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Steenamaroo

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Everything posted by Steenamaroo

  1. Ok, Regarding the npc positioning - The 'Move profile here' option, which you said worked, is only in play if UseCustomSpawns is set to false. With UseCustomSpawns false, BotReSpawn tries to find random spawnpoints in the area around your profile, and those spawnpoints must always have a clear view to the sky, which would explain them being on top of the building. It sounds like what you want to do is use the UI to add one custom spawnpoint at a precise location, then make sure that UseCustomSpawns is set to true. Use 'Show All Spawnpoints' for that same profile to ensure that your spawnpoint shows up in game (as a number) in green. If it is green, and in the correct location, and UseCustomSpawns is true, then the npc will spawn at precisely that position. With regard to the npc running on water, I think that has to be a custom map issue. Map making isn't something I'm very familiar with but these npcs can only navigate on navmesh. If your npcs are able to run along the top of deep water then there must be navmesh there. Map makers would be able to tell you more but I'd guess that means there's some kind of invisible collider/surface there that gets navmesh baked on to it when the server starts. If that doesn't get you up and running maybe we can talk more in discord or something. I'm sure we'll get it sorted. 👍 I'll test the immune-from distance myself - Sounds like that's simply not working. It was tested well before release but perhaps something's changed. Thanks for letting me know!
  2. Steenamaroo

    NPCKits

    Great to hear! 🙂
  3. Hi @Ping Chun Chang BotReSpawn does some checks with reference to terrain height, making sure terrain level isn't underwater etc, so that means custom monuments made out at sea (like a custom oilrig with navmesh) wouldn't work. The OverWater: true option is a workaround for that. It probably isn't applicable to your situation. Water navigating : The npcs should never set their target destination in water, but they can set a target destination beyond water, which isn't great sometimes. By that I mean they'll never choose to run into the sea, but they might try to run to a point on land which involves running through a river to get there. I'd guess that's what's happening in your case, although you say "walking on the water". Do you literally mean on top of it? Is it very shallow water? In short there is no way to completely prevent an npc from leaving a certain area, although I could write that in to the next update. it might be a popular feature. Immune_From_Damage_Beyond should work. When it's working it makes the npc 100% ignore attacks. The npc won't get hurt, or return fire, or chase - It should be like the attack never happened. I'd guess your test shots are maybe closer than you think? Try setting that figure to, say, 50, just for testing. Note, though, that it does operate on the condition that you are not already a valid target for the npc, so if you were to come up close, aggro him, then fly far away and shoot, he will respond because you were already his target. Regarding your custom buildings and underground areas - If a BotReSpawn profile is left to find random spawnpoints (UseCustomSpawns false) then it will never find points inside a building or in an underground area. The random system always seeks points on open terrain. If you create custom spawnpoints inside your building/cave/whatever and set UseCustomSpawns true, though, they should work just fine, as long as there's navmesh where you created the spawnpoints. The UI has a 'Check Navmesh' button you can use, and also 'Show Spawnpoints' which shows invalid points in red, instead of green. Hope that helps - If not just let me know. 👍
  4. Steenamaroo

    Naked Scientist Bots

    @DJ-NYRO- You can fix by setting Keep_Default_Loadout true for those affect profiles, although a public fix will be released pretty soon too. 👍
  5. Steenamaroo

    NPCKits

    Ok, great. Thanks for letting me know. It's a silly mistake that will only affect first-time users with brand new configs. I'll fix it and update soon. 👍
  6. Steenamaroo

    NPCKits

    I think I've spotted it. If you reload the plugin, then try to make some changes again, does the issue go away?
  7. Steenamaroo

    NPCKits

    Something funny going on here. @kosuke09211 - Would you mind disabling Launch Site and testing some other profiles? @Viktorvill - Would you mind disabling Oil Rig and testing some other profiles? I'm wondering if you guys have some plugin that's replacing all the vanilla npcs with a specific npc prefab, because I couldn't replicate this and it went out to testing on a few servers long before the last few updates.
  8. Hi @Papa Smurf- That's something I've been meaning to do. I'll take a look at it soon. 👍 @kosuke09211 - No, BotReSpawn doesn't do anything at all to vanilla npcs. I have a free plugin called NPCKits which can kit them out by location, mostly, if you're interested. 🙂
  9. Brilliant. Glad to hear that. Thanks for letting me know! 🙂
  10. I don't know, to be honest. I can't replicate the issue and no one else has reported it but if the changes I made fix the issue on your server I'm happy to consider it solved. 🙂
  11. FPS drops, or the console spam you posted. I mean, if the issue is gone, it's gone. 🙂
  12. Ah yes, I remember. Please try the attached file, if you're willing. PlayerRanks.cs
  13. Sorry. Honestly, I forgot about you. Would you mind trying the attached file? (removed...see next reply) Thank you.
  14. It's not something I'd want to add to BotReSpawn, but the attached plugin will let you automatically disable and enable botrespawn profiles when the junkyard event begins and ends. It should automatically create a config file demonstrating correct formatting. Just put in the names of the profiles you want to auto unload/load. JunkyardEventTrigger.cs
  15. Oh, I've no idea. I don't know the NPCSpawn plugin. I suppose it might work to ask the author of NPCSpawn if it's possible to run custom commands when events start/end, or if it has developer API to indicate the start/end of events.
  16. I recently added console commands which may be useful to you. botrespawn disable "Profile name here" - Sets autospawn false and kills active npcs. and botrespawn enable "Profile name here" - Sets autospawn true and spawns npc population.
  17. Hi folks, Seems there was a bit of confusion as to who is maintaining this asset. I've enabled the Support tab for new support requests. If you have info about an outstanding issue, it'd be great if you could open a new support request detailing it and, hopefully, we can get things sorted out quickly! Thank you! 👍
  18. Hi, All of the timers are in minutes. Suicide_Timer is only used for non-respawning populations, like if you use that profile for a /botrespawn toplayer call, for example. For the regular Dome 0 population, suicide timer does nothing. If you've any other questions, just let me know. 👍
  19. They work just the same as any other container type, or corpse type, listed in the config. You just set a loottable name for the loottable you want to use for any given container, then CustomLoot will create a data file (loot table) of that name in the data folder, which you can tailor.
  20. Hi, All of those are already covered by CustomLoot. 👍
  21. No problem. If that's not it please let me know. 👍
  22. Steenamaroo

    Nothing spawn

    Hi, I don't really understand that - NPCSpawn is unrelated and should have no bearing on BotReSpawn. Do let me know if you run into any other issues, though. Glad you found the solution this time. 👍
  23. Hi, Certainly for player bases it's extremely unlikely. For areas where Facepunch have npcs navigating inside already it's possible, although I'd have to look into it. Not sure just how much work it would be.
  24. Steenamaroo

    NPCKits

    @Viktorvill- I'm on my server right now, unable to replicate this. When I made modifications to the OilRig profile, none of the other profiles is changing. What version of NPCKits are you on? I mean, I don't think this was ever an issue but please ensure you're on the latest V1.1.6
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