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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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!
  6. 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.
  7. 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.
  8. 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.
  9. 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?
  10. 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.
  11. 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.
  12. 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.
  13. I wasn't aware of that - Thank you Pookins! I'll get that sorted.
  14. 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.
  15. 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.
  16. 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.
  17. Oh, they attack sleepers? I'd have to write in an option to prevent that. I'll do it soon. Thank you!
  18. No worries. I'll do that for the next update. Thanks!
  19. Hi, There's API so other plugin makers can make calls to spawn BotReSpawn npcs, using existing profile names, and there's the UI button for spawning npcs toplayer, but no console commands. I think the only thing missing that was in BotSpawn is a console command for toplayer. I can add that back in.
  20. Steenamaroo

    NPCKits

    Hi, Do those appear somewhere on the map? If so, what monument are they associated with?
  21. What's the issue with behaviour?
  22. Hi, Those are on my list of things to be looking at for upcoming updates. The practical reason for switching to scientist AI only is that Scarecrows and murderers don't exist in game anymore. Technically scarecrows do but, as far as I know, it's pretty much a placeholder type, also based around the newest AI. The scarecrow, as you know it, is gone, as is the murderer. As long as the asset remains in-game I can add back in the old murderer sound effect, and offering alternative corpse-loot options shouldn't be a problem.
  23. That's going on the list. Thank you!
  24. They do? I'll have to get on a map with compound and bandit camp and see what's up, then. Thank you.
  25. Hi, Yeah, I don't think compound/bandit npcs/turrets target any npcs at all. That would be expected behaviour. The Turret_Safe option is more for preventing player-placed turrets from targeting BotReSpawn npcs.
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