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Steenamaroo

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Everything posted by Steenamaroo

  1. My pleasure.
  2. Hi, Are you seeing a compile error or something? The current version definitely compiles just fine so I'd recommend deleting BotReSpawn.cs from your server and from your downloads folder, then re-download from Codefling and copy to the server /plugins folder. Watch the console whilst doing this. If any error is thrown when you copy the plugin over, please copy and paste or screen shot it here.
  3. Hi, You want the Vanilla safe-zone npcs/turrets to attack BotReSpawn? I'm afraid I don't have an option for that in the current version. I'm pretty sure those turrets and npcs treat BotReSpawn like vanilla npcs, totally ignoring them. I'll double-check and see what I can do.
  4. Hi, I'll take a look and see what I can do.
  5. Maybe TP to 1670,0,-1350 - That might give you a clue who's causing the problem.
  6. I'm afraid that's not me, @Mals BotReSpawn doesn't use, or do anything with, scientistnpc_heavy.
  7. At present, no. Although it is on my list of things to-do.
  8. @TheEye I know you solved this in NPCKits support but just so you know, I try to make it so you never have to wipe any config or data files. The only 'from-scratch' update I can think of in recent memory was from BotSpawn to BotReSpawn.
  9. Steenamaroo

    NPCKits

    I'll have a check to see if that's kits plugin or me. At a glance I don't think it's me but I'll make sure. Thanks for the info!
  10. Steenamaroo

    NPCKits

    Hi, @TheEye I updated Kits to be on the same version as you and I'm not seeing an issue. Would you mind rolling back NPCKits to confirm for sure if it's related or not?
  11. Uploaded file is 2.2.3. Confirmed by downloading.
  12. @Country_SassNot really, no. Each npc chooses random points to walk to, within the roam range of his spawn point. ZombieHorde does that, though.
  13. I don't see any API for identifying helis from that plugin but I can take a punt that it's adding a custom component and/or changing OwnerID. I'll send you something for testing, if you're willing.
  14. Hi, The advice would have been to ensure that nav_wait is true. If it's false then the server starts up fully before navmesh generation is complete, so then there's nowhere for the npcs to spawn at first. It wouldn't apply to any profiles where Stationary is set true, as those npcs don't move and don't need navmesh.
  15. I can probably increase it with distance. Thanks for pointing that out.
  16. Steenamaroo

    NPCKits

    Alright, thanks for letting me know. I don't know what would have caused that but don't hesitate to report if you see it again.
  17. Steenamaroo

    NPCKits

    Have you recently introduced any new loot or npc plugins which could be doing something to npc inventories? If you have a test server I'd recommend firing it up with no plugins except for NPCKits and Godmode, then kill off a few vanilla npcs (modified by npckits) to see if the issue persists.
  18. Steenamaroo

    NPCKits

    Are you getting that often or was it a one-off? I think that can only happen if a corpse spawns and has null or empty inventory so I've added a condition to check for that. That's a strange thing to happen, though.
  19. Peacekeeper_Uses_Damage will be a new option in the next up date. With the setting false, Peacekeeper functions as it does in the current version. With it set to true, peacekeeper npcs should ignore you until you actually hurt one of them. Thanks for the suggestion!
  20. That's how it used to be in BotSpawn but it often raised eyebrows - People didn't understand why they couldn't hurt the npcs with melee. I think your first suggestion makes the most sense, making the npcs ignore completely unless you actually hurt them. I'd probably just add PeaceKeeper_Follows_Hostility : true/false, with the default true so, by default, nothing changes, then if you set that to false it would work based on whether you've hurt the npc or not.
  21. I'll take a look.
  22. I'll look into that. Shouldn't be too difficult to give a global option for how peacekeeper works. Right now it's based on Rust hostility so what you're describing makes sense.
  23. The plugin that keeps on giving! @Country_Sass - You'll find it there for every profile, under the 'Other' tab in UI,
  24. MalS can answer but I imagine BotReSpawn - It has parachute options for all profiles, including biome.
  25. Hi, Not really, I'm afraid. I used to get requests to make them roam in hordes from time to time but, really, that's what ZombieHorde does so I never wanted to go down that path, and also BotReSpawn was always about having NPCs tied to a certain area. You can enable biome profiles and have npcs spread far and wide, so they don't really have a home, as such, but no...there's no roaming in groups I'm afraid.
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