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Everything posted by Steenamaroo
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@[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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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.
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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
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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.
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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.
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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.
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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.
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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?
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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.
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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.
