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Everything posted by Steenamaroo
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I'll add it to the ever growing list.
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Oh, sorry. I misread. NPCKits doesn't control the damage that npcs can deal. It just does things like giving them kits, setting their health, clearing/not clearing their inventory containers when they die, dropping/not dropping their held weapon, etc.
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Hi, No, BotReSpawn doesn't support adding npcs on the cargoship I'm afraid. It only supports static areas with navmesh, for spawning moving npcs. You can, however, use free NPCKits plugin to customise the vanilla npcs which spawn there.
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Hi, Not sure if it was just a typo or not, but Player Rankings is a different plugin. This is PlayerRanks. Regardless, I think BetterChat treats the entire set of titles from PlayerRanks as one. If you want to limit the number of PlayerRanks titles which are shown, you'd need to do that in PlayerRanks config, rather than BetterChat's.
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- 424 comments
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Hi, That's not a bad idea. I'm sure I could add a profile that leverages the same spawnpoints that real players would get. The npcs can use rocks as their weapon so, yes, that part's already ready to go. For the second part, I could do partial so if, for example, the npc has five pieces of attire, you could set 80% so that, on average, only four of them are available to the looting player. I'll make a note of both of those suggestions.
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My advice and information was directed at the author.
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For object return hooks there is no right or wrong answer but it's generally accepted in the community that we use true or null. true is used to cancel the vanilla behaviour, and null is used to allow vanilla behaviour to happen. The hook are written such that any value that isn't null will cancel behaviour - You could return true, false, 1, 100, "some string"....anything that isn't null, but the problem is that if multiple plugins try to cancel the behaviour and use different non null objects, oxide will complain about it. In short, if you change your instances of 'return false' to 'return true' in object return hooks such as OnNpcTarget, the oxide complaints will no longer happen. Note, this is not related in any way to the npc's taking damage. OnNpcTarget governs whether or not the npcs will attack any given player or entity.
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Could you check some of the vanilla npcs, or npcs from other plugins, to see if they are doing the same thing? If you mean the npcs are navigating around but there's no animation (like they're gliding) I've only ever seen that where the server's under some pretty serious pressure. How many are you spawning in total? The `bot.count` console command will tell you.
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Hi, It's probably expected for both of those plugins to have fairly high ram usage since they both do a lot. The player count at any given time wont make a difference for those plugins since there's going to be the same number of npcs and loot crates getting refreshed either way. I did do some work on CustomLoot recently because there's a lot of areas where that can be improved on my end. I haven't released a public update for it in a while but will do soon. You can ignore the two warnings.
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Auto Pickup Barrels...That was it. https://codefling.com/files/support/12348-shotgun-problem/
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Hi, I've had this reported a few times - It's coming from another plugin. I'm sorry, I can't remember the name of it but I'm pretty sure it was BarrelSomething, or SomethingBarrels.
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- #statistics
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- 424 comments
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Here is mine and it works the way its suppose too.
Steenamaroo replied to JustANoob's Support Request in Support
Is there an issue you want to report? -
Hi, I'm not sure I can really help with this, I'm afraid. I don't know if BetterChat is aware of the difference between PlayerRanks sending one title or many titles. Certainly from your example it appears BetterChat is processing many as if they are one, but I don't think it's something I have any control over. I think you'd have to talk to the BetterChat author to be sure.
- 424 comments
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botrespawn is not initiated yet
Steenamaroo replied to phillip.van deventer's Support Request in Support
Better to continue the support here rather than restart in private message, so anyone with a similar issue can see the outcome. Your console errors suggest someone modified the default-DefaultProfiles.json and made a mistake when entering Kits for the 'Airfield 0' profile. If you're manually editing the kits entries in data files the formatting should be ["name1"], for single or ["name1", "name2", "name3"], for many. It needs to be perfect - No missing brackets, commas or quotation marks. For convenience kits can be edited via the UI instead although, in your case, you'll need to manually fix the issue in the data file first, while BotReSpawn is unloaded. -
Hi, This issue is resolved in the next upcoming update, but thank you for reporting it. Unless then it is of no consequence (doing no harm) so you can ignore. Player_data.json isn't my data file. That's from some other plugin.
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Hi, The plugin will only show you settings for monuments which are on your current map. It doesn't delete any data when you change maps, though, so if, for example, you set up custom settings for barrel spawners around the Dome then switch to a map with no Dome, the Dome won't show in your UI anymore, but your Dome settings will remain in the config file and will be used (and displayed) the next time you return to a map with a Dome.
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botrespawn is not initiated yet
Steenamaroo replied to phillip.van deventer's Support Request in Support
Hi, Did you recently make manual modifications to your config file, or any of the data files? Most likely there's an issue with one of them and BotReSpawn can't load them. You could probably confirm this by reloading the plugin and watching console to see if it spits out some red. -
I'm afraid I don't know. It could be from vanilla, or it could be coming from another plugin. If it's a RaidableBases spawned npc, that could be giving it loot, or some other loot plugin....BetterLoot, MagicLoot, CustomLoot, etc If it turns out to be vanilla loot and you don't want it there, NPCKits does have an option for Default_Rust_Loot_Percent, which you could set to zero. A good test, maybe, would be to make sure there is nothing in your kits main containers, for that npc group, and set Default Rust Loot Percent to zero, then test. If there's loot in a dead npcs main container then it's coming from some loot plugin. I do also have a Wipe_Main_Inventory_Percent but I can't guarantee that will override loot plugins, as it becomes a matter of timing. If the loot plugin uses a brief delay so it's filling the container after I wipe it, then there's not a lot I can do, although you can always work it out then just disable the loot plugin for that npc type.
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My pleasure. Thanks for the kind words! Yes, there are options there per profile for Wipe_Default_Clothing and Wipe_Default_Weapons. That gives you the flexibility of being able to give additional weapons/attire via a kit, or start from a clean slate. Note that to give kit attire to hazmat wearing scientists you will need to have Wipe_Default_Clothing true, otherwise it wont work, the same way you can't drag tshirt/trousers on to your own player whilst wearing hazmat. I've just updated to V1.2.1 which allows melee/tools to be dropped, and introduces APCScientistHeavy profile. If you're not 100% sure about your kits, it's a good idea to strip your character 100% then redeem the kit, or if you're using a Kits plugin with UI you should be able to see the contents in full when editing (even if you don't intend to make changes).