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Steenamaroo

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Everything posted by Steenamaroo

  1. Hey, BotReSpawn is meant to catch when there's no navmesh and prevent spawning the npc but, obviously, that's not happening all the time ^. The solution really is either to make your npcs stationary or make sure they have viable navmesh near their spawnpoint, but if it's possible to hook me up with a map and location where this happens, for testing, I should be able to improve the checks and stop this happening...hopefully.
  2. Steenamaroo

    NPCKits

    Ok, thanks for the info. It looks like both of those npcs have customised names which would suggest either a plugin is spawning them, or modifying them. It might be worth getting close to one and doing `/botrespawn info`, or just reloading BotReSpawn, to 100% confirm that's not where they're coming from.
  3. Steenamaroo

    NPCKits

    Hi, Are you sure they're not put there via your custom map or BotReSpawn, or some other plugin? "As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default." I think this is still true but, of course, will happily check to confirm.
  4. Hi, I'm looking into this. Thanks for reporting. Did it just come up once or are you seeing it often?
  5. Thanks for the feedback. This is all stuff I worked on for this update. Hopefully, the balance across all weapons should be much better now. There should no longer by any OP weapons. However, I realise that some server owners liked having OP long range weapons or melee weapons, so I've added in options to increase the damage of melee/long range, to allow for that. Bows were never supported but are in the next update, along with a lot of other weapons. Shotguns are now categorised as short-range weapons, because it makes more sense. I've made changes so no npc should use a short range weapon for long range. If the npc doesn't have a bolty or l96, he should start running towards the victim player to get closer, before firing. Bolty/l96, and bows, also have a brief pause-before-fire that they never had before, which should be much more natural, as if they're taking a moment to aim. I've DMd you about testing, before release.
  6. Hi, Entries for all the default monuments on your map are created automatically when you install the plugin. Any custom profiles you'd like to add are added by using the chat command `/botrespawn add SomeNameHere`, which then creates the needed info in the appropriate data file and opens the UI for you to edit that new profile. Almost everything is then customised through UI - The only exceptions are text entry options so, in short, you should only ever need to manually edit json files if you want to add custom text such as custom npc names, or spawn announcements. From a fresh setup the bare minimum you need to do to get spawning npcs /botrespawn - Open the UI Click 'default profiles' Click a monument name Click 'AutoSpawn' true Click reload profile All other customisations, bar noted exceptions, can be made via UI in the same way, but none is essential for getting basic npcs to spawn. Edit : Also note, by default night time spawn amount is zero so either test during the day, or turn that up above zero.
  7. Hey @Rezanow The first is because there's a deaggro duration built in. If there wasn't people could activate/deactivate npcs by just finding that boundary. They should stay locked on to you for around 20 seconds or so, regardless of distance, then ignore you if you're outside their deaggro range. The second - That shouldn't happen any more as of the next version. (1.0.7) I've put a bit of work into their targeting and made some improvements there. Thanks for pointing these out!
  8. Hi, Honestly, I don't know much at all about map making but I'm open to making changes to help with this. I'll talk to a few people and see if there's something we can do.
  9. Hi, I think performance should be improved a bit in the next update, but the server ai_dormant setting will also be respected. Thanks for the info!
  10. Hi, It's more likely BotReSpawn is spawning a new npc to make up numbers due to the changes between day/night/day. When you have one of those at 0, respawn times longer than the day/night interval aren't going to work, because the plugin would kill all remaining npcs moving into night, then spawn 7 fresh ones moving in to day. If you'd like some npcs to be able to be killed during day, for example, and have a respawn timer that could make them respawn at night, or the next day, you'd need to increase the night population above zero, so that there should be nps (the same npcs) throughout that time period. Hope that makes sense.
  11. Hi, I think maybe you're in the wrong place? That looks like it might be ServerRewards from uMod, rather than RustRewards?
  12. Hi, UpdatesChecker only checks and reports for plugins whose names match an existing plugin on Codefling. For the rare occasion when you have a plugin from elsewhere which happens to share a name with an existing Codefling plugin, there is an ignore list in UpdatesChecker config that you can use.
  13. Hi, Not, not really. The new location is taken from the command-issuing player's location. If you were to issue this command from rcon or console it would just fail because it would find no player.
  14. @KingSizeKevin- There's no option to disable it, as such, but it's in minutes and you can set it as high as you like, effectively disabling it. It only applies to npcs which don't have a spawn limit - Like events and toplayer calls. There's nothing to stop there being no players online and airdrops every hour. Airdrop npcs would just keep coming until the place was swimming in them, or performance suffered. Regular autospawning profiles with a fixed amount of day/night npcs don't suicide.
  15. Thanks @Solarix:)
  16. Hi Butler, Thank you! Sorry, I can't imagine making respawn timer global. One of the main strengths of BotReSpawn is that every profile has so many customisable options. Usually people have quite a few things to change, such as kits, spawnpoints, health, accuracy, damage, roam range, etc, so It makes sense to keep respawn timer with all those, per profile. I'm not sure of the names but I think there are plugins out there which allow you to place entities around monuments. Maybe someone reading this will know the names?
  17. That's a cool idea! Sure, I can't see it being a problem. The next update has quite a few ignore/defend/attack options so that addition would fit right in.
  18. Hi, The present data set wouldn't allow for that but I could add an additional category called PVPDeaths to facilitate it. I think a lot of people weren't bothered because quite often in PVP you die to fire, explosion, turrets, falling, bleeding, where technically the 'attacker' isn't another player, but if you think it'd be a valuable or popular option to have I can add it.
  19. Safe to ignore until next update @Deadpool Thanks for reporting.
  20. Hi @Rubiks-Q-Bert Yes, the murderer 'huff' should be a true/false option per profile in the next update. Lots of great changes and updates on the way.
  21. @Razor14150- Just let an npc shoot at me (naked) doing 4-5 damage each shot, then kitted out with heavy armour and it was 2-3 damage per shot. That might be as a result of the changes in prerelease, which you now have... Might be worth checking, if you're willing.
  22. Is that definitely true, @Razor14150? If it is, I'm pretty sure I can sort it out. @Rezanow- I don't believe they do headshots.
  23. They shouldn't if the PVE_Safe option is set to true.
  24. Timers are in minutes so your 1800 setting would be keeping them alive for over a day. Set it to 30 and that should solve the problem.
  25. @[email protected] You can 100% ignore this until the next version. It's of no consequence at all, but thank you for reporting it.
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