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Steenamaroo

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Everything posted by Steenamaroo

  1. 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
  2. Alright. Thanks for the update. Just joining a server now so we'll know what's up soon.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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?
  8. 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.
  9. 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.
  10. 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?
  11. 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.
  12. 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.
  13. @RobJ- See last two posts.
  14. You're quite right, I just wrote it backwards. Editing it now.
  15. 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.
  16. 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.
  17. 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.
  18. Hi Agonos. Thank you for that! Happy New Year to you, too. You know to hit me up if you have any issues or questions.
  19. I understand. It makes sense that different plugin npcs would have different behaviours, as each dev is likely doing different things. There is an APC_Safe option in BotReSpawn at present - I don't actually know if the default behaviour is for APC to target npcs but, if it is, setting APC_Safe to false would allow that. If that's not the default behaviour, I'd have to make it so. Either way, I'll be looking at these things in the near future.
  20. Hi, Yes, the various targeting/ignoring options are something I want to be working on very soon. It's a major thing on my list but, until now, I had prioritised other fixes and features. Ideally I'd probably have a 'faction' or 'group' number that can be assigned for each profile. Npcs of the same faction or group, regardless of profile, wouldn't attack each other, giving you a lot more control that way. With regard to heli/bradley I don't know for certain but I'd guess it's just a vanilla thing that these vehicles don't target npcs at all. These things, plus safe-zone npcs/turrets, are all things I'd want to be working on soon.
  21. Thanks for the feedback @KingSizeKevin Very glad to hear that! It's certainly something I want to look into. Not sure how easy or hard that would be but it's on my list, for sure.
  22. Hi again, This was the case. There's no longer a need for BotReSpawn to create and add skulls to the corpse, so I've removed that code. Thanks again for pointing this out.
  23. Hi, BotReSpawn does create and manually add a skull to the corpse dispenser. It may be that doing this is no longer necessary. I'll check and let you know. Thanks for reporting!
  24. It's just BotReSpawn trying to spawn npcs at the hackable crates which spawn by default when the server is being set up but that's too early - BotReSpawn itself isn't properly set up yet. I've fixed it for next version but it's totally safe to ignore until then. Thanks folks.
  25. All good. It's been reported and dealt with, but thank you very much for letting me know. If it's only showing during initial server boot, which should be the case, then you can safely ignore it.

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