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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. Steenamaroo

    KeyNotFoundException

    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.
  3. Hi, Sending DM now. Thanks.
  4. Steenamaroo

    Spawn

    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.
  5. Steenamaroo

    Spawn

    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.
  6. Steenamaroo

    Suicide Timer?

    Hi William, Sorry I didn't see this sooner - Not sure what happened. I'm not familiar with the ScientistNames plugin but I can tell you that suicide timer is only applicable to event npcs and npcs spawned with toplayer command. It doesn't apply to the normal profile populations which respawn when they've been killed. If you're seeing large numbers of npcs respawning, though, it could possible be a difference in day + night spawn amounts for some profiles? If you have different numbers for day and night then BotReSpawn would kill, or spawn, npcs at the change of day/night to meet those settings. Could that be what you're seeing?
  7. Steenamaroo

    Plugin error

    Hi, Any chance there's some mistake in the data or config file? You can use https://jsonlint.com to verify them.
  8. Hi, What do you mean by 'zombies' ? BotReSpawn npcs?
  9. Steenamaroo

    bot damage

    Hi, The next update brings in a lot of changes relating to targeting, weapon use, and damage amounts. One of the big issues in current version is that some weapons, like bolty + l96, plus a lot of melee weapons, are very OP relative to other weapons. This is addressed in the next update, although I've already had people telling me they liked that, so I'm also adding RangeWeapon_DamageScale and Melee_DamageScale as options per profile. In short, melee damage wont be OP in the next update, unless you want it to be. 🙂
  10. Hi, Sorry you're having issues. Can you check a few things for me? Has this always been the case or did it work fine then develop the issue at some point? Does the issue affect all npcs all the time, or is it just some of the npcs...or sporadic? Do you have any PVE plugins which might be stopping the npcs from attacking? If you do you could temporarily unload those and see if the npcs start responding properly. Do you use RustAdmin? If so, is the option for Enable Animal AI turned on? The next update allows the npcs to use lots of weapons that they couldn't before but, for now, could you also confirm your npcs don't have any unsupported weapons? In V1.0.6 only normal bullet weapons and swinging melee weapons are supported. Anything like bows, flamethrowers, rocket launchers, or any other non-weapon items in their belt could cause issues like this. I noticed something about NPCPlayer targeting hooks in oxide patch notes - Can you confirm oxide + server are up to date? There's been a fair few updates this week. If it's not any of those things please let me know and we'll dig deeper.
  11. @KingSizeKevin- There's no option to disable it, as such, but it's in minutes and you can set it as high as you like, effectively disabling it. It only applies to npcs which don't have a spawn limit - Like events and toplayer calls. There's nothing to stop there being no players online and airdrops every hour. Airdrop npcs would just keep coming until the place was swimming in them, or performance suffered. Regular autospawning profiles with a fixed amount of day/night npcs don't suicide.
  12. Thanks @Solarix:)
  13. Hi Butler, Thank you! Sorry, I can't imagine making respawn timer global. One of the main strengths of BotReSpawn is that every profile has so many customisable options. Usually people have quite a few things to change, such as kits, spawnpoints, health, accuracy, damage, roam range, etc, so It makes sense to keep respawn timer with all those, per profile. I'm not sure of the names but I think there are plugins out there which allow you to place entities around monuments. Maybe someone reading this will know the names?
  14. Hi, Yes, that's possible. It'll be included in V1.0.7.
  15. Hi, I'm sorry; I didn't see this request for some reason. DMing you now to run through some troubleshooting and get this solved.
  16. Hi, Testing on my current version there's no issue, but I've made a huge number of changes since V1.0.6 which most likely fixed it. I'll DM you about testing/confirming, since you're already on a prerelease copy...An older one.
  17. Feel free to ping me in discord man. You're on a pre-release copy ^^. 😉
  18. @BetterDeadThanZedtested and tells me that checking the crate for parent (even with a delay) didn't work. The proper solutions are either A: For me to provide make a call so other plugins can opt out, which I've done or B: For other plugins to make a call or provide API so their spawned crates can be identified. I don't really care which option gets used but the first one is available and working already. If someone refuses to use it, I think it would make sense for them to provide a solid alternative.
  19. Hi, PermissionsManager never offered this, but you can create new groups with oxide's command oxide.group add SomeNameHere
  20. Hi, If they're not spawning at the points you designated then most likely there is no navmesh at those points. The only workarounds are either to put them somewhere else, or make them stationary. In the next update there's a button (and bindable command) to sample and tell you if there's navmesh at your location, to make it easier when creating spawnpoints, and when you use 'Show spawnpoints' button, any without navmesh are show red instead of green.
  21. Steenamaroo

    Errors in console

    Hi, Maybe new sign types in game? This is the first I'm hearing of this error, but I'll take a look and get it figured out. Thanks,
  22. That's a cool idea! Sure, I can't see it being a problem. The next update has quite a few ignore/defend/attack options so that addition would fit right in.
  23. Hi, The present data set wouldn't allow for that but I could add an additional category called PVPDeaths to facilitate it. I think a lot of people weren't bothered because quite often in PVP you die to fire, explosion, turrets, falling, bleeding, where technically the 'attacker' isn't another player, but if you think it'd be a valuable or popular option to have I can add it.
  24. Safe to ignore until next update @Deadpool Thanks for reporting. 🙂
  25. Hi @Rubiks-Q-Bert Yes, the murderer 'huff' should be a true/false option per profile in the next update. Lots of great changes and updates on the way. 🙂
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