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Everything posted by Steenamaroo
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Plugins should only reload when you tell them to via console, or less commonly by some timed plugin - Say auto switching from main to purge or something like that. If some plugin is frequently reloading check your console logs to see what it is. It may have console output to tell you why.
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If everything works under oxide but not under Carbon then that's most likely something Carbon devs would want to know about. It's meant to be 100% compatible, I believe, so something like that seems pretty clear cut. My understanding is that free Kits and Mevent Kits both work fine with BotReSpawn under oxide, although I only test and guarantee compatibility with the free one.
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Oh, OK. It's something for Mevent to look at then, assuming they want to maintain API compatibility with the free Kits plugin. Sorry for the ping, Raul. Misunderstanding.
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Hi, Sounds like this is one for @Raul-Sorin Sorban As far as I know Mevent maintains his Kits such that it's API compatible with uMod free Kits, and BotReSpawn gets tested with the latter. If BotReSpawn's API calls to Mevent's Kits work fine in oxide they should work under Carbon too.
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Hi, You can set different spawn amounts, per profile, for day and night and you can also set what hours you want to be day start and night start. There are biome profiles you can use for full map coverage or you can always create a custom profile in the middle of the map and make the spawn radius huge If you set night + day start hours to whatever suits you in BotReSpawn settings, via UI, then created a profile (standing at map centre) and set its radius to half your map size, and day spawn amount 0, that should achieve what you want.
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I think I understand what you're asking for but, honestly, I think my proposed solution is a sensible compromise. Given that the term used is 'multiplier', and I'm genuinely not being snarky, it doesn't make sense for a value of 1 to represent 2X. I do get that the idea of multiplying all the multipliers together may get OP, though, so I'm happy to offer the addition alternative I described above. it may not be exactly what you're describing or asking for but I think it's a sensible interpretation, and you could get the results you want from it. For clarity you'd just set the multipliers in your example to 1.5 and 2, rather than 0.5 and 1. The result would be the same (100 + 50 + 100) but, in my opinion, much more intuitive for other users.
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That shouldn't be necessary, hopefully. I think the solution I proposed makes sense. In the case where there are two 1.5 multipliers it makes sense to me that your reward should increase by 50%, then again by 50%, not 300% (3X) It still works, then, that you can leave 1 as default, having no effect, and 0 would still work for disabling multiplier completely...Useful for zones and that kind of thing. I can implement that easily with a config true/false.
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Taking a look at it now. To be honest I'm not sure the adding up idea really works. Firstly the option to set zero multiplier is there to allow you to prevent people from getting rewards under certain circumstances. The zero means all other multipliers become irrelevant, because the outcome is always 0. If we're adding up then zero wouldn't serve that purpose anymore, unless I hard code a rule, although I can do that. Secondly taking a simplified version of your example 300*(1.5+1.5) == 300 * 3 == 900 a 1.5X multiplier should give you 50% more than base. two 1.5X multipliers on 300 should give you 300 + 50%(150) + 50%(150) = 600 or (300 + 50%(150)) + 50%(225) = 675 Given that the multipliers are calculated separately, independently of the actual reward, my first option makes sense to me. Also, in your example people would constantly have mad multipliers because everything set to 1 would be increasing it so, again, I'd have to hardcode a rule to deal with that. I think the solution would be for me to return 0 if any multiplier is zero, to retain that function, and then, starting with a base multiplier of 1, add on how much greater than 1 each multiplier is so 300 * multipliers 1.5 and 1.5 becomes 300 * (1 +(1.5 -1) * (1.5 - 1)) or 300 * 1 + 0.5 + 0.5 or 300 * 2
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Hey @scarecr0w12 What monument was it where you wanted to be able to disable the vanilla npcs?
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The same project? Can't set skin random selection?
Steenamaroo replied to laodu's Support Request in Support
Hi, There's a known issue where skins settings are being shared between profiles. I've addressed this and will release a public update fairly soon. Thanks for reporting! -
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.
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That's great to hear. Glad you're getting on well with it.
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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.
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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.
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