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Everything posted by Steenamaroo
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Hi, The setup procedure is slightly different but probably easier in the long run. To create a custom profile, use the chat command `/botrespawn add SomeNameHere` You'll be immediately taken to the UI page for your new profile. Set AutoSpawn true, day and night spawn amounts to what you want, then click 'Reload profile'. The npcs should spawn. If you want custom spawnpoints instead of random then you'll need to set `UseCustomSpawns` to true, then click 'Edit spawnpoints' button in that same UI, and use the 'Add spawnpoint here' button to add spawn points at your location. You need to add/move...add/move. That can be cumbersome with the UI open so alternatively you can click 'Add by command' then use the command `addspawn` in console. addspawn/move...addspawn/move Whichever method you choose, click 'Reload profile' for that profile in the UI, after adding enough spawnpoints, to spawn your npcs at their new locations.
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Sounds like something's definitely going wrong, then. 250 isn't that much, compared to what I hear other people are doing. Do you keep a clone for testing? If not, would you be prepared to set one up? It might be revealing, having the freedom to unload/reload plugins at will, looking for performance differences. Are you on the latest version from Codefling site? Don't just go by V number, as I've sent some people pre-release copies for quick-fixes of things in the past. Eventual public release may well contain additional fixes. Do you notice any patterns? For example, are they fine upon reload but then gradually this problem emerges? Does it affect all BotReSpawn nps equally, or just some? Does it affect vanilla npcs, or npcs from other plugins? Anything like that you can think of would be super helpful.
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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.
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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.
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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?
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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.
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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.
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- #updates
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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.
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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?
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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.
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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.