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Everything posted by Steenamaroo
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Not really, no. There are workarounds, I guess. You could set up and enable the profiles with extremely high respawn timer, making them never respawn, then manually disable them at your first server restart. It could be prepared in advance so you have two custom profile jsons and it's just a case of switching them while the server is down. Sorry...There's no automatic way.
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I didn't see anything like that in my testing. I didn't test extreme ranges but a few were within a couple of foundations distance, and a few were maybe 5-10 foundations distance away. They all seemed to be killed in around the same number of shots - It was rapid...like maybe 5 or 6 ak shots to take down a default-profile npc. BotReSpawn does have a Bot_Take_Damage_Percent which you can adjust, but it's global. If it's already at 100 I'd leave it alone. It doesn't input any over-distance reductions, in terms of the npc taking damage.
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Working perfectly here. Tested with user-placed Autoturret and APC_Kill profile, using current public version, just to be sure. Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc. With ignore false, the autoturret fired at, and killed, the npc. Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.
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No, Stark. OilRig isn't a default profile or, at least, isn't permanently enabled, because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary. The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe, because some people wanted that. Cargo profile doesn't exist because there's no navmesh there and it's a moving location. All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.
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Hi, You're right that BotReSpawn subscribes to CanBeTargeted if any profile has WeaponTrap_Safe set to true, but it only returns false if the potential target is an NPCPlayer, with a BotReSpawn component, and their profile has a WeaponTrap_Safe value of true. In all other cases it returns null, so that BotReSpawn is not making any decision. I doubt your issue is related to BotReSpawn but, perhaps, next time you see the issue you could unload BotReSpawn to prove?
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Yeah, I figured they probably changed the AI on the OilRig or, at least, renamed them. I've added the two new naval scientists locally but I'll look at the oil rig guys and get them fixed before updating. @Papa Bear - I did separate Large and Small OilRig over here but for one reason and another that update never went public. I'll make an effort to get the public version bang up to date...possibly tomorrow. Willing to test?
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I added the AllowBetterLoot - default false because someone had loot issues and it turned out the npcs were getting loot from BetterLoot so, on some level, yeah...it works. I'm not familiar with BetterLoot setup, though, so I can't really give specifics. BotReSpawn uses scientistnpc_roam if that's helpful.
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