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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. @RobJ- See last two posts.
  4. You're quite right, I just wrote it backwards. Editing it now.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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!
  14. 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.
  15. 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.
  16. Hi, I don't have an eta but it is on the immediate to-do list. The majority of things in updates so far have been bug fixes or adding things which should have been there at the start. Things seem pretty smooth right now, (hope forced wipe goes well!!) so hopefully I can turn attention more to new features moving forward.
  17. Steenamaroo

    NPCKits

    I just fired up a map with excavator and checked. NPCKits is definitely kitting out the guys who are running around on the excavator - about 20 of them. I don't see any npcs around the excavator, on terrain. Maybe those are coming from BotReSpawn, or npc spawners on your map?
  18. Steenamaroo

    NPCKits

    Actually, scratch that - Desert guys are scientistnpc_roamtethered. As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default.
  19. Steenamaroo

    NPCKits

    "The other ScientistNPC_roam I found are associated with a custom monument on my custom map." Ah, ok. That would make sense. The only scientistnpc_roam I'm aware of, 'in the wild', are DesertScientists. I don't pick up Scientistnpc_roam by prefab name so I guess that profile should not affect these npcs you've found.
  20. Steenamaroo

    NPCKits

    Don't worry about it. I lose track myself. I did wonder if they might be BotReSpawn npcs, but I'm firing up a map with a lot of monuments just to make sure. I'll double-check excavator while I'm there.
  21. I wasn't aware of that - Thank you Pookins! I'll get that sorted.
  22. Steenamaroo

    NPCKits

    Hi, I'm looking into the scientistnpc_roam right now. For the excavator guys - Are you on the latest version? I remember fully testing the excavator not that long ago. It's possible something's changed or I missed something, but I did make sure they all worked prior to the last release.
  23. Hi, Almost... If you want your custom profile and spawnpoints to follow a monument when the map changes you need to 1: Create the new custom profile 2: Set Parent_Monument (Other tab) to the desired monument, 3: Add your custom spawn points. It needs to be done in that order to work. Set Parent Monument then add spawn points. I think there might be an open issue relating specifically to the harbours - I think I need to differentiate between large and small otherwise there's the possibility of them getting mixed up and the custom spawn points not really making sense, but other than that there should be no issue. I should be looking into this before the next update.
  24. Hi, There are no steps required at the BotReSpawn end - It's all done from CustomLoot. CustomLoot just treats the npc corpses like any other loot container. There's a CustomLoot config option - corpseTypePerBotReSpawnProfile. This tells it whether to show a 'BotReSpawn' config entry, covering all BotReSpawn npcs, or to show a separate entry for each profile of BotReSpawn npcs. Other than that, you just pick out the npc profile you want to populate with loot (in CustomLoot config), and assign a loot table name to it, the same way you would for barrels or crates. If you need more info hit me up.
  25. Oh, they attack sleepers? I'd have to write in an option to prevent that. I'll do it soon. Thank you!
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