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Steenamaroo

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Everything posted by Steenamaroo

  1. I'm not intimately familiar with that plugin but it's not that putting npcs there isn't possible, it's that it's not really compatible with how BotReSpawn operates.
  2. 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.
  3. 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.
  4. I'll take a look into this. A few people have reported it but I'm pretty sure I didn't change anything relevant, so maybe FP did in the last update. Thanks!
  5. Hi, No, there's no option for that right now. I could look in to it - It'd be similar to the drone defence, code wise.
  6. PermissionsManager doesn't curate your groups. Most likely some other plugin is auto-creating them.
  7. That would be my guess too. Maybe there's an issue with their implementation or something. Thanks!
  8. That would be consistent with WeaponTrap_Safe false, the turret shooting at an npc, and then unloading BotReSpawn removes the npc and, so, the shooting stops. Is that what's happening?
  9. 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?
  10. Steenamaroo

    NPCKits

    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?
  11. Steenamaroo

    NPCKits

    I plan to, yes.
  12. @RockinMedico- What version of BetterLoot are you on? This issue was only raised in, I think, November so most likely it only became a thing since V4.X.X
  13. 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.
  14. Hi, There is a per-profile setting called Immune_From_Damage_Beyond. Have you got that set to some number that would correlate, like 100 or so?
  15. Hi, I added AllowBetterLoot true/false in the last version to allow people to prevent BetterLoot from populating BotReSpawn corpses. If you want BetterLoot to populate the corpses you'd just set that option to true.
  16. It's an assumption but yes - If they have written in PlayerRanks compatibility and are calling 'GetPlayerTitle', they should change it to 'GetBCTitle' instead. Those are both methods in PlayerRanks but only one of them respects your 'ShowTitleIn...' config settings.
  17. Thanks for the screen shot. That shouldn't be possible so the only thing I can think of is that the author of IQChat is using 'GetPlayerTitle' method from within PlayerRanks. If that's the case, they should use 'GetBCTitle', as that takes into account the 'ShowTitleInPlayertChatMessages' option.
  18. Can you screenshot the issue please? Without BetterChat PlayerRanks shouldn’t be able to put any titles in the player’s name in chat at all.
  19. Do you have BetterChat installed? Showing titles in player names in chat relies on BetterChat I don't think IQChat has any compatibility for that so, as far as I know, it should be irrelevant. Can you share your config file with me, please, and, if possible, a screen shot of the issue? Thank you.
  20. Hi @FandangoChristmas Have you got `ShowTitleInPlayerChatMessages` set to false for those categories?
  21. Would you be willing to check and tell me if the attached copy solves the problem? Many thanks. PlayerRanks.cs
  22. Fair all round. I'll send you a copy later patched for testing, if you're willing.
  23. Hi, Thanks for reporting. Looks like time played is being updated fairly frequently but the order+titles aren't being recalculated. I'll see about patching that. Where is your screenshot from? PR UI should show the correct order, yes? Skulls crushed is working fine, though. Have you got something that is changing the name of the skull, maybe? PlayerRanks relies on the "Skull of ****" pattern.
  24. Steenamaroo

    NPCKits

    Hi, Thanks for reporting. I already have a possible fix sent out to someone for testing. If it's good, I'll update as soon as I know.

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