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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, UpdatesChecker only checks and reports for plugins whose names match an existing plugin on Codefling. For the rare occasion when you have a plugin from elsewhere which happens to share a name with an existing Codefling plugin, there is an ignore list in UpdatesChecker config that you can use.
  2. Hi, Not, not really. The new location is taken from the command-issuing player's location. If you were to issue this command from rcon or console it would just fail because it would find no player.
  3. @KingSizeKevin- There's no option to disable it, as such, but it's in minutes and you can set it as high as you like, effectively disabling it. It only applies to npcs which don't have a spawn limit - Like events and toplayer calls. There's nothing to stop there being no players online and airdrops every hour. Airdrop npcs would just keep coming until the place was swimming in them, or performance suffered. Regular autospawning profiles with a fixed amount of day/night npcs don't suicide.
  4. Thanks @Solarix:)
  5. Hi Butler, Thank you! Sorry, I can't imagine making respawn timer global. One of the main strengths of BotReSpawn is that every profile has so many customisable options. Usually people have quite a few things to change, such as kits, spawnpoints, health, accuracy, damage, roam range, etc, so It makes sense to keep respawn timer with all those, per profile. I'm not sure of the names but I think there are plugins out there which allow you to place entities around monuments. Maybe someone reading this will know the names?
  6. That's a cool idea! Sure, I can't see it being a problem. The next update has quite a few ignore/defend/attack options so that addition would fit right in.
  7. Hi, The present data set wouldn't allow for that but I could add an additional category called PVPDeaths to facilitate it. I think a lot of people weren't bothered because quite often in PVP you die to fire, explosion, turrets, falling, bleeding, where technically the 'attacker' isn't another player, but if you think it'd be a valuable or popular option to have I can add it.
  8. Safe to ignore until next update @Deadpool Thanks for reporting.
  9. Hi @Rubiks-Q-Bert Yes, the murderer 'huff' should be a true/false option per profile in the next update. Lots of great changes and updates on the way.
  10. @Razor14150- Just let an npc shoot at me (naked) doing 4-5 damage each shot, then kitted out with heavy armour and it was 2-3 damage per shot. That might be as a result of the changes in prerelease, which you now have... Might be worth checking, if you're willing.
  11. Is that definitely true, @Razor14150? If it is, I'm pretty sure I can sort it out. @Rezanow- I don't believe they do headshots.
  12. They shouldn't if the PVE_Safe option is set to true.
  13. 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.
  14. @[email protected] You can 100% ignore this until the next version. It's of no consequence at all, but thank you for reporting it.
  15. @pookins- You're quite right. The locked crate duration is in minutes.
  16. 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.
  17. @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?
  18. I think I have a solution. Sending DM now.
  19. 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.
  20. 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!
  21. 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
  22. Alright. Thanks for the update. Just joining a server now so we'll know what's up soon.
  23. 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.
  24. 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.
  25. 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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