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Steenamaroo

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Everything posted by Steenamaroo

  1. I've just added a UI button and a bindable console command to check for navmesh. I've also made it that 'Show spawnpoints' shows red for points which have no navmesh, and green for those which do. The checks are a little tighter than they were in BotSpawn, which might explain the npcs you're missing, so hopefully these will help in confirming. Thanks for reporting this, @MooDDang
  2. Alright. Thanks for the update. Just joining a server now so we'll know what's up soon.
  3. Perfect. Thank you for that. I should be able to get on a server in around an hour or so, so I'll do checking at my end then and let you know too. Thanks again.
  4. Hi MooDDang, I'm not sure I'm following - Are you saying you have 36 spawn points and ask for 36 npcs, but not all of them spawn? If that's the case most likely some of those spawn points are too far from navmesh. At present there's no way to tell when creating spawnpoints with BotReSpawn, other than finding out the hard way when they don't spawn, so I intend to add a button + command which checks if where you're standing is a valid place or not. If I've misunderstood, please just let me know.
  5. Hi @Neighigh I haven't had any reports but I'll jump on my server and give it a test incase something has broken recently. If you're able to, a good quick test would be to unload all plugins then load ArenaItems and see if pickups are working, but I understand not all server owners can do that, as it interrupts the experience for players.
  6. DMd on discord.
  7. Damn. That's exactly how it played out before, when this was a common issue in 1.0.4. I haven't seen it since, until you reported it here. Are we friends in discord? If you're willing, I might need some info from you, or help troubleshooting, until I can replicate the issue myself.
  8. Steenamaroo

    Come on...

    Glad to hear it's working fine. Thanks for letting me know. No, at present they don't use meds, but they will in the near future. I've got quite a few new features and ideas I'm working on right now, and that's one of them.
  9. @Iron- What version are you running? As far as I know this is no longer an issue, since V1.0.5.
  10. No problem. Thanks for letting me know!
  11. Steenamaroo

    Come on...

    Ok, that makes sense about accuracy. The setting wasn't functional until V1.0.7 so turning it down would have done nothing until, of course, you updated to V1.0.7. I'd set the accuracy back up first without changing anything else. Damage was implemented but was rounding down in previous versions (by mistake), resulting either the damage you asked for, or less. Now that it's fixed your damage dealt should be either the same, or slightly increased, depending on your setting. I suspect that you only need to up the accuracy setting to restore the behaviour you want, but please let me know if that's not the case.
  12. Steenamaroo

    Come on...

    If I'm reading it right I think the damage was being rounded down in previous versions but is not in the current release so, if anything, I'd expect the damage amount to be more than before. Do you know, is the actual damage per shot lower, or could it be the accuracy % which was added/fixed in last version making them hit you less often? Is your accuracy setting less than 100 for affected profiles?
  13. Steenamaroo

    Come on...

    Hi, In the last update I fixed issues with damage/accuracy not working, and allowed for increasing damage beyond 100 as it was previous capped there but no, you don't have to redo your settings or anything.
  14. Hi, Glad you like it; thank you! I'm sure I could add pagination to allow for more images. It might not be right away, but I'll put it on my list for sure.
  15. Hi, These errors are similar, but not quite the same. In your case I think I've just overlooked something or made a mistake so I'll have a dig and see if I can figure it out. Thanks for reporting!
  16. Hi, Yes, you'd have to give the npc a kit with the desired weapon in the belt, and you'd also have to have Keep_Default_Loadout set to false, so that his vanilla weapon is removed.
  17. No trouble. Consider it done.
  18. Hi, Yes, that is by design. At present there's no announcement for use of toplayer command. I could certainly add it in with a global true/false setting. Thanks for the suggestion.
  19. Hi, Thanks for that info. It might be worth checking your config file to make sure it's valid or, better yet, just delete it and reload the plugin. If that doesn't solve the issue please let me know and I'll have a dig.
  20. I'm not really aware of any tricks or tips for tweaking performance right now, other than just balancing the number of npcs somewhere comfortable. I'll take a look through the convars and see if tickrates can be adjusted or something like that. Maybe someone else knows?
  21. Hi, I've not really had many solid reports with regard to overall performance but I think it's inevitable it'll be different to BotSpawn. The AI being used is very different and probably more complex. There may be minor changes here and there from my end which affect performance some amount but, for the most part, it is what it is - I think users with very high numbers will probably just need to adjust to taste, as they did with BotSpawn.
  22. Respawn_Timer isn't a usable setting for Events as those npcs spawn once when the event is triggered, and do not respawn after being killed. I was going to say it isn't an option for events but just realised it is actually shown in the UI, so I've remedied that. It won't be visible in the next version.
  23. Hi, What is OR? The commands are /perms - opens the menu /perms player playernamehere /perms group groupnamehere If you're using one of those formats and the menu isn't opening, please make sure that you're either admin (auth level 2) or have the permission to use Permissions Manager commands. If you're definitely admin (or have the permission), and are using the correct chat command format, and it still isn't opening, please check the console when you try to see if it's throwing any errors. Please let me know, either way.
  24. Hi Rob, Thanks for the suggestions. I'll take a look at that. Probably wouldn't take much to add an optional delay to all the event profiles. Respawn's a little trickier just because of how things are structured, but maybe for all events I could add Spawn_Delay: 0 seconds Repeat_Spawns: 0 Repeat_Spawns_Delay: 300 seconds Sound good?
  25. Yeah, that sounds right. At present the only target players. If they happen to hit your walls or doors, that's just because they missed you.
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