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Steenamaroo

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Everything posted by Steenamaroo

  1. I have one person reporting non responsive npcs at the moment, other than yourself. I have had a couple in the past but, as far as I know, they were always solved by reducing numbers or removing/limiting other plugins. Are you spawning in massive numbers? I am looking at ways to improve performance a bit but, in short, no; I'm not aware of a widespread problem.
  2. Hi, If you don't specify any custom points, or you don't specify enough, the npcs will spawn randomly within a circle. Radius is the size of that circle. There is a `ChangeCustomSpawnOnDeath` option per profile. If this is true and you have more custom spawnpoints than you need, the the npc will pick a random one so, eventually, they'll all get used. Edit: Their roam is randomised and is limited by roam_range setting, unless they're aggrod on a player. If they are aggro they can leave their roam_range, but will return once non-aggro again. I'll be looking into replacing the vanilla npcs in the near future, hopefully.
  3. Hi @Somescrub, I'm not familiar with XPerience but you can use RustRewards to give scrap/economics/serverrewards for BotReSpawn npc kills. Looks like there's API to give xperience from other plugins so it's certainly something I could add, if the popularity is there. Thanks for the suggestion!
  4. Ok, that's good info to have. Thank you for that. I'll get a good look into this, probably not tomorrow but Tuesday, and hopefully get to the bottom of it.
  5. I haven't experience this and can't recreate it so far but I have had a few people report it now. I'll' have to dig deeper and see if I can get it figured out. It may be possible they're so far away from home that setting their destination to home, from there, fails, so they just roam where they are? When they're miles away from home and not aggrod, do they roam as normal out there, or stand still, or go back and forth? What's their behaviour like?
  6. Hi @Flint Monkey I don't really know the underwater labs very well but I'll get in game and check. Certainly I'd expect custom spawn points would be necessary, since BotReSpawn trying to find random points on its own would be looking at water level.
  7. Hi, If you set two different profiles to different faction numbers (other than zero), they'll fight each other. Subfaction does the same thing but is an additional layer allowing for more complex relationship.
  8. Head like a sieve. I'll have to push that to public soon. 😂 Thanks for letting me know.
  9. Steenamaroo

    suicide timer

    If you do bots.count in server console or rcon while that's happening, you should be able to see which profile they're from but most likely they're AirDrop or some other event profile.
  10. Steenamaroo

    suicide timer

    Hi, Suicide timer is an option for all profiles but it's only used, for regular profiles, when they're spawned by a call from another plugin, or by admin using the ToPlayer option. The normal populations which are maintained at the numbers you specify do not use the suicide timer.
  11. What was the problem, and solution?
  12. Hi, You got the Kings & Mercs plugin?
  13. Hi, No, I'm afraid not. It only supports npcs in areas which have navmesh. Even trying with custom spawn points, the OilRig will be no good.
  14. That's fair enough. I'd encourage you to at least look at the UI for confirmation of what has, and hasn't been found though. It's much clearer, compared to a huge json file. 👍
  15. Ok. Glad you're happy with it, although if monuments ever are missing I'd like to get to the bottom of it. Just so you know, you can set a profile to true and reload it (on its own) in a few clicks of the UI. If you happen to have client loaded that saves the hassle of manually editing files and having to reload the entire plugin. Also, the UI page for monuments makes it a bit easier to see what's there and what's not, since it's just a nice simple list of names. 🙂 Edit : Are you up to date - V1.0.9?
  16. That's great to hear, Pookins. We still have an open DM conversation about your missing monument. I fired up your map and seed and Large Fishing Village 0 was detected along with the rest of the monuments. I can't think of any reason that shouldn't be the case at your end too. Do you see any errors when loading/reloading BotReSpawn? There's no way to manually add monuments - BotReSpawn is written to find them but it's not just a case of text entries in a datafile - it finds the monuments as objects in game. If you were to add entries manually they'd be ignored, just as profiles from monuments which existed on an old map, but do not exist on the current map, are ignored.
  17. Oh, sorry. I misunderstood! Thanks for sharing that info! 🙂
  18. Hi folks, Thanks for reporting. Usually when I hear of non-agressive npcs, just standing looking at you or dancing around you, it ends up being down to server stress. How many npcs are you spawning in? You can use bots.count in server console or Rcon to find out how many are alive at any given time. Also consider other npcs plugins, because everything contributes to the overall server stress. I am working on a few things to lighten the load, so to speak, but there'll always be a limit to how many npcs can run around without issues and, usually, the first issue I see is refusing to attack.
  19. Hey Pookins, These settings mean for someone to escape an npc they'd have to get more than 70 'meters' away for longer than X seconds, where X is the memory duration setting in config. The default is 20 seconds, although you can lower it. If the distance between npc and target player goes less than 70, even for a second, that forget timer is reset so it might be worth lowering deaggro range or reducing how long it takes npcs to forget, or a bit of both.
  20. Sounds like they're just chasing npcs that are part of the convoy? BotReSpawn npcs are meant to give chase and only disengage if their target goes out of light of sight, or beyond deaggro range, for X seconds. X is a global config option - Deaggro_Memory_Duration. Alternatively you should be able to set Target_Other_Npcs to false to make BotReSpawn ignore them.
  21. Hi, Thanks for sharing that. I think that error is actually from the plugin trying to give a reward to an npc for killing a player - An oversight on my part. I fixed this a few days ago, although I haven't publicly updated yet. If I'm right, it's unrelated to the issue of not getting rewards, or reward notifications.
  22. Hi, If that's a new type of npc in game I'd need to manually update RustRewards, and CustomLoot/NPCKits. I'll take a look soon and get it sorted. Thanks for reporting!
  23. Setting min and max to the same number should result in that number being used, regardless of the other identified issue. Is your loot table still set up as shown in the original message?
  24. Yeah, until the next update that'll do the job.
  25. Thanks for the follow up. I think that explains it. I just checked, to make sure, and V1.0.6 does have the code which sets UseScrap to true if the other two plugins are missing. V1.0.7 does not so you shouldn't see this issue again. If, for any reason, the plugin is ever loaded with SR/Economics missing in future it will use scrap (and notify you in console) but will not alter its own config. Reloading RustRewards once SR/E is loaded would set things straight again.
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