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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Biome not Spawning

    Don't worry about it. It's cool to reply here or just DM me. Whatever suits. With the biomes it can be hard to put eyes on them, particularly on larger maps, so I'd recommend using the bots.count console command for confirmation. It'll tell you for certain if they have spawned or not.
  2. Steenamaroo

    Biome not Spawning

    No worries. Are you certain? I just switched my biome npcs to chute:true and they're parachuting in just fine. I don't think I've made any relevant changes since releasing the last update.
  3. Steenamaroo

    Biome not Spawning

    Hi, Can you confirm you waited a little while for biome spawning to complete? Regular profiles start spawning immediately, with around a 1 second delay between each, so they start populating very quickly, but biome spawns have a delay as biome spawnpoints require more work to find. If spawn points can't be found you should see a console message saying "Failed to find spawnpoints at...", which you aren't seeing, so it might be worth retrying the bots.count command a few minutes after the plugin has loaded. Let me know how that goes, please. 🙂
  4. Steenamaroo

    Settings Explanation

    Hi Target_Noobs makes the npcs ignore/or attack 'noob' players. The definition of noob is players without a sash, which is Rust's built in indicator. Players get a sash when they pick up, or craft, a weapon or tool. To drop the weapon 25% of the time, you want "Weapon_Drop_Percent": 25 The condition options are for the weapon condition - To make the weapon have low, or high, 'health'. RustRewardsValue is the value that RustRewards plugin will give your players in Scrap/Economics/ServerRewards, for killing this npc. If you don't use RustRewards.cs, ignore. Chute true/false is whether or not the npcs will parachute in when they spawn. Suicide_Timer applies only to events (airdrop, spawning at locked crates etc). These npcs are killed off after this set period of time because, otherwise, it would be possible for the numbers to get out of control, if players aren't killing them. ChangeCustomSpawnOnDeath applies if you're using custom added spawn points. If you are, and set it false, then any npc you kill will respawn in the same place they originally spawned. If it's true then the npc can take some other spawnpoint, from your added custom spawn points. Hope that clears it all up. 🙂
  5. Resolved in DM. Next update will include fix. Thanks @Kaho
  6. Ah, yes; that's correct. Will do. Thank you!
  7. Hi RICK, They only make the sound if they have a target so if you're observing them and they aren't aggrod, you won't hear anything. As far as I know it's working OK, though.
  8. They're spawning just fine but using 'Reload Profile' for biomes isn't working. Found and fixed for next update! 👍
  9. Thank you. Biomes are handled differently and I missed out a call. This is fixed now for the next update.
  10. Done...
  11. Hi, No, the default behaviour is that profiles ignore each other, so the only way to make all attack all would be to set all factions differently. I could add a global option Ignore_Factions, though, to just make everything attack everything, if you think that'd be useful?
  12. Steenamaroo

    hook error

    Krungh and I got this sorted today. Look out for an update soon. Thanks for reporting! 👍
  13. No trouble at all. I'm trying to let it run to provoke the errors, (with some debug) just to confirm I've caught it, but nothing's printed yet. I'll send it over as soon as I get confirmation ^. 👍
  14. Thanks for the info. I've fired up your map and data files on a test server - so far without issue - but I think I know where the errors are coming from and how to handle it. While BotReSpawn shouldn't be able to throw errors, and I plan to address that, I think the root cause is just too much pressure on the server. Looks like your data files are calling for over 1200 npcs, which is quite a lot, and probably just too much once the server's in full swing with population and high entity counts etc. Anyway...DMing you a copy shortly which should, hopefully, stop there being any errors but, unless I'm wrong, I think it'd be advisable to pull the numbers back
  15. No trouble at all - It needs fixed. I think I'm going to have to replicate your setup to get this figured out. Is your map free or procedural? If so could you share that info with me? If it's paid please DM me the details and I'll reach out to the author about testing with it. Thanks for the help and patience!
  16. That gives me a lot to go on. Thank you. Would you mind confirming that server setting nav_disable is False and nav_wait is True?
  17. Steenamaroo

    A suggestion

    Hi mate, Thanks for the suggestions. Headshot is a % chance but is post-accuracy settings so, for example, the npc might have a 50/50 chance of shooting you, but a 1 in 30 chance of a headshot if it hits you. I could make headshot % chance a config options, I suppose. Maybe that'd be useful? Grenade accuracy could be varied. I never really thought about that since it takes relatively long for a grenade to get to the player's location, and they're a moving target, but certainly the option could be added. Range too - I set a max distance of 80m, hardcoded, but I could make that configurable if you think it'd be helpful. Thanks for the ideas! 🙂
  18. Hi, ScientistNPC/HumanNPC is the correct type for them so I guess that plugin wants prefab name? The prefab name for BotReSpawn npcs is scientistnpc_roam.prefab.
  19. Hi, That first one is a null error in the `/botrespawn info` command, when looking at something that isn't an npc. I wasn't aware of that one so it's now fixed. Thanks for reporting! The second paste is about scientists from the cargoship, so not related to BotReSpawn. Sounds like there's some issue with the LaunchSite area, which is good because that's vanilla - I can go and see if I can do something about it. That's really helpful. Any spam relating to that profile should stop if you set the profile AutoSpawn false, then reload the profile. The reload is essential to kill off the current live npcs. I haven't seen your keynotfound error yet so if you're willing, sending me a full console log from the very end of a server cycle, right before restart, would be super helpful.
  20. Yeah, they're all minutes now. 👍
  21. Hi, Could you check your /config/RustRewards file to make sure it has no errors or issues? You can use www.jsonlint.com to verify it, or send it to me.
  22. No custom spawn points. Ok. Anything unusual about that area of the map?
  23. Hi, Looks like it's caused by scientist_roam npcs, so most likely BotReSpawn. The locations all seem to be bunched around ( 70, 50, -850 ) - Is there anything unusual about that area of the map? Do you have custom spawn points around that location, or just a random-spawning profile? Thank you!
  24. The best logging you'll be able to get is the server log to file. You can enable that by having -logfile "log.txt" in your startup script, after RustDedicated.exe. For example - RustDedicated.exe -batchmode -nographics -logfile If you could enable that then send me a copy of the log file before restarting/shutting down the server, that'd be great. (the file is overwritten each time). In the mean time, if you see the KeyNotFound error feel free to paste here. It should have useful info with it.
  25. Hi, Thanks for reporting. If there are issues I'll certainly fix them. What version of BotReSpawn are you running? If you have server log to file enabled could you DM me a copy of your most recent log? If not, if you could paste the relevant errors that'd be great.
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