-
Posts
3,406 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Steenamaroo
-
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.
-
That's great to hear. Glad you're getting on well with it.
-
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.
-
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.
-
- 50 comments
-
- #updates
- #steenamaroo
-
(and 5 more)
Tagged with:
-
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.
-
Does the console have the following two commands?
Steenamaroo replied to laodu's Support Request in Support
You’re meant to put in a players name or id in place of NameOrId. -
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
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.
-
Does the console have the following two commands?
Steenamaroo replied to laodu's Support Request in Support
Hi, No, there's no console command for teleporting players to monuments or profiles. The only teleport option is to teleport yourself to a profile's location, and it's a button click in the UI. There is a command for toplayer which will spawn the specified profile at the specified player. The profile's radius is taken into account, though, so if you want an npc to spawn right near the player you'd probably be best setting up a profile specifically for toplayer usage, and set it with a low radius like 5 or 10. -
Hi, You can set your own 'Friendly names' for every item/container/entity in the RustRewards data file in /oxide/data Just be sure to unload the plugin before making, and saving, your changes.
- 1 reply
-
- 1
-
-
If global setting 'UseServerTime' is false, check your settings for NightStartHour and DayStartHour, to make sure they're set such that there is actually a night time. If that all checks out, what pookins mentioned is pretty common - If you're letting your players skip night then you're probably skipping that npc. Wait for night time on your server and do bots.count in server console, to confirm that the biome profile has spawned. If that doesn't help, please let me know.
-
There's a bots.count console command that will give you a per-profile breakdown of how many npcs have spawned. You can use that to confirm if your biome npcs are spawning or not. Be sure to test at night time, since your profile calls for zero npcs during the day. Also keep an eye on console when reloading the plugin, or these profiles, in case there's some issue with your kit. If it has no valid weapons in it then BotReSpawn will tell you that in console.
-
- 424 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
@ZAC- Thanks for following up. No worries...my pleasure. I understand your point and take no disrespect from it - You're right, it's a pretty big price for a plugin. It can be very time consuming, though, whether that's in maintenance of the plugin, adding new features/requests, or spending one-on-one time troubleshooting some obscure issue with a user. I knew from maintaining BotSpawn for free for 4+ years how much time it was likely to take up. Estimating time I'd spend, the length of time the plugin would likely be for sale and supported, and the number of sales I was likely to get, that's the price I arrived at. Sorry you got a misleading ping about the price. Hopefully it's something Death can resolve quickly.