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Steenamaroo

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Everything posted by Steenamaroo

  1. My pleasure. Glad to help. You've understood perfectly but there's an additional option in the global settings called Remove_BackPacks_Percent which may be set to 100. If you set that to zero all your BotReSpawn corpses will then leave backpacks and your timers in minutes will apply. You can use that Remove Percent option to make it that there's backpacks sometimes, and other times not, and balance it to your preference, or just go with 0 so backpacks always spawn. If you're gearing up to make them more difficult don't forget they can use (nearly?) every weapon. Bots with MGL or flamethrowers, rocket launchers, and even grenades, beancans, satchels, or c4! as backup weapons when line of sight is broken can be great fun.
  2. Hi @ClockworkCat You found one solution. As long as that new profile remains parented to Airfield, the npcs from that profile will always spawn where you placed them relative to the airfield, so if you change maps and the airfield moves, that profile and its npcs will appear to be in the right place. There is another way just using just one profile. If you go into the UI and view the manually placed spawnpoints for the profile you should see an 'Edit overrides' button for each point. In there you can choose a kit (and some other settings) which are different from the main profile's settings. For example the main profile could be set to use kit 'soldier1' but one specific spawnpoint overrides that and uses 'soldier2', or whatever. On a per-point basis you can override the settings for stationary, Kits, Health, and RoamRange. If you need more control than that then the two profile approach is better.
  3. Thanks for letting me know. I'll look into that.
  4. BotReSpawn npcs can use bows. They can use bows, crossbows, nailguns, rocket launchers, flamethrowers, mgls, homing missiles...probably more.
  5. Oh, Ok. I do have to store info on the items to recreate them for the corpse, so maybe it's happening at that stage. I'll add in the copying of item.name and item.text - That should probably sort it.
  6. BotReSpawn relies on the free Kits.cs plugin from uMod. If custom item names in your kits aren't being applied that'd be a question for the current maintainer of that plugin, I'm afraid.
  7. Hi, My pleasure. I've added the normal and heavy scientists from BradleyAPC to CustomLoot, so you'll get new profiles for those in the next update.
  8. Oh. I'm sorry, I don't. It was just a placeholder image I found with a quick google. I'll replace it with something else so that it still works and shows something for new users. Thanks for letting me know.
  9. Fixedamaroo.
  10. Great news. Thank you both for testing and confirming. I'll do a public update for this tonight, then.
  11. Oh, I see. I misunderstood. I'll have a think about that.
  12. Hi, It's unlikely these would be added to the current PlayerRanks but I had been working on a rewrite of it which does expand on resources farmed/gathered by type, as well as introducing some other new categories. I could add a function that saves the SQL database with a unique name (date+time in it) when auto-wipe happens. That shouldn't be too tricky.
  13. Any issues with this version @Mabel @Neighigh, other than the noted "Exception while calling NextTick callback" ?
  14. Steenamaroo

    Console spam

    I've posted a quick patch for this.
  15. Just tested - Seems to work perfectly. Vanilla NPCs with NPCKits just fire constantly (which I might look at) but BotReSpawn npcs with minigun fire in sensible bursts.
  16. HI @Viktorvill I don't think I tested mini gun support - I assumed it'd just work. Does it not?
  17. I've added an option `Give_Scarecrow_Loadout` for the next update. It will give out one of the four scarecrow loadouts, selected randomly. The behaviour will remain the same, though, as that's custom. The npcs will try to chase you down and melee attack, and will throw their thrown weapons if you try to hide from them.
  18. Steenamaroo

    NPCKits

    I'll check this and @DeadGirl's issue tomorrow.
  19. Steenamaroo

    NPCKits

    Hi, You know there's two separate profiles? There's APCScientist and APCScientistHeavy since the last version.
  20. You more or less can already. If you give them a kit with appropriate clothing and weapons (melee only) they'll act more scarecrow-like. Not 100% the same but they'll certainly chase you down swinging.
  21. That depends what crates Facepunch used there. The plugin differentiates between crates by name. Many of them are listed in the description but, as noted, there will be more than that in the plugin as the plugin automatically adds them to your config as Facepunch add new crates to the game.
  22. Steenamaroo

    NPCKits

    Hi, I'll test at my end today and see what they're doing.
  23. Hi, You're right in that your rollbacks aren't going to be a PermissionsManager issue, as PermissionsManager doesn't work from its own data. It's just a front end for the existing oxide system. I can't speak for how Carbon's equivalent works but if there's any issue I know Raul will want to hear about it. The load and save options in `/perms data` work from a single backup, stored either in local file (/server/oxide/data/PermissionsManager.json) or SQL, depending which you choose. Choosing to load will pull the copy of the data from the last time you saved. There's no facility for multiple copies, for dated backups, but if you need that you could save using the data menu then unload PermissionsManager and rename that data file (PermissionsManager0524.json, for example) The plugin will always restore data from PermissionsManager.json, though, so keep that in mind.
  24. Steenamaroo

    Cargo ship

    I'll add it to the ever growing list.
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