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Everything posted by Steenamaroo
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Just to follow up. I can confirm that nailgun is no longer OP, nor is M249. Actually, no weapons should be OP now, although I've introduced two new options allowing users to make melee or longrange weapons OP, as some servers rely on that. The custom smg firing rate issue was also present in V1.0.7 over here. I've since fixed that. I can also confirm that in V1.0.7 their accuracy is not impeded over distance at all. As I said before, I'd proabably want to introduce a user option to allow some amount of accuracy loss over distance but, right now, they're hardcore.
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Hi, Thanks for all the info. I can rule out your console error screenshot straight away. It's inconsequential and you can safely ignore it until V1.0.7. Biome Population. Can you use the bots.count console command to confirm that the full compliment has spawned, and let me know, please? Spawning the biome npcs may take some time so best to do it after the server has been running for a little while. "invalid position on scientist. dunno." "enforcing population limits" I don't think either of these is related to BotRepSpawn, but better to mention just incase. Thanks. Airdrops. Are your supply drops user called, with the grenade? If so, please ensure that Supply_Enabled is true in the configuration. if that's not the issue, can you check to ensure that these airdrops are falling in areas that can support npcs, with navmesh, and that the profile radius is high enough so there's a good chance of finding suitable spawnpoints? Weapon stuff. Their whole weapon usage has been rewritten, or customised, for V1.0.7 so a lot will change. Nailguns were never supported before (mostly for the reason you cited) so that should be sorted. Accuracy over long distances...I need to check on that to confirm but I think, at present, (V1.0.7...not yet release) they should have full accuracy regardless of range. Ideally I'd have some kind of accuracy reduction over distance but, most likely, user configurable. I wasn't aware of the custom smg issue but, again, most likely it's already fixed. DMing you now to talk some more.
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Hi, It's more likely BotReSpawn is spawning a new npc to make up numbers due to the changes between day/night/day. When you have one of those at 0, respawn times longer than the day/night interval aren't going to work, because the plugin would kill all remaining npcs moving into night, then spawn 7 fresh ones moving in to day. If you'd like some npcs to be able to be killed during day, for example, and have a respawn timer that could make them respawn at night, or the next day, you'd need to increase the night population above zero, so that there should be nps (the same npcs) throughout that time period. Hope that makes sense.
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Getting this error right as server crashes.
Steenamaroo replied to Shelton's Support Request in Support
Hi, I think it's much more likely you're seeing this error because the server crashed, rather than the server crashing as a result of this error. However, would you be willing to share your full server log so can take a look through and see if we can figure out what's happening? Thanks. -
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No trouble. Glad to get it sorted.
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I don't really know AlphaLoot but I think it goes by prefabname? If so, BotReSpawn npcs are scientistnpc_roam. If you see an option to disable loot for those then that would probably solve it.
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Looks like it should be working then. Is there any possibility you have other plugins which may be overriding - wiping the npc's corpse? If your server's not too busy maybe you could oxide.unload * oxide.load BotReSpawn oxide.load CustomLoot then test then oxide.reload * Failing that, maybe send me your /CustomLoot/zombie.json, and your BotReSpawn default-CustomProfiles.json, just so I can check them in full?
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Ok, That looks like it should. Just to confirm, are you 100% certain you're killing an npc from the BotReSpawn 'zombie' profile? You can confirm by doing `/botrespawn info` whilst looking at the npc, before killing. That will report back the npcs profile name in chat.
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Hi, Are you trying to put the loot on the npc corpse or in a spawned hackable crate? If corpse, you don't need to use the "Death_Crate_CustomLoot_Profile" option. If hackable crate, then you do, but you also need to increase "Spawn_Hackable_Death_Crate_Percent" above zero, so it has a chance of spawning. Assuming corpse - When you reload CustomLoot.cs do you see any complaints in console about loading zombie loottable? It may be there's a mistake in the file somewhere, preventing it from loading, because your setup looks correct.
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It's all good, but thanks for reporting. You can safely ignore until next version.
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Yes, that would be the process. It takes a little time but, then, the point of Parent_Monument is that you don't have to do it each wipe so it saves time in the longer term. If you're going to be adding precise custom spawn points within a profile (with UseCustomSpawns true), make sure you set your Parent_Monument first. That's important.
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Ah, I see. Ordinarily you'd just use the default profile for each monument but since you're talking about a boss I guess the default profiles are already in use for other npcs. You'd need to create a custom profile for each of these boss, at each of the monuments, and set Parent_Monument to the appropriate monument each time. So, for example, create boss profile near Airfield - set Parent_Monument to Airfield. create boss profile near Dome - set Parent_Monument to Dome. If all your boss profiles are going to have the same settings you can use the copy/paste feature to save some time, but you'd still have to create the profiles manually first, and set Parent_Monument for each manually.
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Hi, The parent monument is there because if you created a custom profile at, say, the Airfield then changed maps, that custom profile would remain at it's location while the Airfield would move somewhere else. Setting Parent_Monument to the Airfield, in that case, would ensure that the custom profile and any spawnpoints it has will relocate, so they're in the same place relative to the Airfield, no matter where the Airfield goes. What were you hoping to achieve in setting multiple? Maybe you just want multiple custom profiles? `/botrespawn add SomeNameHere` ?
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Hi, BotReSpawn uses scientistnpc_roam. Using Alphaloot will mean you have the same loot across all BotReSpawn npcs. If that's enough then no problem, but if you want different loottables for different BotReSpawn profiles, CustomLoot supports this. You can use it for that exclusively, without affecting any other npcs or lootcontainers on the map.
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Suggestion: Spawn a custom bot after a certain number of other bots have been killed?
Steenamaroo replied to Rynki's Support Request in Support
Hi, That's a cool idea. I like it! I've got quite a bit on my immediate to-do list, but I'll definitely note that down for later. Thank you! -
It's possible they're just being killed + respawned over and over, sure. If you want to protect them from cacti and barbs and things like that, there's a PVE_Safe option in the global config that you can set to true.
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Hi, Radius comes into play if npcs are spawn without custom spawn points. When the use custom spawnpoints option is true, and you've added spawnpoints, then radius isn't used for those and they should be precisely where you placed them, as long as there's navmesh at that place. Worth noting, though, if you have a profile that asks for, say, 10 npcs and you provide 6 custom spawn points, it will spawn the extra 4 at random spots, taking into account radius. Any npcs spawned at random locations with a radius by BotReSpawn are going to be above ground on open terrain. Does that answer your question? If not, please just let me know.
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You should see it once, or twice, on server boot if the map has an oilrig and the hackable crate spawn event profile is enabled. It's just an oversight where BotReSpawn tries to run the event for an oilrig crate, but it's too early and the plugin isn't properly initialized yet. Getting much closer to V1.0.7 being ready. Quite a bit of work has gone into it! Thanks again.
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Failed to run a x.xx timer in 'BotReSpawn v1.0.6'
Steenamaroo replied to Dr.D.Bug's Support Request in Support
Hi, Sending DM now. Thanks. -
No problem. That's a good idea. I've been meaning to do that, to be honest. I'll make a point of getting it done soon. Thanks again.
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Hi, If you use the command `/botrespawn add SomeNameHere`, BotReSpawn will create a new profile at your location. If that location is a monument and you want the profile to stay at that monument even after map changes, go into 'Other' in the UI, and set the Parent_Monument correctly. You can do this as many times as you like, to have multiple profiles at the same monument.