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Steenamaroo

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Everything posted by Steenamaroo

  1. Thank you. Biomes are handled differently and I missed out a call. This is fixed now for the next update.
  2. Done...
  3. Hi, No, the default behaviour is that profiles ignore each other, so the only way to make all attack all would be to set all factions differently. I could add a global option Ignore_Factions, though, to just make everything attack everything, if you think that'd be useful?
  4. Hi, ScientistNPC/HumanNPC is the correct type for them so I guess that plugin wants prefab name? The prefab name for BotReSpawn npcs is scientistnpc_roam.prefab.
  5. Yeah, they're all minutes now.
  6. Fair comment and thanks for the info. I'll have a look at this soon.
  7. I wasn't aware of that either! I'll have to take a look. Not a proper solution but for anyone who doesn't know the PVE_Safe option toggles whether barbs and cacti should hurt the npcs.
  8. Hi @Lei_Wong I got a bit mixed up earlier with the CustomLoot question but CustomLoot is support for BotReSpawn npc corpse loot. The management is done at the CustomLoot config end, though, since there are more options such as min/max item amounts, etc. Would have been cool to pick a loot-table right in the BotReSpawn UI but since CustomLoot needs more info it wouldn't really work. The preset export/recall is a great idea. I sort of have that in already, although not as ergonomically as you describe. If you change DataPrefix in your BotReSpawn config file then reload the plugin, you'll be working with three new data files of that name. As it stands you could set up a prefix for WeekOne, WeekTwo, etc, although there's no UI method of switching between them. That's something I should do ^. Great idea.
  9. Thanks @pookins. Can't see any reason those would be missing but I'll fire a test map up and make sure.
  10. It's in minutes @Covfefe
  11. Hey, I think I misread, or misunderstood this. You always had the option to allow, or disallow, rust's vanilla scientist corpse loot. You also had the option to use CustomLoot to supply the corpse loot, or add to the existing vanilla scientist corpse loot. The new option just allows you to change the loot type from vanilla scientist to some other vanilla container/barrel loot table, but it doesn't change the old mechanics at all. If you want CustomLoot to be supplying the loot, with or without vanilla scientist loot, you can still do that. If you haven't made any changes to the profiles, loot wise, everything should work exactly as it did before.
  12. @pookins- That sounds like the NoSash conflict we were talking about there. Either unloading NoSash, or setting `"Target_Noobs": true,` will solve. In the next update I'll just make this option do nothing if NoSash is installed.
  13. @Lei_Wong- @Covfefeis correct - Thanks for that. Melee weapons used to be OP, not by choice. I've balanced out weapon damage across the board now so nothing's OP, but understand some people will still want greater than normal melee damage. That's what that option is for. @pookins- I could bring in CustomLoot profile as an option, for sure. The focus, for now, was other existing loot containers from the game, by request. Thanks! @Snivel- Use of grenades and meds are both automatic. The npcs will use them at strategic times, when line of sight is being broken/unbroken.
  14. Yeah, looks like Target_Noobs:false and use of NoSash.cs don't play well together. Having Target_Noobs:true as default would have been ideal but that ship has sailed, so in the next update I'm just going to have the Target_Noobs option ignored if NoSash is installed. The result would be that noob players are targeted regardless of the setting, rather than the current setup where presence of NoSash (and Target_Noobs false) means all players get ignored.
  15. They're meant to respond if they're attacked from distance. In previous versions they'd return fire regardless of their weapon but in the latest version you have an option called Limit_ShortRange_Weapon_Use which you can set true if you don't want npcs with pistols only, for example, to return fire over very long distances. In that case, and with the limit option true, the npcs will attempt to move closer before firing. You can, of course, still give them a rifle or bolty or something and they'll return fire from where they are.
  16. Noted. Thank you!
  17. Some things have changed and been added but, no, there are no hard requirements for update. Can't think of any reason npcs should be ignoring players now where they weren't before, but there is a damage issue which I'm about to patch for.
  18. Hi, The name for the npc is picked randomly from your list of botnames by default. If you have 20 names and 5 npcs, you should eventually see all the names being used as npcs are killed/respawned.
  19. Hi @406_Gromit That's another found/fixed/will be in V1.0.7. The biome spawnpoints are meant to randomise so they don't keep respawning in the same place over and over, but it wasn't working. I should probably add a building priv check, though. I'll take a look at that tomorrow. Thank you!
  20. Hi @PandaJun Thanks for reporting. This is found + fixed. Fix will be in the next update.
  21. It's not in the UI under animal kills? It should be there automatically, as far as I know.
  22. Issue found and solved. Changes added to V1.0.7, coming soon. Thanks for taking the time @MooDDang
  23. I'd need to look into that but it's pretty unlikely in the short term. Not ruling it out but I have other things I'm planing to work on first.
  24. @Covfefe+ @Snivel Grenade tossing is in V1.0.7, which is more or less release ready.

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