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Steenamaroo

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Everything posted by Steenamaroo

  1. 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.
  2. 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` ?
  3. Hi, Not, not really. The new location is taken from the command-issuing player's location. If you were to issue this command from rcon or console it would just fail because it would find no player.
  4. Steenamaroo

    Alphaloot

    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.
  5. 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!
  6. Steenamaroo

    Suicide Timer?

    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.
  7. 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.
  8. 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.
  9. Hi, Sending DM now. Thanks.
  10. 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.
  11. 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.
  12. 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?
  13. 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.
  14. Hi, What do you mean by 'zombies' ? BotReSpawn npcs?
  15. 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.
  16. 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.
  17. @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.
  18. Thanks @Solarix:)
  19. 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?
  20. Hi, Yes, that's possible. It'll be included in V1.0.7.
  21. 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.
  22. 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.
  23. Feel free to ping me in discord man. You're on a pre-release copy ^^.
  24. @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.
  25. Hi, PermissionsManager never offered this, but you can create new groups with oxide's command oxide.group add SomeNameHere
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