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Everything posted by Steenamaroo
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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.
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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.
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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?
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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.
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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.
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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.
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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.
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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.
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"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.