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Everything posted by Steenamaroo
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Probably should have told you what those mean... Descriptions from the upcoming UI update... Short_Roam_Range. When passively roaming, npcs choose a spot on the ground to walk to, walk to it, then choose another...and repeat. If this setting is true npcs will choose spots much closer to their current position than normal. This can be useful where npcs are in areas with a narrow river, for example, to prevent them trying to roam to the other side of it. Assist Sense Range If Global Setting 'NPCs_Assist_NPCs' is set to true then npcs can assist nearby npcs who have a target. Use this setting to adjust how far away an npc can sense other aggravated npcs.
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Hi @Rezanow, None of the profile configurable values is detailed in the description. Profile values. Each profile value and description is not listed here, but all (apart from text strings) are now configurable via UI, and have sensible default values. Most should be self explanatory, although I do intend to add descriptions/notes in the UI itself in the near future. If any specific setting/value is unclear, please just ask in CF discord, my discord, or the support section here. As it happens I did the part in bold last week so the next public release will have clickable labels and full descriptions for every profile option.
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There's a global config option `NPCs_Assist_NPCs` which you can turn off, if you prefer, and also a per-profile option `Assist_Sense_Range` which you can adjust to taste. The next update of BotReSpawn will have a per-profile option `Friendly_Fire_Safe` which will prevent damage when npc's accidentally hit each other.
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Hi, Most likely nav_wait is false. When it's false it means the server doesn't wait for completion of navmesh generation before starting up, so when the server goes live and BotReSpawn starts up, there's no navmesh for the npcs to spawn on. Type nav_wait into server console and if the response if False, do nav_wait True server.writecfg
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@Butler NM. Yeah. Looks like you're on staging. If you edit the plugin .cs and change protected override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) to public override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint) Hopefully it should work fine. I can do that for you and send, if you need.
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Ok, thanks for the info. There must be some combination of settings I didn't try that allows this to happen, although there were a few issues relating to event spawns and parachutes, as I've recently made changes allowing events to spawn npcs underground, when the event occurs underground, so it's entirely possible I've fixed this, even though I couldn't replicate it. I'll get you on discord and send you the pre-release copy I have here, if you're up for that.
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Hi mate, I'm not sure that would make it faster or easer. Right now you choose a group, then choose a plugin, then you're shown a page where you toggle permissions for that plugin/group combination without any further navigation. I realise if you want to grant new plugin perms to multiple groups you have to pick the plugin out of a list multiple times (once for each group), but the same would be true in reverse. If it went on a per-plugin bases, you'd still have to back and forth to change the selection for the group you're working on. If I've misunderstood please let me know!
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Hi, I just tested with my current local copy, and also with the current public version. I can't get npcs to parachute down on to the oilrig from hacked crate spawn or hack profiles. That's how it should be, since there's no navmesh there for them. Maybe the npcs you saw were coming from another plugin? Or any chance you were just going off the Spawn_Announcment ? Because there was an issue where announce would happen, even in cases where npcs can't/don't spawn. I've since fixed that for next update. Let me know.
