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Everything posted by Steenamaroo
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They do not spawn in Terran trigger volumes
Steenamaroo replied to Zero Absoluto's Support Request in Support
Thanks for coming back to explain. Sounds like you have one profile but want it to have some npcs at terrain level and some underground? If so your solution should work. Just for clarity, though, when UseCustomSpawns is set to false, BotReSpawn will try to find random spawn point where the profile is located. Keep in mind that the profile itself has a location - where you were when you created it. This can be checked with 'Show All Profiles' in the UI, and you can move any profile at any time using it's use Move profile here button. If you have Off_Terrain to true and create a profile in a cave or tunnel, for example, BotReSpawn *should* find its random spawnpoints down there instead of at terrain level, although in many cases the walkable areas are so tight that it fails to find the number you want, so often custom spawnpoints are the better option. If you want some variety, so the players don't know the precise spot the npcs will spawn, you could split that up into two profiles. An above ground profile, and an underground one. The underground one should have UseCustomSpawns true and spawn amount to 5, but you then have the luxury of adding more spawnpoints than you need, say 10, and setting ChangeCustomSpawnOnDeath to true. That would randomise their spawn points a little bit. -
They do not spawn in Terran trigger volumes
Steenamaroo replied to Zero Absoluto's Support Request in Support
Oh you're using custom spawn points? Didn't realise that. They're green so there shouldn't be an issue. It's definitely not something silly like spawn population is set to 0 for day/night, or UseCustomSpawns being set to false? -
They do not spawn in Terran trigger volumes
Steenamaroo replied to Zero Absoluto's Support Request in Support
Hi, You can try setting 'Off Terrain', under 'Other' to true for that profile. If it's a custom profile, make sure you were at the desired spawn height when you created the profile, or go to that location and use the UI to move the profile to where you are. That should work. -
Perfect. That's great to hear. Thanks for letting me know. If anything else comes up don't hesitate to ask.
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In your third screen shot, set Target Noobs to true.
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No trouble at all. Glad to help. We'll get you up and running, either way. I'll be heading out for the evening in about half an hour, just so you know.
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I'm not sure if server pve settings would prevent your players from being hurt by npcs, but it seems like something worth checking. You say they're not firing at you - They must have been before, I guess. Were any settings changed? A brand new, or unchanged, profile should produce npcs which will attack you if you're a hostile player, so simply spawning a brand new profile of npcs, and firing a weapon, should result in npcs attacking and killing you if you're fairly close to them. I notice you have Aggro Range set much higher than Deaggro Range - That should probably be the other way around. Possible that's causing problems? Other than that I think everything looks OK.
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Hi, Unless you've set Bot_Damage_Percent to zero, I'd guess you have some other plugin mitigating the damage. Maybe some PVE/PVP controlling plugin, or perhaps a setting of a zone you're in? A quick and easy test would be to just unload all plugins, then load BotReSpawn. If they start wrecking you then my guess is right ^.
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Hi, Thank you! There's no provision for that, I'm afraid. The titles are issued and announced as soon as they change hands. You can issue rewards to the title holders at any chosen time, or upon wipe, but the assignment of titles through the wipe happens automatically the moment someone exceeds the current title holder's score.
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- #statistics
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Yeah that’s just carbon team being dicks. you can ignore.
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How to set NPCs to deal damage to players' buildings?
Steenamaroo replied to laodu's Support Request in Support
Hi, BotReSpawn isn't written to attack player buildings. I suppose there could be collateral damage if the npcs happen to be equipped with grenades or rockets or something, but there are no controls relating to this. If you're finding that npcs stray grenades and that kind of thing aren't causing damage where they should, I'd probably be looking at pve/pvp plugin settings. -
Hi, Looks like I could use a few additional null checks in that method. I'll be releasing an update shortly for other reasons so I'll add those in. Thanks for letting me know.
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I think oxide's output is truncated which will confuse matters. Using PermissionsManager is probably a better way of assessing what groups exist and what groups don't. For PlayerRanks a group should exist for every category that's enabled and doesn't have "" (blank) for the title. Certainly the code is there to remove all players from x group before adding the new title holder to it. Maybe some errors has been happening, stopping that code? Although, saying that, the emptying of the group happens first so if there was some error then the new player wouldn't be added. Not sure what's going on, to be honest, and kind of difficult to test with only myself. You *could* set DestroyGroupsOnUnload to true, and EnablePlayerTitles to false then reload PlayerRanks, and that would delete every PlayerRanks group then not create them again. That would give you a chance to look at PermissionsManager and see if there are old groups with similar names through some previous error or something?
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- #statistics
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- 424 comments
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- #statistics
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- 424 comments
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- #statistics
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You're right - CustomLoot doesn't create the crate, or the marker, but recent changes in Rust code mean that the vanilla marker gets destroyed if anything is moved into, or out of, the crate. I've written a workaround for that which I'll drop here for testing asap, although my rust computer's not likely to be up today. Maybe tonight...if not tomorrow.
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- 424 comments
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- #statistics
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- 222 comments
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Hi, What isn't printing to chat? If it's the stats that print on a timer, make sue useTimedTopList is set to true in you config options, and make sure that some of your categories have "IncludeInChatBroadcast" set to true. It's also possible for players to opt out of seeing chat messages by using /pr chat to toggle on/off, so give that a check too.
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Hey, For detecting ZombieHorde npcs you can check if player.Categorize() == "Zombie" and for BotReSpawn npcs there's bool IsBotReSpawn(ulong and bool IsBotReSpawn(NPCPlayer Someone asked me about BotReSpawn with this plugin so I thought I'd leave both details here.
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Two years, almost to the day! Hard to believe. I appreciate the support. It was a bit of a polarising thing and my handling didn't help. I understood and accepted both sides then, and I do now. The amount of feedback, suggestions, and offers to test over these two years has been fantastic and BotReSpawn has only benefitted from that!
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