Jump to content

Steenamaroo

Administrator
  • Posts

    3,473
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by Steenamaroo

  1. Very glad to hear that! Glad it was a simple one.
  2. Steenamaroo

    NPCKits

    Hi, Are you sure they're not put there via your custom map or BotReSpawn, or some other plugin? "As far as I know NPCKits shouldn't be affecting any scientistnpc_roam right now, as I don't think they spawn anywhere by default." I think this is still true but, of course, will happily check to confirm.
  3. Hi, Thanks for reporting - I'll chase up that error and see what the problem is. "and i have it set to spawn 0-2 (because for some reason 0-1 never spawns anything)" I think I see a mistake on my part there so I'll get that sorted too. "i'd basically like to set a percentage that says "15% change of spawning an item, if yes, pick from the above list with those pick counts". can this be done with this plugin?" In short, no. The plugin works on the basis that you're always going to get a specified amount of items, and what those items are is worked out based on your set probabilities for category + item. There's no real provision for enabling one item only and having it spawn in X percent of the time, I'm afraid. The closest you could get is balancing your desirable item against some undesirable item, so if you wanted a 1 in 5 chance of getting a c4, for example, maybe give them apples the other 4 times. Just for clarity, the probability settings aren't percentages. They're arbitrary numbers, balanced against each other. That means there no maximum, and no fixed scale. If you set all categories to 0 except for Food 1 Ammunition 9 then the given item will be food one time out of ten. (assuming both categories have an item enabled). Setting Food 1000 and Ammunition 9000 would yield exactly the same result.
  4. Hi, Have you got UseCustomSpawns false by mistake?
  5. @ITSB- Sorry for the delayed response. The attached copy should solve the issue with ScarecrowNPCs. Would you mind confirming? @Perfectangel01- Is your issue still live? If so, could you also try the attached copy, please? Thank you both ^. CustomLoot.cs
  6. Ok, thanks for the info. Looking at Kits data file, it looks like "Name" and "CopyPasteFile" are two different entries. I've never used the CopyPasteFile option - not 100% sure what it does - but I'll have a play with it and see if I can replicate your issue and, if so, what I can do about it.
  7. Strange one! No trouble at all. I'm glad you found the issue but would you mind describing it, incase it happens to others?
  8. Hi, Can you confirm that you're able to redeem kits yourself? If so, have you recently update your kits plugin? What version (and author) are you currently using? Thanks.
  9. Steenamaroo

    Botrespawn Issues v.1

    No trouble. Thanks for sharing your observations. I think everything's sorted. You're quite right - When you attack an npc he'll respond but nearby npcs do not. This is something else I'll be correcting soon. Perhaps not in V1.0.7, but maybe. Using the new factions identifier I was actually hoping to get assists from npcs from other monuments, not just the ones very close to you. If, for example, there was a sniper npc within a few hundred meters of a fight between you and some other npc of the same faction, I'd like that sniper to weigh in.
  10. Hi, I'm looking into this. Thanks for reporting. Did it just come up once or are you seeing it often?
  11. Thanks for the feedback. This is all stuff I worked on for this update. Hopefully, the balance across all weapons should be much better now. There should no longer by any OP weapons. However, I realise that some server owners liked having OP long range weapons or melee weapons, so I've added in options to increase the damage of melee/long range, to allow for that. Bows were never supported but are in the next update, along with a lot of other weapons. Shotguns are now categorised as short-range weapons, because it makes more sense. I've made changes so no npc should use a short range weapon for long range. If the npc doesn't have a bolty or l96, he should start running towards the victim player to get closer, before firing. Bolty/l96, and bows, also have a brief pause-before-fire that they never had before, which should be much more natural, as if they're taking a moment to aim. I've DMd you about testing, before release.
  12. Hi, Entries for all the default monuments on your map are created automatically when you install the plugin. Any custom profiles you'd like to add are added by using the chat command `/botrespawn add SomeNameHere`, which then creates the needed info in the appropriate data file and opens the UI for you to edit that new profile. Almost everything is then customised through UI - The only exceptions are text entry options so, in short, you should only ever need to manually edit json files if you want to add custom text such as custom npc names, or spawn announcements. From a fresh setup the bare minimum you need to do to get spawning npcs /botrespawn - Open the UI Click 'default profiles' Click a monument name Click 'AutoSpawn' true Click reload profile All other customisations, bar noted exceptions, can be made via UI in the same way, but none is essential for getting basic npcs to spawn. Edit : Also note, by default night time spawn amount is zero so either test during the day, or turn that up above zero.
  13. HI, Yes, this idea has been reintroduced in upcoming V1.0.7. In BotSpawn you just had "Attacks_Other_Profiles", which was quite limited. People who wanted that option true had to carefully place certain profiles that they did not want fighting with each other. In the next update of BotReSpawn, each profile will have a single number for 'Faction'. 0 is default. 0 faction npcs won't attack, or be attacked by any other profiles. All the rest, with faction greater than zero, will ignore each other or fight each other, depending on whether their faction numbers are the same or different.
  14. Hey @Rezanow The first is because there's a deaggro duration built in. If there wasn't people could activate/deactivate npcs by just finding that boundary. They should stay locked on to you for around 20 seconds or so, regardless of distance, then ignore you if you're outside their deaggro range. The second - That shouldn't happen any more as of the next version. (1.0.7) I've put a bit of work into their targeting and made some improvements there. Thanks for pointing these out!
  15. Hi, Honestly, I don't know much at all about map making but I'm open to making changes to help with this. I'll talk to a few people and see if there's something we can do.
  16. Hi, I think performance should be improved a bit in the next update, but the server ai_dormant setting will also be respected. Thanks for the info!
  17. Steenamaroo

    Botrespawn Issues v.1

    Just to follow up. I can confirm that nailgun is no longer OP, nor is M249. Actually, no weapons should be OP now, although I've introduced two new options allowing users to make melee or longrange weapons OP, as some servers rely on that. The custom smg firing rate issue was also present in V1.0.7 over here. I've since fixed that. I can also confirm that in V1.0.7 their accuracy is not impeded over distance at all. As I said before, I'd proabably want to introduce a user option to allow some amount of accuracy loss over distance but, right now, they're hardcore.
  18. Steenamaroo

    Botrespawn Issues v.1

    Hi, Thanks for all the info. I can rule out your console error screenshot straight away. It's inconsequential and you can safely ignore it until V1.0.7. Biome Population. Can you use the bots.count console command to confirm that the full compliment has spawned, and let me know, please? Spawning the biome npcs may take some time so best to do it after the server has been running for a little while. "invalid position on scientist. dunno." "enforcing population limits" I don't think either of these is related to BotRepSpawn, but better to mention just incase. Thanks. Airdrops. Are your supply drops user called, with the grenade? If so, please ensure that Supply_Enabled is true in the configuration. if that's not the issue, can you check to ensure that these airdrops are falling in areas that can support npcs, with navmesh, and that the profile radius is high enough so there's a good chance of finding suitable spawnpoints? Weapon stuff. Their whole weapon usage has been rewritten, or customised, for V1.0.7 so a lot will change. Nailguns were never supported before (mostly for the reason you cited) so that should be sorted. Accuracy over long distances...I need to check on that to confirm but I think, at present, (V1.0.7...not yet release) they should have full accuracy regardless of range. Ideally I'd have some kind of accuracy reduction over distance but, most likely, user configurable. I wasn't aware of the custom smg issue but, again, most likely it's already fixed. DMing you now to talk some more.
  19. Hi, It's more likely BotReSpawn is spawning a new npc to make up numbers due to the changes between day/night/day. When you have one of those at 0, respawn times longer than the day/night interval aren't going to work, because the plugin would kill all remaining npcs moving into night, then spawn 7 fresh ones moving in to day. If you'd like some npcs to be able to be killed during day, for example, and have a respawn timer that could make them respawn at night, or the next day, you'd need to increase the night population above zero, so that there should be nps (the same npcs) throughout that time period. Hope that makes sense.
  20. Hi, I think maybe you're in the wrong place? That looks like it might be ServerRewards from uMod, rather than RustRewards?
  21. Hi, I think it's much more likely you're seeing this error because the server crashed, rather than the server crashing as a result of this error. However, would you be willing to share your full server log so can take a look through and see if we can figure out what's happening? Thanks.
  22. Hi, UpdatesChecker only checks and reports for plugins whose names match an existing plugin on Codefling. For the rare occasion when you have a plugin from elsewhere which happens to share a name with an existing Codefling plugin, there is an ignore list in UpdatesChecker config that you can use.
  23. No trouble. Glad to get it sorted.
  24. I don't really know AlphaLoot but I think it goes by prefabname? If so, BotReSpawn npcs are scientistnpc_roam. If you see an option to disable loot for those then that would probably solve it.
  25. Looks like it should be working then. Is there any possibility you have other plugins which may be overriding - wiping the npc's corpse? If your server's not too busy maybe you could oxide.unload * oxide.load BotReSpawn oxide.load CustomLoot then test then oxide.reload * Failing that, maybe send me your /CustomLoot/zombie.json, and your BotReSpawn default-CustomProfiles.json, just so I can check them in full?
1.9m

Downloads

Total number of downloads.

9.2k

Customers

Total customers served.

134.2k

Files Sold

Total number of files sold.

2.8m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.