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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Sense Bug this wipe

    Hi, Is global setting NPCs_Assist_NPCs set to true?
  2. Steenamaroo

    Bot Respawn Rate

    No problem. Have fun!
  3. Steenamaroo

    Bot Respawn Rate

    Hi, Yes, every profile has a Respawn Timer (in minutes) which you can increase. You'll find it in the 'Death' tab for every profile in the /botrespawn UI.
  4. Steenamaroo

    NPC no attack

    Hi there, It sounds like you have Peacekeeper set to true for that profile. Changing it to false in the BotReSpawn Ui should solve the problem.
  5. Glad you found the problem. Thanks for updating me and sorry for the delayed reply. Codefling no longer notifies me, again, for whatever reason, and the compose-new-message box was missing all day yesterday.
  6. Yeah, that's a solid idea. Thanks @Malkizid @Painfully Ordinary- There are commands to enable/disable profiles but be aware that disable turns the profile off but also kills off any existing npcs, so you'd probably still want to set respawn time prohibitively high, then set TimedExecute to run as late as possible during your first day. If you have a plugin automating your server restart, you could even, maybe, incorporate the profile disables in to that.
  7. Thanks for the info. There shouldn't be any problem as I believe Carbon is meant to be compatible with all oxide plugins, and any time there have been issues they've updated to address them. I didn't tick the box simply because I use oxide when writing and testing so I can't personally stand over Carbon compatibility.
  8. The good kind, I hope! Just ask, if anything else comes up.
  9. Not really, no. There are workarounds, I guess. You could set up and enable the profiles with extremely high respawn timer, making them never respawn, then manually disable them at your first server restart. It could be prepared in advance so you have two custom profile jsons and it's just a case of switching them while the server is down. Sorry...There's no automatic way.
  10. idk, all I can suggest is just unloading everything then loading BotReSpawn on its own and testing. If there's no problem, then some plugin is governing the damage.
  11. It's there, in the 'Spawn' section, per profile.
  12. I didn't see anything like that in my testing. I didn't test extreme ranges but a few were within a couple of foundations distance, and a few were maybe 5-10 foundations distance away. They all seemed to be killed in around the same number of shots - It was rapid...like maybe 5 or 6 ak shots to take down a default-profile npc. BotReSpawn does have a Bot_Take_Damage_Percent which you can adjust, but it's global. If it's already at 100 I'd leave it alone. It doesn't input any over-distance reductions, in terms of the npc taking damage.
  13. I'm not intimately familiar with that plugin but it's not that putting npcs there isn't possible, it's that it's not really compatible with how BotReSpawn operates.
  14. Working perfectly here. Tested with user-placed Autoturret and APC_Kill profile, using current public version, just to be sure. Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc. With ignore false, the autoturret fired at, and killed, the npc. Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.
  15. No, Stark. OilRig isn't a default profile or, at least, isn't permanently enabled, because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary. The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe, because some people wanted that. Cargo profile doesn't exist because there's no navmesh there and it's a moving location. All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.
  16. I'll take a look into this. A few people have reported it but I'm pretty sure I didn't change anything relevant, so maybe FP did in the last update. Thanks!
  17. Hi, No, there's no option for that right now. I could look in to it - It'd be similar to the drone defence, code wise.
  18. PermissionsManager doesn't curate your groups. Most likely some other plugin is auto-creating them.
  19. That would be my guess too. Maybe there's an issue with their implementation or something. Thanks!
  20. That would be consistent with WeaponTrap_Safe false, the turret shooting at an npc, and then unloading BotReSpawn removes the npc and, so, the shooting stops. Is that what's happening?
  21. Hi, You're right that BotReSpawn subscribes to CanBeTargeted if any profile has WeaponTrap_Safe set to true, but it only returns false if the potential target is an NPCPlayer, with a BotReSpawn component, and their profile has a WeaponTrap_Safe value of true. In all other cases it returns null, so that BotReSpawn is not making any decision. I doubt your issue is related to BotReSpawn but, perhaps, next time you see the issue you could unload BotReSpawn to prove?
  22. Steenamaroo

    NPCKits

    Yeah, I figured they probably changed the AI on the OilRig or, at least, renamed them. I've added the two new naval scientists locally but I'll look at the oil rig guys and get them fixed before updating. @Papa Bear - I did separate Large and Small OilRig over here but for one reason and another that update never went public. I'll make an effort to get the public version bang up to date...possibly tomorrow. Willing to test?
  23. Steenamaroo

    NPCKits

    I plan to, yes.
  24. @RockinMedico- What version of BetterLoot are you on? This issue was only raised in, I think, November so most likely it only became a thing since V4.X.X
  25. I added the AllowBetterLoot - default false because someone had loot issues and it turned out the npcs were getting loot from BetterLoot so, on some level, yeah...it works. I'm not familiar with BetterLoot setup, though, so I can't really give specifics. BotReSpawn uses scientistnpc_roam if that's helpful.

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