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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, There's a global option called NPCs_Assist_NPCs which you can disable, or you can leave it enabled and reduce their Assist_Sense_Range (per profile) That's probably what's causing nearby npcs to get involved in fights.
  2. HI @AKWA Yes, there's a reward for activity that you can enable. It gives out the specified amount of currency every X minutes that a player is on the server.
  3. 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.
  4. 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.
  5. Steenamaroo

    NPCKits

    Hi @nivierheim I think that should be CompoundScientist.
  6. Yes, that should be resolved in the next version too, unless the name really is ridiculously long. I put fewer kits on the page to allow more space, and wrote in pagination so you can browse a limitless number of kits.
  7. 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.
  8. Hi, They only throw grenades if you have them placed in the kit, and they should only attack each other if you've got Ignore_Factions set to true, or set up factions such that certain profiles are aggressive to each other.
  9. @RobertLeal- As it happens I added both of those last week. You're welcome to test it out before I update properly. Recommend using the `/perms data` menu to save a local back for groups + perms, just as a precaution. PermissionsManager.cs
  10. No trouble at all. Thanks for coming back with more info!
  11. Hi, Just checked and they're working fine here. You know beancans have a chance of not exploding? Some are duds.
  12. Ok, thanks for letting me know. I'll take a look at that soon!
  13. 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
  14. No worries. Looks like these changes aren't necessary for current staging (downloaded yesterday) so if you update your server and shit doesn't work, go back to vanilla BotReSpawn.
  15. I don't think many people are doing custom SpawnGroups. If that's all they've changed it'll probably just be me. Probably Monument Addons too...
  16. Ok. Looks like they've changed a few things from protected to public. Change protected override BaseSpawnPoint GetSpawnPoint... to public override BaseSpawnPoint GetSpawnPoint... and protected override void Spawn to public override void Spawn
  17. @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.
  18. Hi, No, I'm not sure what's happened there. Are you on a staging server?
  19. Confirmed - The next update, due soon, fixes this issue. Thanks for testing and confirming @Baron Von Finchus
  20. 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.
  21. Hey, Sorry man, I don't think I'm following. That mockup is identical to what PermissionsManager does. Vanilla screenshot attached.
  22. 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!
  23. 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.
  24. Ooh, thanks for letting me know. That's not meant to be the case, since there's no navmesh on the Oil Rig so those npcs wouldn't be able to walk around once they land. I'll check into this and see what's happening.
  25. Honestly, I've no idea. Sorry. I don't run servers or anything. I'm sure there are plugins that show SR/Economics balances; maybe someone else here will know?
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