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Everything posted by Steenamaroo
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Thank you. It's legacy debug - Nothing to worry about now, but thanks for letting me know.
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I can't think of any reason it shouldn't work. The chat command is hard coded, so it can't even be changed in your config file or anything. If you're admin, which you are, /botrespawn in chat should definitely open the UI. Is your chat set to global in game?
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That all worked perfectly here so would you be willing to send me a copy of your /oxide/data/BotReSpawn folder /oxide/config/BotReSpawn.json A link to your server .map file and tell me which specific profile/npc is having the issue? I'll replicate it today, if you can provide that stuff. Thanks.
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Hi, I can see you're auth 2, admin, and you have the permission. The plugin is certainly loaded, so there shouldn't be a problem. Is there anything unusual about your map or setup? Do you see any error in console when you try to use the chat command? Do you have any other plugins which might be interfering with chat commands? A good test is to do oxide.unload * - the wildcard* will unload all plugins then oxide.load BotReSpawn then test. Do other UI plugins work? try my free NPCKits or PermissionsManager, if you don't have any others.
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Hi, Performance depends on a lot of things. Your server entity count, number of players, concentration of npcs (close together or spread out), aggro_range, whether or not dormancy is used../ Lots of things like this contribute to overall performance but, generally, yes; I'd say 2700 is probably far too many npcs for most servers. You can try reducing aggro ranges and spreading groups of npcs out a little bit more, and if your server pop is quite low using dormancy might help - making npcs dumb when there's no player near by to see them, but realistically I think the solution is to cut the numbers pretty heavily.
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That's something I didn't try when testing for the other guy, so I'll have a look at that today. Apologies - From your original post I thought your issue was just that they were invincible in the air. I didn't realise invincibility was persisting. I tested just now and Invincible_Whilst_Chuting appears to be working as intended. The npcs were invicible in the air then, as soon as they landed, a player-placed turret mowed them down. Are you seeing any other strange behaviour? Are these npcs non-responsive? Do they fail to walk/run around, or fire back? Can players still kill them? The only likely thing I can think of is that the trigger to say they've hit the ground is failing, which would render them still invincible but should also cause more problems, as described ^.
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Hi @Rynki I've had someone else reporting the same issue, or very similar. I loaded up my test server and tested but found no issue - Autoturrets were able to kill my npcs without any problem. You can read the conversation here in the discussion tab. They guy, pinoysaboteur, says he made some changes in TruePVE and now the npcs are taking damage.
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Hey, Having multiple npcs with the same userID causes major issues. It's of particular importance now as Facepunch recently made changes to how npc user IDs are assigned. They're no longer randomly selected. Instead they're given out sequentially and pooled on death for re-use. That means there is always a vanilla npc with ID 21 on the map, in addition to your plugin's npc with ID 21.
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I didn't see anything like that in my testing. I didn't test extreme ranges but a few were within a couple of foundations distance, and a few were maybe 5-10 foundations distance away. They all seemed to be killed in around the same number of shots - It was rapid...like maybe 5 or 6 ak shots to take down a default-profile npc. BotReSpawn does have a Bot_Take_Damage_Percent which you can adjust, but it's global. If it's already at 100 I'd leave it alone. It doesn't input any over-distance reductions, in terms of the npc taking damage.
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Working perfectly here. Tested with user-placed Autoturret and APC_Kill profile, using current public version, just to be sure. Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc. With ignore false, the autoturret fired at, and killed, the npc. Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.
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No, Stark. OilRig isn't a default profile or, at least, isn't permanently enabled, because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary. The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe, because some people wanted that. Cargo profile doesn't exist because there's no navmesh there and it's a moving location. All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.
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Looking the code, that looks like a mistake on my part. The default sort category is still PVPKills even when PVPKills category is disabled. Thanks for flagging this.
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Ok, If it's brand new I'd say you probably just don't have any stats. The default 'sort by' when you open the page is PVPKills. I think, if there's no PVPKills data, it won't show anything. You also have Admin Stats set to disabled there so, assuming you're admin, your own stats won't contribute for testing. Set Admin Stats to true then go and kill someone and hopefully you'll see some data.
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Hi, Have you been using the plugin for long? Has the top 30 page ever worked for you? Can you screen shot what you see in the UI when you try to view top30, please, and watch to see if there are any console errors when you do that? Every category has an option - EnabledInTop30. In the UI admin page, make sure that some categories are enabled in top30, then also ensure that there are existing statistics for those categories. If, for example, only PVPKills is enabled but no one has killed anyone, there'll be no data and, therefore, nothing to see.
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Hi, You're right that BotReSpawn subscribes to CanBeTargeted if any profile has WeaponTrap_Safe set to true, but it only returns false if the potential target is an NPCPlayer, with a BotReSpawn component, and their profile has a WeaponTrap_Safe value of true. In all other cases it returns null, so that BotReSpawn is not making any decision. I doubt your issue is related to BotReSpawn but, perhaps, next time you see the issue you could unload BotReSpawn to prove?
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Hey, You've probably got Profile > Other > Invincible_Whilst_Chuting set to true.
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Yeah, I figured they probably changed the AI on the OilRig or, at least, renamed them. I've added the two new naval scientists locally but I'll look at the oil rig guys and get them fixed before updating. @Papa Bear - I did separate Large and Small OilRig over here but for one reason and another that update never went public. I'll make an effort to get the public version bang up to date...possibly tomorrow. Willing to test?