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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. I wasn't aware of that - Thank you Pookins! I'll get that sorted.
  9. 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.
  10. 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.
  11. 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.
  12. Oh, they attack sleepers? I'd have to write in an option to prevent that. I'll do it soon. Thank you!
  13. No worries. I'll do that for the next update. Thanks!
  14. 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.
  15. Steenamaroo

    NPCKits

    Hi, Do those appear somewhere on the map? If so, what monument are they associated with?
  16. What's the issue with behaviour?
  17. 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.
  18. That's going on the list. Thank you!
  19. They do? I'll have to get on a map with compound and bandit camp and see what's up, then. Thank you.
  20. 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.
  21. I thought they would have been added automatically but I'll make a note ^^. Thank you.
  22. 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!
  23. 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.
  24. 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.
  25. 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?

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