-
Posts
3,550 -
Joined
-
Last visited
-
Days Won
206
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Steenamaroo
-
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.
-
@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.
-
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.
-
OnPlayerConnected hook causing FPS spikes
Steenamaroo replied to TomNXT's Support Request in Support
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. -
OnPlayerConnected hook causing FPS spikes
Steenamaroo replied to TomNXT's Support Request in Support
FPS drops, or the console spam you posted. I mean, if the issue is gone, it's gone. -
OnPlayerConnected hook causing FPS spikes
Steenamaroo replied to TomNXT's Support Request in Support
Ah yes, I remember. Please try the attached file, if you're willing. PlayerRanks.cs -
OnPlayerConnected hook causing FPS spikes
Steenamaroo replied to TomNXT's Support Request in Support
Sorry. Honestly, I forgot about you. Would you mind trying the attached file? (removed...see next reply) Thank you. -
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
-
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!
- 252 comments
-
- 1
-
-
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.
- 1 reply
-
- 1
-
-
- 226 comments
-
- 226 comments
-
- 426 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
- 426 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
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.
