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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. @[email protected] You can 100% ignore this until the next version. It's of no consequence at all, but thank you for reporting it.
  3. @pookins- You're quite right. The locked crate duration is in minutes.
  4. The reply you've quoted was to someone else, with a different issue. You're having trouble getting airdrop npcs to spawn? Open the UI and go to default profiles > airdrop, Then make sure that AutoSpawn is set to true and that day + night spawn amounts are greater than zero, then click to reload the profile. Once that's done npcs should spawn at your server-called airdrops, as long as the crate falls on suitable terrain. If, for example, the crate fell at sea or on an oilrig or something, the npcs wouldn't spawn, but anywhere on open terrain should be fine. Whether or not they spawn for player-called supply drops (using supply grenade) is governed by the global setting - Supply_Enabled.
  5. @CovfefeI haven't had any other reports or seen any issues, so far. Suicide_Timer is the one which governs npcs in triggered events, like airdrop, and the timer is in minutes. Do you have it set very high, to keep them alive for longer?
  6. I think I have a solution. Sending DM now.
  7. Thanks for that! Much appreciated. I've confirmed that collision is all working OK, and the MoveToContainer code is getting called. Looks like it's returning true, like it worked, but not working. I'll keep digging.
  8. Confirmed - Something's definitely changed and the items aren't making it into the player belt. Haven't quite figured out why but when I do I'll update the plugin. Thanks for flagging this!
  9. I've just added a UI button and a bindable console command to check for navmesh. I've also made it that 'Show spawnpoints' shows red for points which have no navmesh, and green for those which do. The checks are a little tighter than they were in BotSpawn, which might explain the npcs you're missing, so hopefully these will help in confirming. Thanks for reporting this, @MooDDang
  10. Alright. Thanks for the update. Just joining a server now so we'll know what's up soon.
  11. Perfect. Thank you for that. I should be able to get on a server in around an hour or so, so I'll do checking at my end then and let you know too. Thanks again.
  12. Hi MooDDang, I'm not sure I'm following - Are you saying you have 36 spawn points and ask for 36 npcs, but not all of them spawn? If that's the case most likely some of those spawn points are too far from navmesh. At present there's no way to tell when creating spawnpoints with BotReSpawn, other than finding out the hard way when they don't spawn, so I intend to add a button + command which checks if where you're standing is a valid place or not. If I've misunderstood, please just let me know.
  13. Hi @Neighigh I haven't had any reports but I'll jump on my server and give it a test incase something has broken recently. If you're able to, a good quick test would be to unload all plugins then load ArenaItems and see if pickups are working, but I understand not all server owners can do that, as it interrupts the experience for players.
  14. Hi, Glad you like it; thank you! I'm sure I could add pagination to allow for more images. It might not be right away, but I'll put it on my list for sure.
  15. I'm not really aware of any tricks or tips for tweaking performance right now, other than just balancing the number of npcs somewhere comfortable. I'll take a look through the convars and see if tickrates can be adjusted or something like that. Maybe someone else knows?
  16. Hi, I've not really had many solid reports with regard to overall performance but I think it's inevitable it'll be different to BotSpawn. The AI being used is very different and probably more complex. There may be minor changes here and there from my end which affect performance some amount but, for the most part, it is what it is - I think users with very high numbers will probably just need to adjust to taste, as they did with BotSpawn.
  17. Respawn_Timer isn't a usable setting for Events as those npcs spawn once when the event is triggered, and do not respawn after being killed. I was going to say it isn't an option for events but just realised it is actually shown in the UI, so I've remedied that. It won't be visible in the next version.
  18. Hi Rob, Thanks for the suggestions. I'll take a look at that. Probably wouldn't take much to add an optional delay to all the event profiles. Respawn's a little trickier just because of how things are structured, but maybe for all events I could add Spawn_Delay: 0 seconds Repeat_Spawns: 0 Repeat_Spawns_Delay: 300 seconds Sound good?
  19. Yeah, that sounds right. At present the only target players. If they happen to hit your walls or doors, that's just because they missed you.
  20. Hi, Yes, I do have plans to support those weapons. Not sure about bases but certainly I want to get them using those weapons, plus flamethrowers and dropping grenades/satchels.
  21. @RobJ- See last two posts.
  22. You're quite right, I just wrote it backwards. Editing it now.
  23. Hi Rob. Allow_Rust_Percent allows you to enable/disable the default loot that Rust places on corpses. Setting to 0 would result in no vanilla corpse loot on the corpse, and 100 would mean there's always vanilla corpse loot on the corpse. Wipe_Main_Percent happens before this - It does the same thing except it would only apply to items you've placed in npc inventory main container via your kit. Some people like to place 'loot' items in the kit main container, but I got requests to add probability to the appearance of these items, so that's what Wipe_Main_Percent is for.
  24. Hi, That npc is at 0,0,0. I'm not sure what that means - Maybe coming from a plugin? This plug was written to deal with a specific npc issue at Oil Rigs only, but it sounds like there might be cause to expand it, or replace it with something covering more npc locations.
  25. Thanks for the info. If vanilla npcs are not target then yeah, I'll have to make modifications to have the APC, and other vehicle AI, target my npcs. I'm not expecting there should be a problem - Just haven't got to that part of my to-do list yet. Thank you for saying that ^. I appreciate the support and, of course, any+all feedback and suggestions.
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