that the biome profile has spawned. If that doesn't help, please let me know.
  18. There's a bots.count console command that will give you a per-profile breakdown of how many npcs have spawned. You can use that to confirm if your biome npcs are spawning or not. Be sure to test at night time, since your profile calls for zero npcs during the day. Also keep an eye on console when reloading the plugin, or these profiles, in case there's some issue with your kit. If it has no valid weapons in it then BotReSpawn will tell you that in console.
  19. In V2.2.5 I removed the hardcoded /pr command in favour of whatever is in your config, under Options>chatCommandAliases. The defaults are "chatCommandAliases": [ "pr", "ranks", "rank" ], so you probably want to change it to "chatCommandAliases": [ "pr" ],
  20. @ZAC- Thanks for following up. No worries...my pleasure. I understand your point and take no disrespect from it - You're right, it's a pretty big price for a plugin. It can be very time consuming, though, whether that's in maintenance of the plugin, adding new features/requests, or spending one-on-one time troubleshooting some obscure issue with a user. I knew from maintaining BotSpawn for free for 4+ years how much time it was likely to take up. Estimating time I'd spend, the length of time the plugin would likely be for sale and supported, and the number of sales I was likely to get, that's the price I arrived at. Sorry you got a misleading ping about the price. Hopefully it's something Death can resolve quickly.
  21. Thank you for the replies, folks. Agreed - Sounds like a site bug. I certainly didn't put BotReSpawn on sale at any point, so I've made sure Death is aware.
  22. Are you certain? It's coded to remove all players from the group before adding the new title holder to it.
  23. Make sure that ActivityRewardAmount and ActivityReward_Seconds are both greater than zero in the config, If Use_Permissions is true in the config, make sure you have the permission rustrewards.activity. If Use_Permissions is false, ignore that. I think that's all you should need to do.
  24. Rewards can be announced via a UI graphic, GuiAnnouncements, or in chat. Server owners can set a default option for new players joining the server, but players can access the preferences menu and set their own preference for this.
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