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Steenamaroo

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Everything posted by Steenamaroo

  1. That shouldn't be necessary, hopefully. I think the solution I proposed makes sense. In the case where there are two 1.5 multipliers it makes sense to me that your reward should increase by 50%, then again by 50%, not 300% (3X) It still works, then, that you can leave 1 as default, having no effect, and 0 would still work for disabling multiplier completely...Useful for zones and that kind of thing. I can implement that easily with a config true/false.
  2. Hi @Mabel Yes, the creation of groups when the option is false was an oversight and has been addressed for the next update. Thanks for reporting it.
  3. Taking a look at it now. To be honest I'm not sure the adding up idea really works. Firstly the option to set zero multiplier is there to allow you to prevent people from getting rewards under certain circumstances. The zero means all other multipliers become irrelevant, because the outcome is always 0. If we're adding up then zero wouldn't serve that purpose anymore, unless I hard code a rule, although I can do that. Secondly taking a simplified version of your example 300*(1.5+1.5) == 300 * 3 == 900 a 1.5X multiplier should give you 50% more than base. two 1.5X multipliers on 300 should give you 300 + 50%(150) + 50%(150) = 600 or (300 + 50%(150)) + 50%(225) = 675 Given that the multipliers are calculated separately, independently of the actual reward, my first option makes sense to me. Also, in your example people would constantly have mad multipliers because everything set to 1 would be increasing it so, again, I'd have to hardcode a rule to deal with that. I think the solution would be for me to return 0 if any multiplier is zero, to retain that function, and then, starting with a base multiplier of 1, add on how much greater than 1 each multiplier is so 300 * multipliers 1.5 and 1.5 becomes 300 * (1 +(1.5 -1) * (1.5 - 1)) or 300 * 1 + 0.5 + 0.5 or 300 * 2
  4. I don't think anyone's ever asked for that before but I certainly certainly make it a configurable option. I'll default it to false so nothing changes unexpectedly for people but look out for a new true/false in config at the next update. Thanks for the suggestion. 👍
  5. Yeah, it's going to be limited to 2.147 billion by the data type chosen by FP. Sometimes developers are short sighted with data types and don't think ahead (millennium bug?) but I'm not sure 2 billion health npcs falls into that category. 😂
  6. My pleasure. Thanks for letting me know. 👍
  7. If you've already done that, check /server/YourServerName/cfg/serverauto.cfg and see if nav_wait is declared in there. If it is, change it to "True"
  8. Nah, don't worry about making changes or adding spawnpoints. Just add nav_wait True to your startup script and that should sort it out. Observe the same formatting as previous entries there.
  9. Hey @scarecr0w12 What monument was it where you wanted to be able to disable the vanilla npcs?
  10. Hi, There's a known issue where skins settings are being shared between profiles. I've addressed this and will release a public update fairly soon. Thanks for reporting! 👍
  11. Hi, Thanks for reporting. It's not really due to either plugin, as such. BotReSpawn is returning false to prevent an APC from targeting a BotReSpawn npc. This means BotReSpawn setting 'APC_Safe' is set to true. RoadBradley is doing the opposite, returning true to allow an APC to target a BotReSpawn npc, presumably because its option 'Target NPC' is set to true. Your settings are telling the two plugins to do opposite things. There are multiple possible solutions. You can set `APC_Safe` to false in BotReSpawn, or `Target NPC` false in RoadBradley, so that the two plugins agree. If you want your RoadBradley APCs to target npcs but not BotReSpawn npcs then either 1: RoadBradley author would need to write in a condition to relinquish control when the target NPC is mine, or 2: I'd need to write in a condition to relinquish control when the attacking APC is theirs.
  12. Is there any chance you have server variable nav_wait set to false? If that's false then the server, and BotReSpawn, start up before navmesh is ready, which means npcs won't be able to spawn, and then reloading all the profiles, or the plugin, is required.
  13. That's great to hear. Glad you're getting on well with it.
  14. Yeah, that's right - For the various targeting options with Ignore/Defend/Attack, Defend means the npcs will be passive to the subject unless they are attacked. 👍 Sounds like a solution but I'll still put together something to disable vanilla npcs by monument. Too many people have asked over the years.
  15. I see. I think when it comes to fights between BotReSpawn and Vanilla/default npcs, BotReSpawn has to be the instigator, so I guess set the BotReSpawn profile Target_Other_Npcs to defend instead, then? That should keep peace between BotReSpawn and vanilla, but also allow BotReSpawn to defend from player attacks via Personal NPC.
  16. It's not, at present, but I think I could patch it in pretty easily. Leave it with me. 👍
  17. I'll send you a copy which addresses the issue I mentioned earlier. It's most likely related. As for disabling vanilla monument npcs, I'll look into incorporating that into NPCKits but it won't be today or tomorrow. Depending what monument it is there may possibly be server convars you can set to zero to turn them off? Failing that, setting `Target_Other_Npcs` to Ignore for your profile, in BotReSpawn UI, should allow ceasefire for now.
  18. You’re meant to put in a players name or id in place of NameOrId.
  19. Oh, sorry. I think I misunderstood. I thought you were talking about Rust's vanilla spawning npcs there. All profiles in BotReSpawn can be enabled, disabled, and customised. Sounds like you've created a custom profile somewhere close to a default profile? If you want one of them turned off just look it up in the UI and set AutoSpawn false. Just in case you weren't aware, you can set custom spawn points within any profile - whether a custom added one or a default one. Exceptions, of course, for biomes + events. 👍
  20. I don't have an option to prevent the spawning of vanilla npcs, no. I do have a free plugin, however, that lets you give them kits and customise some of their properties. https://codefling.com/plugins/npckits I could maybe look into adding options to the latter to prevent them from spawning.
  21. Very glad to hear that. Don't hesitate to ask if you have any other questions. Hopefully overspawning should be a viable option with the next update. 😂
  22. Underground should be fine in most places as far as I know. Yes, custom spawn points would be required and I know there are some areas where there are just too many obstacles for it to work well, but from what I hear they work well in most. Fairly sure you'd need to set Off_Terrain true for those profiles too.
  23. The Off terrain option is there for profiles, or for custom added spawnpoints which aren't on the terrain. That could be on top of buildings like at the Launch Site, or at custom monuments out at sea, like shipwrecks or custom oilrigs. If you were to use custom spawn points at the Dome but they were all on the actual Dome monument, I'd set Off_Terrain to true for that profile. 👍 The Dome is a bit of an anomaly in so much as BotReSpawn, when finding spawnpoints, looks for points on terrain with a clear view upwards to the sky. That means the Dome itself gets in the way of that where a small radius is chosen. The best way to use the Dome profile is either to increase the spawn radius, so points are found in the surrounding area, or to set UseCustomSpawns true and add a few custom spawnpoints of your own. You can do a combination - For example asking for 10 npcs but only providing 5 custom spawnpoints. As long as spawn radius is big enough BotReSpawn will make up the other 5 by finding random points in the area.
  24. 😂 Good stuff! There is actually a known issue that would cause what you're seeing, and I've remedied for the next update. Only seems to happen under pretty heavy load so, hopefully, you wont experience it again but if you do let me know and I'll DM you a pre-release copy.
  25. Day/Night spawn amount dictates how many npcs will be spawned during day/night. Ordinarily the Radius option dictates the size of the area within which npcs will spawn (when not using custom placed spawnpoints) but there is no such option for Biome profiles. The npcs just spawn somewhere within that biome.
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