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Everything posted by Steenamaroo
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Hi, Thanks for reporting. This has been found and handled but thanks none the less. It's inconsequential so you can completely ignore it - There's no need to reload the plugin.
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Hi Grimm530, That new option is there because BotReSpawn turns off any profiles (when map changes) which don't have a parent monument, because the locations of those would no longer make any sense. Someone pointed out that people set up their maps + data in advance, or even reuse the same map over and over, so I added that new option to allow you to prevent BotReSpawn from auto-disabling these profiles. Nothing should be deleted, though. When you say it wipes all three files, how do you mean?
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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
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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. 🙂
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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.
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DMd on discord.
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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.
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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.
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@Iron- What version are you running? As far as I know this is no longer an issue, since V1.0.5.
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Profile (Re)spawning as Scientists instead of as Configured
Steenamaroo replied to Solarix's Support Request in Support
No problem. Thanks for letting me know! -
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.
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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?
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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.
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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! 🙂
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Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
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. -
Announce Spawn - Not working with toplayer command
Steenamaroo replied to Zoreeno's Support Request in Support
No trouble. Consider it done. 🙂 -
Announce Spawn - Not working with toplayer command
Steenamaroo replied to Zoreeno's Support Request in Support
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. -
when I enter / perms OR no menu opens anymore
Steenamaroo replied to Moritz Oschmann's Support Request in Support
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.