-
Posts
3,390 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Steenamaroo
-
- 195 comments
-
- #permissions
- #admin
-
(and 7 more)
Tagged with:
-
Hi, Weird one. I've never seen that happen before. PermissionsManager gets its names from BasePlayer.allPlayerList, which the server manages, so it's very strange to appear twice but, furthermore, the "was not found" error happens if the userID doesn't match any player in that very same list. I don't have an explanation - Do you have any unusual plugins that might be doing something weird?
- 195 comments
-
- #permissions
- #admin
-
(and 7 more)
Tagged with:
-
Custom spawn with no parent monument not working
Steenamaroo replied to Major Lag's Support Request in Support
Hi, This sounds like expected behaviour. Structures made out of the user-available building blocks don't have navmesh, so the npcs can't spawn there unless stationary is set to true. Of course if stationary is true then they won't be able to move around. Your main options are to create custom spawn points inside the base and use Stationary: true, or let the npcs spawn around the base, outside on the terrain where they'll be able to move around. -
Bots Shooting through doors after Forced Wipe
Steenamaroo replied to Grimm530's Support Request in Support
Hi Grimm, Is this at custom monuments or default ones? Are you on V1.0.6 or V1.0.7? Thanks. -
- 195 comments
-
- #permissions
- #admin
-
(and 7 more)
Tagged with:
-
Glad to hear it. With peacekeeper set to true the npcs wont attack unless their target is marked hostile - a bit like the safe-zone npcs.
-
No problem - It's a PVE setting, one way or other.
-
Hi, Sounds like your server has PVE enabled.
-
- 424 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
- 424 comments
-
- #statistics
- #leaderboard
- (and 12 more)
-
Hey, BotReSpawn is meant to catch when there's no navmesh and prevent spawning the npc but, obviously, that's not happening all the time ^. The solution really is either to make your npcs stationary or make sure they have viable navmesh near their spawnpoint, but if it's possible to hook me up with a map and location where this happens, for testing, I should be able to improve the checks and stop this happening...hopefully.
-
Ok, thanks for the info. It looks like both of those npcs have customised names which would suggest either a plugin is spawning them, or modifying them. It might be worth getting close to one and doing `/botrespawn info`, or just reloading BotReSpawn, to 100% confirm that's not where they're coming from.
-
Bots not spawning on custom spawn points on custom map
Steenamaroo replied to KingSizeKevin's Support Request in Support
Very glad to hear that! Glad it was a simple one. -
Hi, Are you sure they're not put there via your custom map or BotReSpawn, or some other plugin? "As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default." I think this is still true but, of course, will happily check to confirm.
-
Hi, Thanks for reporting - I'll chase up that error and see what the problem is. "and i have it set to spawn 0-2 (because for some reason 0-1 never spawns anything)" I think I see a mistake on my part there so I'll get that sorted too. "i'd basically like to set a percentage that says "15% change of spawning an item, if yes, pick from the above list with those pick counts". can this be done with this plugin?" In short, no. The plugin works on the basis that you're always going to get a specified amount of items, and what those items are is worked out based on your set probabilities for category + item. There's no real provision for enabling one item only and having it spawn in X percent of the time, I'm afraid. The closest you could get is balancing your desirable item against some undesirable item, so if you wanted a 1 in 5 chance of getting a c4, for example, maybe give them apples the other 4 times. Just for clarity, the probability settings aren't percentages. They're arbitrary numbers, balanced against each other. That means there no maximum, and no fixed scale. If you set all categories to 0 except for Food 1 Ammunition 9 then the given item will be food one time out of ten. (assuming both categories have an item enabled). Setting Food 1000 and Ammunition 9000 would yield exactly the same result.
-
Bots not spawning on custom spawn points on custom map
Steenamaroo replied to KingSizeKevin's Support Request in Support
Hi, Have you got UseCustomSpawns false by mistake? -
After update loottable does not always work for some reason
Steenamaroo replied to Züzuroth's Support Request in Support
@ITSB- Sorry for the delayed response. The attached copy should solve the issue with ScarecrowNPCs. Would you mind confirming? @Perfectangel01- Is your issue still live? If so, could you also try the attached copy, please? Thank you both ^. CustomLoot.cs -
Ok, thanks for the info. Looking at Kits data file, it looks like "Name" and "CopyPasteFile" are two different entries. I've never used the CopyPasteFile option - not 100% sure what it does - but I'll have a play with it and see if I can replicate your issue and, if so, what I can do about it.
-
Strange one! No trouble at all. I'm glad you found the issue but would you mind describing it, incase it happens to others?
-
Hi, Can you confirm that you're able to redeem kits yourself? If so, have you recently update your kits plugin? What version (and author) are you currently using? Thanks.