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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. 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.
  4. Oh, they attack sleepers? I'd have to write in an option to prevent that. I'll do it soon. Thank you!
  5. No worries. I'll do that for the next update. Thanks!
  6. 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.
  7. Steenamaroo

    NPCKits

    Hi, Do those appear somewhere on the map? If so, what monument are they associated with?
  8. What's the issue with behaviour?
  9. 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.
  10. That's going on the list. Thank you!
  11. They do? I'll have to get on a map with compound and bandit camp and see what's up, then. Thank you.
  12. 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.
  13. I thought they would have been added automatically but I'll make a note ^^. Thank you.
  14. Hi, Sorry - The CH47 profile was included in the original release by mistake. It's not actually hooked up yet. I will be enabling it, and hopefully others, in the next update. Sorry about that!
  15. Ah, DeathNotes stores the names for everyone killed? I didn't realise that. It's still probably something Lazer would have to write around, I think, but if you're told anything to the contrary I'm happy to make any changes that might help.
  16. Ah, ok. If there's still line of sight that makes sense. I'll see about resetting the npc memory when their target dies. Thanks for the info.
  17. Aggoro/Deaggro should be working properly, with the npcs disengaging because you've been out of deaggro range, or out of line of sight, for a brief period of time. To be honest I'm not sure if there's any automatic 'forget' going on when a player dies but the npc should cease to be aggrod on that player regarldess, after they've been far away/broken line of sight, for a short time. If you were to be killed by an npc then respawn in that same npcs line of sight, it would still be aggro on you. Is that what's happening?
  18. "until the cross map lock on issue is fixed" It's not fixed? I was pretty sure that issue was sorted in V1.0.5. Is that not the case?
  19. Hi, DeathNotes used to print out the displaynames for BotSpawn, because BotSpawn used the old scientist and murderer, but I don't think the same provision is there for the ScientistNPC type. Pretty sure the DeathNotes author would have to add that, if he wants to show the ScientistNPC displaynames. Unfortunately I'm pretty sure there's nothing I can do from my end.
  20. Steenamaroo

    NPCKits

    I guess you mean added? Sure - Can't see a reason not to.
  21. Server-wide default is on the to do list. Should be in the next version. Thanks!
  22. Hi @Neighigh- If there are popular npc plugins and an easy way to identfy npcs from them, I've no objection to giving them their own category, like ZombieHorde and BotReSpawn.
  23. @Clockwurk- I just tested. I forgot, the reward is issued upon clearance of the crate - not upon initial opening. This is how MalS originally had it, to discourage leaving lots of half-looted crates on the map
  24. @Zoreeno- You're right - There's no option to globally disable notifications. You can globally disable categories, but not notifications for them. I figured the per-user option overtook that option but if you think users would have it I can see about adding it back in. @Clockwurk- Ok, I'll take a look and see if the same thing is happening at my end. Should get a look at it tomorrow. Thanks for the info!
  25. @Clockwurk- is there a chance you have an applicable multiplier that's set to zero? Maybe a multiplier for zone, permission, or group? @KingSizeKevin- I don't see why not. Good idea!

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