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Everything posted by Steenamaroo
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Hi @Leonardo, The plugin can be configured almost entirely by UI. Just do `/botrespawn` in console to bring up the UI and start customising event and default profiles, or do `/botrespawn add SomeNameHere` to create a new profile (at your current location) and auto-open the UI at that page. The minimum a profile needs to start spawning npcs is Autospawn:true, and a day and/or night spawn amount above 0, then just click 'Reload Profile'. Everything else is preference.
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@pookins- The attached file was directed at Chernov. Your issue was described as Permissions Manager showing players who never joined your server, but your example shows group names. Do you have an issue with listed players too? treasurehunter is a real group, created by DangerousTreasures. `/chat group list cmd` - what command is this? Try oxide.show groups in console - It should show treasurehunter and oxide.group remove treasurehunter should remove it although, as Jbird says, it's created by DangerousTreasures so you'd need to disable the option in its config otherwise the group will just be recreated next time you reload.
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Hi @MooDDang If reloading the profile causes all npcs to spawn properly then it would be worth making sure that nav_wait is set to true on your server. If nav_wait is false then the server goes ahead and starts up before navmesh generation is complete, which means BotReSpawn npcs wouldn't be able to spawn immediately after a server restart, but would be able to after a short delay - Say reloading a profile, or the plugin, a few minutes later. If nav_wait was already true, maybe we can chat on discord and get this figured out quickly.
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Hi, Weird one. I've never seen that happen before. PermissionsManager gets its names from BasePlayer.allPlayerList, which the server manages, so it's very strange to appear twice but, furthermore, the "was not found" error happens if the userID doesn't match any player in that very same list. I don't have an explanation - Do you have any unusual plugins that might be doing something weird?
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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.
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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.
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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.
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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.
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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.
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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!