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Steenamaroo

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Everything posted by Steenamaroo

  1. The option to enable/disable global stats collection should be in the UI on Admin page, over to the right hand side, although `"statCollection": true,` you have it true so no matter. I don't see anything in either of those plugins which should null or cancel the kill...I don't see how either of those could cause this problem. Really not sure what's going on...if you have the luxury you could oxide.unload * then oxide.reload PlayerRanks then test. If the stats go up then you know some plugin is interfering. If they don't, then it's my problem. then, of course oxide.reload * to reload all your plugins.
  2. Hi @Jbird Thanks for letting me know. I just checked and PVEKills are counting just fine on my server. Could you have global stats collection set to false, or the PVEKills category set to false, in PlayerRanks admin UI? If not, were you in an event where stats wouldn't be collected? I think those are the only things in PR that would prevent the count going up.
  3. It's possible but it's not as simple as with on-land profiles. I've been meaning to look into it. If you aren't using it already, you can use NPCKits to make them have better weapons and greater health, if you want, but i agree it would be cool to be able to add more!
  4. Hi, Honestly, I forgot about this but it's a quick/easy one - I'll do it tomorrow and DM you a copy. Thanks for the reminder!
  5. Hi, Which monuments are you seeing this at? Can you use the UI to kill, then respawn, the profiles you're working with while you're looking at the containers? That would rule out the possibility that they're actually part of some other spawner.
  6. Hey, Oh, I think I know what it is. The npc is getting the kit, but by default they have a hazmat so moving in the clothes is failing, in the same way it'd fail if you put on a hazmat then try to drag on a tshirt, for example. Just set 'Keep_Default_Loadout' to false for that profile. That should sort it.
  7. Hi @Flint Monkey Nothing stands out to me there. Do those kits show up marked as '1' in BotReSpawn UI for that profile? If so, could you do `/botrespawn info` when looking at one of the un-kitted npcs, just to confirm with certainty that they are from that profile? Sometimes people see overlap from profiles close to each other, or event npcs. If getting close to one to do the chat command is too difficult, but some of the un-kitted npcs in your view and use the BotReSpawn UI to reload the Ranch profile. If that npc doesn't disappear, he's from some other profile.
  8. Hi, I think there is but I don't really know much, or anything, about map making I'm afraid. Do you know other map makers you could ask? If not, maybe someone in CF discord might know?
  9. Hey man, I don't know that plugin but if he's spawning the crate himself he'd have an ID or some reference to it? If so, he can use object OnBotReSpawnAirdrop(SupplyDrop drop) { if (drop != null & IsOneOfHis(drop)) return true; return null; } If he doesn't have a reference to the crate itself then I guess he could use that same hook but do something with position? Presumably he knows where it's going to land so he could check if drop X/Y are close to expected/called drop point?
  10. @ASWeiler- Ping me in discord, buddy. @LizardMods- Thanks for that mate. I'll get a look at it tonight. @TwoShoes- Huh?
  11. I'll have to have a look at that, Mals. V1.1.1 shouldn't have printed that debug for an event, as far as I know. I must have made a mistake somewhere. Thanks!
  12. If the all have the same kit just set the value for kit to '1', then the names should be picked randomly. That should sort it out.
  13. We're all getting there pal. It's just a question of speed!
  14. Hey @Mals I think for that message to show the Patrol Heli kill profile must be set AutoSpawn true and spawn numbers greater than 1. Would you mind checking in UI to be sure. Also, what version are you running? I recently changed it so that this error wouldn't show for event profiles, as it's not really indicative of a problem, since events triggers often happen in places where npcs can spawn, as @Luuxensays.
  15. Hi, Looks like it's something FP have done intentionally, but it's optional. Barricades can be made to serve as boundaries that npcs can't cross, or npcs smash through them. I'll add an option to toggle that in the next update. Thank you!
  16. Hi, The npcs that turn up on the oilrig on CH47 are heavy scientists. You can use NPCKits to give them kits and change their health. It's free - https://codefling.com/plugins/npckits
  17. Hi, Respawn_Timer is an option per profile - I believe it's listed under 'Death' tab for each profile. The value is in minutes so you'd want to set 5, or 10, instead of 300 or 600.
  18. @solovei8- The copy attached here solves your problem. Thanks for reporting it. This fix will be in the next public update.
  19. Hi, The suicide option only comes in to play for 'event' npcs, so that's any npcs from event profiles like Airdrop, or from use of the 'toplayer' command. The reason for this is that there's no upper limit to how many npcs can exist from these methods so if, for example, your server has 5 pop but hourly airdrops, you could end up with hundreds of npcs roaming around because no one's killing them. With all the regular profiles population is limited and controlled - They can't exceed the population you asked for, so there's no need for suicide as a safety net.
  20. Oh, no matter what way you set it up you can't get the npcs to be hostile within the safe zones? Is there any chance you have peacekeeper true and it's coincidence? If not, I'll take a look and see if I can find a problem. Thanks!
  21. Ah, I think I see what you mean. There is a Respect_SafeZones option but nothing more precise. Having that on or off will mean npcs will fight everything (that they're meant to), or ignore everything, within a safe zone, but there are no options, at present, to discriminate. Just to be sure I understand, you'd like BotReSpawn factions who will fight each other within safe zones, but will not attack regular players within safe zones?
  22. Hi @Jacob Rain Are you finding BotReSpawn npcs fight eachother within safe zones? If so, that's unintentional - I'll take a look at it soon and stop that from happening.
  23. Hi @Jacob Rain You're quite right - I put in hardcoded protection from fire in a recent update because npcs using flamethrowers died very quickly due to the fire on the terrain. I don't think there's a way for me to know whose fire is whose so I think it's an all or nothing option, but I'll make Fire_Safe an option per-profile in future versions.
  24. Hi @Lei_Wong The different configurations thing sort of exists. If you change Data_Prefix in the config file, (it's usually "default"), then new files with new names, using that prefix, are created. That was to allow people to have multiple sets of data files, maybe for different maps, and switch to them reasonably easily without having to copy+paste and rename files. That functionality was created pre-UI, though, so fair comment...A UI solution for easily saving and recalling different setups would be great. Putting BotReSpawn guys on the cargo ship is a little more complicated than in most other places, but it is in the longer term plan. If I get it done I'd cover all the vanilla npc areas - CargoShip, Excavator, OilRig, etc.
  25. Give this a bash? Each loottable should now have a Spawn_Vanilla_Scrap option which you can set to true. You'll still need to have the probabilities set up so scrap spawns, or add it to the Always_Spawn_List. CustomLoot.cs

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