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Steenamaroo

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Everything posted by Steenamaroo

  1. What kind of roam ranges are you setting? When they don't have a valid target the npcs stay within X meters of their original spawn point, so they really shouldn't be doing that. Even if a player baits a far away npc right to the safe zone, the npc should just give up after `Memory_Duration` seconds, and walk home.
  2. Yeah, the bandits are sentries are vanilla. I don't control who they target. I did make an exception for APC because so many people asked, and because it did work (vanilla) then FP made changes but, generally, I don't control behaviour of vanilla npcs. The safe zone behaviour sounds expected, I think. The Respect Safe Zones rule simply means that if the BotReSpawn npc, or the target, is inside a safe zone, then there will be no attack. If you leave the safe zone, though, and the BRS npc remembers you, or isn't a peacekeeper npc, it'll immediately attack you. It's probably best to set BotReSpawn npcs near safe zones as Peacekeeper:true, because peacekeeper uses the vanilla hostility marker. Note that BRS npcs have a memory duration, though, too - So if you cease to be marked hostile, or step outside their aggro range, they won't just instantly forget you. That memory duration (global config) has to elapse too.
  3. Oof, lol. I thought the world was falling apart there. Yeah, I'll have to dig in to this but it seems it's deeper than just the normal apc targeting code/damage handling code. At worst, maybe I can prevent APC from using shells against BRS npcs...That would be better than nothing. Thanks for all the info!
  4. Slash damage? You mean you can't melee attack them?
  5. Are they getting the expected reward but ten times, or one single reward which is 10X what's expected? I don't know what instant butchering skill is.
  6. I tested this today. The npcs took damage, and died, from the machine gun fire, but the shells didn't register as damage at all. Is that your experience? I mean, the APC completely misses them with the shells, which doesn't help, but even forcing a hit it just didn't register as damage at all. I completely bypassed all damage code in BRS and just monitored for damage type and there was nothing, and I have patched the apc damage code to ensure that BRS npcs get hurt so I guess there's something vanilla, deeper than that, preventing it.
  7. Steenamaroo

    Accessibility options?

    Ok, fair enough. I'll take a look at adding a toggle for settings that don't already have special rules.
  8. Steenamaroo

    Accessibility options?

    Hi, you shouldn't have to click that many times for health. It should be automatically increasing the increment, as health rises, so moving in tens, then hundreds, the thousands. Is that not what you're seeing?
  9. Hi, NPC weapons, clothing, etc is handled by free Kits.cs plugin. It's pretty straight forward to use - UI based, and when you've successfully created a kit with it that will show up in BotReSpawn. Every BRS profile has a 'Kits' button and you'll be able to see your new kit there. Just toggle its value from 0, to 1, then reload the BotReSpawn profile and you should be good.
  10. Hm, ok. Might just be a vanilla code limitation. I'll look into it and find out. Thanks.
  11. Hm, maybe it's getting caught by BotReSpawn's Pve_Safe setting. It shouldn't....but maybe it is. Would you mind turning that off to confirm? It's one of the global config options.
  12. Same applies - BotReSpawn doesn't do anything with damage for APC - Only targeting, so you're probably looking at your PVE/PVP plugin, or whatever you have that's controlling damage.
  13. Hi, There's a few things this could be. BotReSpawn does have a per-profile option called APC_Safe which should stop APCs targeting BotReSpawn npcs completely. It doesn't monitor or control damage - It controls targeting behaviour. In your case I'd say something else is blocking the damage. Do you have TruePVE or similar - A pve/pvp/damage control plugin, that might be blocking npcs (scientistnpc_roam) from this kind of damage? If you want the APC to stop attacking altogether, set APC_Safe to true for the relevant profiles.
  14. @hairybeanstalk- Looks like you're not running the most recent version. Redownload from here and watch for 1.5.6 in console, not 1.5.5.
  15. Weird. Ok..Please let me know if anything else strange happens.
  16. "It is Working now Thankz" Why? What changed?
  17. Oof. That shouldn't have happened. Edit: That shouldn't be possible. lol. PermissionsManager is a front end so it doesn't actually store permissions anywhere. Something weird going on.
  18. Just that one profile, @MrIce? Are you reloading the plugin? If you are, make sure you close the UI first, because that's when it saves.
  19. Glad you found us. Shouldn't really make much difference - I think it was only on the background panel which doesn't refresh.
  20. oof. We're all good?
  21. Hey, thanks for the reply. Yeah, I checked assembly and it was still there but the issue you described exists so... I removed fadeouts from all my plugs. Thanks for flagging it.
  22. Hey, Thanks for letting me know. Are you sure about this? I just updated to staging and it looks like the CUI options haven't changed. Looking at CuiPanel.FadeOut right now.
  23. Thanks pal. I'll sort this in an update today.
  24. Possible there's two issues. The plugin strips out "Oxide.Plugins" from the name of other plugs, so you're just left with the important part but, apparently, some are have "Carbon.Plugins" in their name instead. That's fine...no problem...solved. Can just use plugin.Name instead but I don't see why that would affect my UpdatesChecker plugin. Maybe looking at two separate issues? @Ranger - Can I send you a test copy today to see what's up?

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