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Everything posted by Steenamaroo
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Thanks for the feedback. This is all stuff I worked on for this update. Hopefully, the balance across all weapons should be much better now. There should no longer by any OP weapons. However, I realise that some server owners liked having OP long range weapons or melee weapons, so I've added in options to increase the damage of melee/long range, to allow for that. Bows were never supported but are in the next update, along with a lot of other weapons. Shotguns are now categorised as short-range weapons, because it makes more sense. I've made changes so no npc should use a short range weapon for long range. If the npc doesn't have a bolty or l96, he should start running towards the victim player to get closer, before firing. Bolty/l96, and bows, also have a brief pause-before-fire that they never had before, which should be much more natural, as if they're taking a moment to aim. I've DMd you about testing, before release.
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Hi, Entries for all the default monuments on your map are created automatically when you install the plugin. Any custom profiles you'd like to add are added by using the chat command `/botrespawn add SomeNameHere`, which then creates the needed info in the appropriate data file and opens the UI for you to edit that new profile. Almost everything is then customised through UI - The only exceptions are text entry options so, in short, you should only ever need to manually edit json files if you want to add custom text such as custom npc names, or spawn announcements. From a fresh setup the bare minimum you need to do to get spawning npcs /botrespawn - Open the UI Click 'default profiles' Click a monument name Click 'AutoSpawn' true Click reload profile All other customisations, bar noted exceptions, can be made via UI in the same way, but none is essential for getting basic npcs to spawn. Edit : Also note, by default night time spawn amount is zero so either test during the day, or turn that up above zero.
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HI, Yes, this idea has been reintroduced in upcoming V1.0.7. In BotSpawn you just had "Attacks_Other_Profiles", which was quite limited. People who wanted that option true had to carefully place certain profiles that they did not want fighting with each other. In the next update of BotReSpawn, each profile will have a single number for 'Faction'. 0 is default. 0 faction npcs won't attack, or be attacked by any other profiles. All the rest, with faction greater than zero, will ignore each other or fight each other, depending on whether their faction numbers are the same or different.
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Hey @Rezanow The first is because there's a deaggro duration built in. If there wasn't people could activate/deactivate npcs by just finding that boundary. They should stay locked on to you for around 20 seconds or so, regardless of distance, then ignore you if you're outside their deaggro range. The second - That shouldn't happen any more as of the next version. (1.0.7) I've put a bit of work into their targeting and made some improvements there. Thanks for pointing these out!
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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!