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Everything posted by Steenamaroo
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Does AlphaLoot interfere with BotSpawn and CustomLoot
Steenamaroo replied to Gomazoa's question in Support
No, you have the right idea. It's working fine here, though. I suspect you're not getting CustomLoot at all. Maybe change "lootTable" to something new then in that new loottable just set weapons category probability to 1, and a bunch of individual weapons to 1. That way it's super obvious if it's CustomLoot you're seeing, or just the regular rust loot. -
Does AlphaLoot interfere with BotSpawn and CustomLoot
Steenamaroo replied to Gomazoa's question in Support
Hi, There was an update for AlphaLoot about a month ago which addressed an issue where disabling NPC profiles was ignored. Are you up to date? -
Yes, that's right. For any profile to spawn automatically 'AutoSpawn' needs to be true, whether they're Murderer types or not. No, there's no option for that right now. There is an in-game chat command to spawn toplayer but no console command. A few people have asked so I'll hook up a console command for it in the next update.
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You've got AutoSpawn false for all four biomes. That would need to be true. No, Kits are optional. The murderer prefab started spawning naked a while back - I presume that's still the case? Not sure. Either way, I made BotSpawn give them the scarecrow outfit if no Kit is specified.
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Ok. Have a look through your server logs and see if there are any warnings "Failed to find spawnpoints at <BiomeName>"
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Hi, Make sure you've allowed enough time because Biome spawns begin after a delay. The delay is longer the more npcs you ask for - It could even be a minute or two before BotSpawn scans and finds enough spawn points in the correct biomes.
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- 7 comments
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- #rust
- #helicopter
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(and 8 more)
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BotSpawn - Bots and NPCs are ignoring each other...
Steenamaroo replied to thebeaz's question in Support
Hi, You're doing nothing wrong. BotSpawn NPCs don't attack animals or APCs. -
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No, there's no fixed scale/percentages. If you set some category to 2 and some other to 4 (and the rest 0) then the second category is twice as common as the first category. Same deal if you chose 1 +2, or 3+6, or 100+200 - It's relative. If all categories have the same probability (regardless of what it is) they all have the same chance of being picked. I'd suggest setting all the categories (that you want to use) to some base number, say 10, then tweak individual values up or down from there. The more extreme you want probability to be the higher that base number is going to have to be. Specific item probabilities works exactly the same way A category is picked first based on their probabilities, then an item is picked from that category based on all their probabilities. There's a bit of a setup description here.
- 226 comments
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- 226 comments
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Hi, This is already an option. Just click "Plugins" in the main nav and the default view should already be sorted by "Recently Updated". If it's not you can click "Sort By" at the top right of the plugin panel and choose "Recently Updated".
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- 20 comments
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- 447 comments
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- #statistics
- #leaderboard
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- 447 comments
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- #statistics
- #leaderboard
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I'm not sure I have control over that but I'll take a look some time. I made a choice a long time ago not to play with troublesome weapons, partly because a lot of it was outside of my control and partly because the AI was constantly changing at that time. I didn't want to get into a pattern of having to regularly fix up janky rocket/arrow/flamethrower fixing code. If there's a simple way to make the sound effects happen I'll certainly do it but I just wanted to give you a bit of background as to why I drew a line at bullet/melee weapons.
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@MON@H - This is tested. BotSpawn.cs
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Ok, thanks for letting me know. I'll get it sorted on my test server. The chainsaws aren't really supported. I recommend bullet and non-throwable melee weapons only. Others may work but if they don't they don't.
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Hi, Thanks for letting me know. Would you mind checking if this fixes it? BotSpawn.cs
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Bots still killed by BradleyAPC even with "APC_Safe": true
Steenamaroo replied to MON@H's question in Support
Hi, Most likely they're getting run over. It's something I've been meaning to look at. -
Hi Saha, Not sure if you know but BotSpawn has a "Kits" entry for every profile and you cad add in multiple kit names. If you do, one is chosen randomly each time an NPC spawns for that profile. If you're looking for randomisation with main container loot in mind, for loot for players to take, my CustomLoot plugin has an option to allow specific loot-tables for every single BotSpawn profile. (all optional..Use whichever you want). It's a bit of a chore setting it up but very flexible once it's going. Hope that's helpful.
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It's no problem. I'll add a global config option for Staggered_Despawn in the next update. Thanks.
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It doesn't matter much to me whether they despawn gradually or all at once. I just thought gradual would have been preferred by most so that a large chunk of population doesn't suddenly vanish to any players who happen to be in the area. I'll add a global option for instant despawn in the next update.
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Hi, There's a check for population/time of day every 10 seconds and npcs are killed off one at a time. That means if you have 5 npcs for day and 1 for night and night time is 20 hours, it might be 20:40 before you reach population of 1. The reason for this is just so multiple npcs don't suddenly vanish all at once.
