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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Firebase Integration

    Interesting. Thanks for the information! I've got quite a lot on at the moment, but I'll definitely make a note and take a look at this some time soon.
  2. Steenamaroo

    Firebase Integration

    Hi, Are you aware of other plugins doing this? It's not something I know about, or have seen before in plugins, but if it's possible and people use it I'd certainly take a look.
  3. @CovfefeI haven't had any other reports or seen any issues, so far. Suicide_Timer is the one which governs npcs in triggered events, like airdrop, and the timer is in minutes. Do you have it set very high, to keep them alive for longer?
  4. Steenamaroo

    Language

    I removed the .cs file from your post @Knusperkeks Please be careful!
  5. Hi, That was on my to-do list. It's now on my done list. Thanks.
  6. Consider it done in next update. Thanks, Kevin.
  7. 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.
  8. I think I have a solution. Sending DM now.
  9. Thanks for that! Much appreciated. I've confirmed that collision is all working OK, and the MoveToContainer code is getting called. Looks like it's returning true, like it worked, but not working. I'll keep digging.
  10. Confirmed - Something's definitely changed and the items aren't making it into the player belt. Haven't quite figured out why but when I do I'll update the plugin. Thanks for flagging this!
  11. 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?
  12. 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
  13. Alright. Thanks for the update. Just joining a server now so we'll know what's up soon.
  14. Perfect. Thank you for that. I should be able to get on a server in around an hour or so, so I'll do checking at my end then and let you know too. Thanks again.
  15. 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.
  16. 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.
  17. DMd on discord.
  18. 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.
  19. Steenamaroo

    Come on...

    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.
  20. @Iron- What version are you running? As far as I know this is no longer an issue, since V1.0.5.
  21. No problem. Thanks for letting me know!
  22. Steenamaroo

    Come on...

    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.
  23. Steenamaroo

    Come on...

    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?
  24. Steenamaroo

    Come on...

    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.
  25. Hi, Glad you like it; thank you! I'm sure I could add pagination to allow for more images. It might not be right away, but I'll put it on my list for sure.
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