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Steenamaroo

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Everything posted by Steenamaroo

  1. Hi, DeathNotes used to print out the displaynames for BotSpawn, because BotSpawn used the old scientist and murderer, but I don't think the same provision is there for the ScientistNPC type. Pretty sure the DeathNotes author would have to add that, if he wants to show the ScientistNPC displaynames. Unfortunately I'm pretty sure there's nothing I can do from my end.
  2. Steenamaroo

    NPCKits

    I guess you mean added? Sure - Can't see a reason not to.
  3. Server-wide default is on the to do list. Should be in the next version. Thanks!
  4. Hi @Neighigh- If there are popular npc plugins and an easy way to identfy npcs from them, I've no objection to giving them their own category, like ZombieHorde and BotReSpawn.
  5. @Clockwurk- I just tested. I forgot, the reward is issued upon clearance of the crate - not upon initial opening. This is how MalS originally had it, to discourage leaving lots of half-looted crates on the map
  6. @Zoreeno- You're right - There's no option to globally disable notifications. You can globally disable categories, but not notifications for them. I figured the per-user option overtook that option but if you think users would have it I can see about adding it back in. @Clockwurk- Ok, I'll take a look and see if the same thing is happening at my end. Should get a look at it tomorrow. Thanks for the info!
  7. @Clockwurk- is there a chance you have an applicable multiplier that's set to zero? Maybe a multiplier for zone, permission, or group? @KingSizeKevin- I don't see why not. Good idea!
  8. Agreed - "Clone from" is something I expect to have in the next version. Thanks for the feedback!
  9. What API @Baron Von Finchus? Spawn/Kill was added in the last update.
  10. That's twice you've reported something about 2 minutes after I found + fixed it. Someone else reported it this evening - Thank you for flagging that.
  11. Hi Kevin, Sure...I can do that. Either works. To be honest that suggestion's probably better because the 'end editing' button is on the main page. It would make sense to have the 'edit last profile' right there with it, plus there's plenty of room on that page. Thank you.
  12. That's great to hear! Thanks for saying!
  13. Hi Alexander, Thanks for pointing that out. I thought it should all be vanilla with the booster at 10 but clearly that's not the case. I'll take a look and see if I can control this separately. Thanks again!
  14. Hi Kevin, Thanks for the report. I'll look at this and get it sorted ASAP.
  15. Talking about this in support ^^.
  16. Steenamaroo

    default-CustomProfiles

    Ah, Custom profiles with no parent monument get set to false when you wipe your server, or change map, as a kind of safety things, because their locations will no longer make sense on the new map. That's why they were all false, I guess. If your custom profiles have a valid Parent_Monument set, to keep them near some monument, those wont get set to AutoSpawn false after wipe/map change, because those ones will relocate for you.
  17. Steenamaroo

    default-CustomProfiles

    Same deal. All false.
  18. Steenamaroo

    default-CustomProfiles

    Hi, AutoSpawn is set to false. You'd need to set that true and reload the profile, or the plugin, for the npcs to spawn in.
  19. Steenamaroo

    Wipes Server

    This issue was addressed in V1.0.2 on 3rd December - The same day the issue was identified. I've responded in greater detail on your other post.
  20. Steenamaroo

    Broken

    Hi Matthew, The issue you're talking about was identified, addressed, and a public update was issued, all within 24 hours of the initial release. (two weeks ago) Fortunately relatively few people experienced the issue as it was reported and addressed so quickly, and the update was marked Emergency - Update before your next server restart. The current public release is V1.0.5 and there have been many bug fixes but also many user requested additions, so please ensure you're up to date for the best experience. So you know, a cash grab is defined by many as something created for the sole purpose of profit. BotReSpawn was, indeed, always going to be a paid product, originally intended to be available along side free BotSpawn, and was created with the intention of 1: Using newer AI for better behaviour, greater control/manipulation of the AI, and futureproofing (as the old AI was no longer used in vanilla game), 2: Replacing the janky old custom population control code with Rust's native spawngroup use for much more reliable and, I expect, efficient population control, 3: Adding a detailed UI for much much easier setup and maintenance of profiles, amongst other things. The main reason for charging is that it's quite a big work, a substantial rewrite when compared to BotSpawn, and, as with BotSpawn and some of my other plugins, I have every hope that I'll still be maintaining and supporting it, and implementing user requests, 4 years from now. I'm sorry you feel it was just a cash-grab but hopefully time will show otherwise.
  21. Steenamaroo

    Bots respawning too fast

    Hi @aj9251, Some changes were made to ensure that respawning times, and positions, were much more predictable. Are you on the most recent version, V1.0.5? If you are, the setting for Respawn_Timer is in the UI, and adjustable in UI, under the tab "Death". The time specified is in minutes. Please let me know if that does sort it out. Thanks.
  22. That's right. I'd hope to be adding all of that at some point soon.
  23. That is the plan, yeah. I want to support all the weapons that BotSpawn didn't if possible.
  24. Ok, thanks for letting me know. If it happens again or you have any other issues, please just let me know.
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