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Steenamaroo

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Everything posted by Steenamaroo

  1. FPS drops, or the console spam you posted. I mean, if the issue is gone, it's gone.
  2. Ah yes, I remember. Please try the attached file, if you're willing. PlayerRanks.cs
  3. Sorry. Honestly, I forgot about you. Would you mind trying the attached file? (removed...see next reply) Thank you.
  4. It's not something I'd want to add to BotReSpawn, but the attached plugin will let you automatically disable and enable botrespawn profiles when the junkyard event begins and ends. It should automatically create a config file demonstrating correct formatting. Just put in the names of the profiles you want to auto unload/load. JunkyardEventTrigger.cs
  5. Oh, I've no idea. I don't know the NPCSpawn plugin. I suppose it might work to ask the author of NPCSpawn if it's possible to run custom commands when events start/end, or if it has developer API to indicate the start/end of events.
  6. I recently added console commands which may be useful to you. botrespawn disable "Profile name here" - Sets autospawn false and kills active npcs. and botrespawn enable "Profile name here" - Sets autospawn true and spawns npc population.
  7. Hi folks, Seems there was a bit of confusion as to who is maintaining this asset. I've enabled the Support tab for new support requests. If you have info about an outstanding issue, it'd be great if you could open a new support request detailing it and, hopefully, we can get things sorted out quickly! Thank you!
  8. Hi, All of the timers are in minutes. Suicide_Timer is only used for non-respawning populations, like if you use that profile for a /botrespawn toplayer call, for example. For the regular Dome 0 population, suicide timer does nothing. If you've any other questions, just let me know.
  9. They work just the same as any other container type, or corpse type, listed in the config. You just set a loottable name for the loottable you want to use for any given container, then CustomLoot will create a data file (loot table) of that name in the data folder, which you can tailor.
  10. Hi, All of those are already covered by CustomLoot.
  11. No problem. If that's not it please let me know.
  12. Steenamaroo

    Nothing spawn

    Hi, I don't really understand that - NPCSpawn is unrelated and should have no bearing on BotReSpawn. Do let me know if you run into any other issues, though. Glad you found the solution this time.
  13. Hi, Certainly for player bases it's extremely unlikely. For areas where Facepunch have npcs navigating inside already it's possible, although I'd have to look into it. Not sure just how much work it would be.
  14. Steenamaroo

    NPCKits

    @Viktorvill- I'm on my server right now, unable to replicate this. When I made modifications to the OilRig profile, none of the other profiles is changing. What version of NPCKits are you on? I mean, I don't think this was ever an issue but please ensure you're on the latest V1.1.6
  15. Steenamaroo

    NPCKits

    Ok, I'll look into that shortly. Thanks for letting me know, @Viktorvill
  16. Steenamaroo

    NPCKits

    I'm not aware of any such issue @Viktorvill Are you using the UI to make your changes? It's possible that many of the vanilla npc types may have 150HP by default, but I don't know for sure.
  17. Yes, that's right, You can specify the Frankenstein clothing parts in the UI, and also give the npc a kit with weapons/armour.
  18. Hi, The UI allows you to select the various options for frankenstein attire for your npcs, per profile. This has no effect on giving the npcs kits - You can still use a kit to provide, for example, armour or different weapons.
  19. Steenamaroo

    NPCKits

    Hi, Perhaps that was badly worded - NPCKits now ignores them, meaning the plugin doesn't give kits to ZombieHorde npcs. The combat behaviour is unchanged.
  20. Steenamaroo

    Nothing spawn

    Is nav_wait set to false? If not, could you set me up with your map seed+size, or a link to it if custom, and a copy of your BotReSpawn data folder please?
  21. Steenamaroo

    Nothing spawn

    Hi, The solution depends on the circumstances. For profiles with custom added spawnpoints and UseCustomSpawns: true: Ue the UI to 'Show Spawnpoints' for that profile, then look around to see if some of them show as red instead of green. Red means there's no navmesh at the precise spot you've asked for so if some are red, use the UI 'Move here' buttons to relocate those spawnpoints until they show as green. There is also a 'Check Navmesh' button that you can use to get confirmation of navmesh at your current location, before adding or moving spawnpoints. For custom profiles without custom spawn points added: Check that the location of the profile is where you expect it to be. There's a button in the UI to 'Show all profiles'. It'll show the profile names in-game. If any profile is in the wrong place you can use the UI button to 'Move profile here'. For profiles without custom spawn points: Too small a radius can sometimes cause an issue, particularly if there's a structure or obstacle right in the centre / at the profile location (like the Dome). If you have any profiles like that showing 'failed to get enough spawnpoints', try increasing the profile radius or using custom added spawn points (with UseCustomSpawns true) instead. It might also be worth confirming that the server convar nav_wait is set to true. If that's set to false BotReSpawn won't be able to find any valid spawnpoints when the server first starts up. if you type nav_wait into server console, it will report back either true or false. Please let me know if those don't solve your issue.
  22. Would you mind console-spawning a bradley in front of you and killing that? That should rule out any issue due to bradley ownership.
  23. Hi, I can't really think of anything obvious. Maybe double check your settings to ensure bradley reward is still greater than 0, and that there are no multipliers of 0 in play?
  24. /oxide/config/PlayerRanks.json The other plugin isn't mine.
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