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Everything posted by Steenamaroo
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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.
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@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!
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Restrict bots from strafe running?
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
That's great to hear! Thanks for saying! -
Restrict bots from strafe running?
Steenamaroo replied to Alexander Koroschetz's Support Request in Support
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! -
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Hi Kevin, Thanks for the report. I'll look at this and get it sorted ASAP.
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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.
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Same deal. All false.
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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.
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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.
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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.
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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.
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Ok, thanks for letting me know. If it happens again or you have any other issues, please just let me know.