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Steenamaroo

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Everything posted by Steenamaroo

  1. What's the issue with behaviour?
  2. Hi, Those are on my list of things to be looking at for upcoming updates. The practical reason for switching to scientist AI only is that Scarecrows and murderers don't exist in game anymore. Technically scarecrows do but, as far as I know, it's pretty much a placeholder type, also based around the newest AI. The scarecrow, as you know it, is gone, as is the murderer. As long as the asset remains in-game I can add back in the old murderer sound effect, and offering alternative corpse-loot options shouldn't be a problem.
  3. 0 would be assigned to any crate spawned by the server. Some plugins assign a specific user's ID to track ownership - say if it's a reward or something like that.
  4. Not really, to be honest. You can have npcs of a certain type which only spawn during day, or only spawn during night, and you can adjust the thresholds for day/night yourself in the main config, but at preset there's no support for roaming hordes, or for customised on/off times or rotation for profiles. The closest you'd get is probably to use the biome profiles, or custom profiles with massive radius, or custom spawn points, then use the day/night numbers to have some control of which spawns and when, but you're right; In doing that these npcs could overlap with monuments or other areas of interest on the map. You could have a number of custom profiles with small roam_range and spawn radius, which would result in a little band of npcs sticking together in that area. Most likely if one aggrod a player many of the others would, so that would be horde-like, but they won't roam as a horde.
  5. Hi, Sorry, no. That's not really a feature with BotSpawn/BotReSpawn. It was always more about npcs protecting an area. You can control how far they'll roam around that area, of course, but there's no horde mentality. Even the biome npcs, which may appear to roam the map, are still just npcs with a given spawnpoint, roaming within a radius around that point.
  6. Hey, Sorry you're having trouble. Unfortunately if you're admin or have the perm it really should be as simple as making sure it's loaded then just typing in `/botrespawn` in game. Are you in Codefling discord or my discord? If not, jump in - Codefling discord link is in the footer of this site. We'll get you up and running.
  7. Hi, That's correct - They don't use grenades right now. I will be looking at non bullet/melee weapons in the near future, though.
  8. Hi, Do you have other plugins successfully loaded on the server? If you're certain that the latest copy of BotReSpawn.cs is in your server's /oxide/plugins folder, jump on rcon and do oxide.reload BotReSpawn You should see confirmation of unload/reload. If you don't see that then either oxide isn't successfully installed, or BotReSpawn.cs isn't in the plugins folder, or has been renamed by mistake or something.
  9. That's going on the list. Thank you!
  10. Hi, Are you new to running servers? When you installed the plugin, did you see confirmation that it loaded in your console? Anyone who is admin (auth level 2) or has permission can use the UI to set things up, so if the "/botrespawn" command didn't do anything then either A: The plugin isn't installed and loaded successfully or B: You aren't admin, or don't have permission. bot.count and bots.count are server commands which would need to be run from rcon or the server window. Both would be solid indicators that the plugin is loaded and working. Let me know a bit more and I'm sure we'll get you up and running.
  11. Steenamaroo

    Plugin Eror

    Hi, Might be worth deleting the config file then reloading the plugin. If that doesn't sort it out, please let me know.
  12. Hi, You've got the reward for "BotReSpawn" set to 0.0. Increase that and you should be good. 🙂
  13. Glad to hear that. 🙂 Thanks!
  14. They do? I'll have to get on a map with compound and bandit camp and see what's up, then. Thank you.
  15. Steenamaroo

    Less deadly weapons

    Hi, I'll be looking at different weapons in the near future - I'll add those to the list. 🙂
  16. Hi, Yeah, I don't think compound/bandit npcs/turrets target any npcs at all. That would be expected behaviour. The Turret_Safe option is more for preventing player-placed turrets from targeting BotReSpawn npcs.
  17. Yeah, I'd have expected the plugin to remove `Running_Speed_Boost` from both files, if it existed but, as you say, no matter now. Glad it's up and running properly. Does 5 seem better to you too?
  18. Hi, I'm very grateful to brantje for having written the converter tool but, being honest, I don't know enough about it to debug or offer suggestions. I've just invited you to my server so we can ask him about it.
  19. I thought they would have been added automatically but I'll make a note ^^. Thank you.
  20. The value name is Running_Speed_Booster now, as of V1.0.3. The type was changed from decimal to whole number, so I changed the name to avoid issues. Please make sure you're on V1.0.5 and maybe set the value for one profile using UI, just so you can be certain the name and formatting are correct? @Alexander Koroschetz- Thank you for coming back to update. Glad 5 is working well. 🙂
  21. Hi, Sorry - The CH47 profile was included in the original release by mistake. It's not actually hooked up yet. I will be enabling it, and hopefully others, in the next update. Sorry about that!
  22. Hi, I haven't got to testing this yet but I looked into the values. Basically the npcs have 4 speeds and I tell them to use speed 2 (slow) for walking and speed 4 (fast) for running. The Running_Speed_Booster only applies to their fast movement. The default for that is 1 - The next slowest speed I could have used is 0.5. Your value in your profile is a 10X of that (10 is default), so I imagine setting to 5 should be more like what you're expecting? I don't think strafe should be too fast/slow relative to forward/back speed - Seems like they should all be governed by the same setting. In short, please try '5' as your Running_Speed_Booster. If that's more like it, I'll make that the default and update the plugin notes to reflect that.
  23. Ah, DeathNotes stores the names for everyone killed? I didn't realise that. It's still probably something Lazer would have to write around, I think, but if you're told anything to the contrary I'm happy to make any changes that might help.
  24. Steenamaroo

    No brad/heli RP

    Ah, that's great. Thanks @nivex- Much appreciated.
  25. Ah, ok. If there's still line of sight that makes sense. I'll see about resetting the npc memory when their target dies. Thanks for the info.
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