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Steenamaroo

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Everything posted by Steenamaroo

  1. No, it's always been how I described. The reason all profiles have this option is because you can specify any existing profile when making a ToPlayer call, or when some other plugin makes a call to spawn npcs somewhere. As with the airdrop (etc) problem, there's nothing to stop someone, or some plugin, making this call dozens or hundreds of times, resulting in countless npcs, with no guarantee they'll be killed by anything. So in cases where npcs are spawned outside of regular maintained + controlled populations, suicide timer is engaged. Roam distance is just managed by Roam_Range setting, but is completely ignored when an npc is agressive to a player. When aggressive Aggro_Range and Memory_Duration are used together to determine when the npc should give up, and when it gives up it goes back to respecting roam range (from initial spawn point). The known issue is with expiration of Aggro. There are cases where a player can bait an npc right across the map and it never gives up, but that's patched for the next update.
  2. Hi, Thanks for reporting. There's a known issue in some cases with deaggro which is patched for the next update. It would have resulted in NPCs remaining aggressive towards players for too long and, potentially, chasing them farther from spawn than they should. I'm not aware of anything affecting idle / non-aggressive state npcs, though. Suicide timer only applies to populations which aren't maintained, which would include all the event profiles (Airdrop, crate hack, etc), and ToPlayer calls. For example, there's nothing to stop you having airdrops every few minutes on a 10 pop server. Most likely that would eventually result in thousands on npcs, so suicide timer kills them off after a suitable period. Regular custom and default location based profiles are population maintained and, so, there's no need for this.
  3. Feature added - testing now. I'll do the same in NPCKits.
  4. Ok, I'll add something now. If either of you would like to test prior to public update, feel free to reach out in DMs or through discord.
  5. From your description it sounds like that plugin would be no use because the kit is being given directly to an npc. Most likely, and I'm just guessing here, that plugin is going to be concerned with kits given directly to players, and would treat npcs as exempt. Regardless, I can add the dlc item / approved skin checks when npcs die, after all their loot is handled, and give you a global true/false to delete dlc items and zero out approved skins, if that would be helpful? I'm not 100% certain on Facepunch TOS changes but it *seems* like it's fine for npcs to have such items and skins, as long as they don't fall in to the hands of players who aren't entitled to them. If anyone can confirm or correct that, it'd be very welcome.
  6. I don't really know much about that plugin but BotReSpawn's npc prefab is scientistnpc_roam, if that's helpful. That approach will put the same loot on all of BotReSpawn's npcs, though, which may or may not suit you.
  7. Hi, The plugin covers all the trees in the game already, with the exception of Shizolobium and Vine_Swinging_Tree, which are added for the next update. It should, anyway. Was there something other than those two you think is missing? Adding entries yourself is no good - The plugin automatically removes entries that it didn't find, or isn't coded to have.
  8. Our replies came in at the same time. Yeah, if you want a more complex arrangement with item probabilities, CustomLoot can do that on a per-profile bases, or you can specify an AlphaLoot profile per npc profile (in BotReSpawn UI), if you use that.
  9. If you just want 100% chance of fixed items you can add those items to the npcs' kits and just make sure profile > Death > Wipe_Main_Percent is set to zero.
  10. Thanks, @Papa Bear Yeah, as far as I know they removed the asset, amongst others. I chose not to remove the option just incase the decision's reversed, so people's true/false preferences would be preserved, but if it's going to spam red I guess people are going to have to switch to false anyway. I'll remove the option in the next update or, if possible, replace the sound with something close-ish, like whatever sound bears or scarecrows make.
  11. Steenamaroo

    Wondering if there is

    Hi, No, there's no built in option for that. The best solution is to use groups, then it's easy to grant/revoke for many. I'll DM you a solution.
  12. Steenamaroo

    Updates Checker 1.1.1

    Issues resolved. Thanks for the info!
  13. Steenamaroo

    Updates Checker 1.1.1

    Hi, I'm not sure what you mean by "It only checks a part of the plugin and then doesn't do anything else" but I can confirm that using discord web hook to be notified of available updates is working fine, for me. There is no discord notification when an individual plugin is loaded, or reloaded, but there is when UpdatesChecker periodically checks all plugins on the server.
  14. Thanks for letting me know @Mals This is coming from cases where developers have put letters and words in their version numbers. I'll put in a catch and notify for those cases.
  15. HI, As far as I know Facepunch have removed the sound effect asset for the Murderer npc breathing. I didn't remove the option from BotReSpawn yet, just in case the decision gets reversed but to prevent the error text you can set profile > Other > MurdererSound to false. If the asset remains removed I'll see if I can replace it with something else - Bear or scarecrow or...some other sound.
  16. Steenamaroo

    Skin Change for Bot

    Hi, Yes, BotReSpawn is highly configurable. You can assign kits on a per-profile basis, to customise the npcs' weapons and appearance, and, if you want, you can also use this method to place lootable items in the main inventory container. You can also assign kits on a per-npc bases, in cases where custom spawn points are in use. There are built in options to enable/disable vanilla loot in the npc corpses, options to select what the vanilla loot type should be (barrels, crates, etc), options to give Frankenstein appearance, etc. You can also use free CustomLoot plugin if you want more complex loot tables, on a per profile bases, and there is support for using AlphaLoot, again, on a per-profile basis. All setup is handled by UI in-game, and the vast majority of options have clickable labels which pop up descriptions of what they do. The plugin is tested with, and written to support, the free Kits plugin from uMod, but my understanding is that Mevent has made efforts to keep his paid Kits plugin compatible. In short, I don't guarantee compatibility but, so far, he has provided it. I hope that answers your questions.
  17. Steenamaroo

    Error?

    Yeah, you can do that. Just make the profile at map centre, or as close as you can get without obstacles. If you're not setting a custom spawn point, use the profile Radius option to randomise exactly where the npc will spawn. The roam range should be 2250, not 4500, as the max distance the npc could travel from its spawn point would be half the map size.
  18. Steenamaroo

    Error?

    Ok. It's not something I've been keeping up to date with but Gen2 (from your errors) seems to relate to the new animals... Crocodile, Panther, Tiger, and Wolf 2. BotReSpawn doesn't spawn or manage these. I guess you could kill all of each kind from console, to see if the errors stop? del assets/rust.ai/agents/crocodile/crocodile.prefab del assets/rust.ai/agents/tiger/tiger.prefab del assets/rust.ai/agents/panther/panther.prefab del assets/rust.ai/agents/wolf/wolf2.prefab
  19. Steenamaroo

    Error?

    Hi, No, I don't think so. Your errors relate to Gen2 which, I believe, is the latest in game AI. The problem being in a method called "InSameTeam" suggests to me npcs rather than animals. Are on you staging or any other pre-release build?
  20. No trouble. I believe it's solved, although I have a few people running it first to make sure the solution didn't introduce issues elsewhere. There should be an update fairly soon - Ideally before next wipe.
  21. Steenamaroo

    NPCKits

    +1 to that ^. From the plugin description "Please make sure that the weapons you're giving to the npcs are suitable. Oilrig npcs, in particular, seem to become stupid with certain weapons. Place weapon in the first, left-most, slot of the kit's belt container."
  22. Ok, thanks for the info. As I say, I don't really know the plugin but if it's giving you options for Alphaloot and CustomLoot then, presumably, it must have a space somewhere for you to enter a loot profile name? If that's the case then BetterNPC would make a call to CustomLoot (or Alphaloot) to get the correct custom loot for corpses, behind the scenes. If the specified profile doesn't exist, CustomLoot is written to catch that, notify you, and create it for you. If not, maybe DM BetterNPC author? - I'm willing to help, of course, but they'd be better positioned to advise.
  23. Hi, I'm afraid I have no idea as I'm not familiar with BetterNPC. Does it offer an option for you to specify a CustomLoot profile name for your npcs?
  24. Steenamaroo

    About loot for some bots

    I'll check to make sure but I don't think there is. As far as I know it's a client side effect and once it's started the loop plays until completion. Like I say, I'll double check, but I think that's how it is.
  25. BotReSpawn/Alphaloot relationship has changed since this discussion. From V1.3.6 update notes : Added automatic Alphaloot call for 'vanilla' Rust loot source. Added option for Alphaloot profile separately, for custom ones. That means if you're using the Rust Loot Source option in BotReSpawn, it will now request that loot from Alphaloot where applicable. Where Alphaloot is not in use, loot will be vanilla.
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