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Everything posted by Steenamaroo
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Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Oh, great. Glad to hear that! Thanks for the update. Yes, that's right. It's minutes and 1 is the minimum value. -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
No apology needed! Thanks for letting me know, though. If I adding a call to identify my crates to other developers (to ignore them) is useful, I'd be happy to do that. -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Hi again, I just got to test in game and it worked OK. The counter does briefly flash 15, which is the default, but then immediately switches to my setting, which was 1 minute in my test. Is it possible your crate wasn't from BotReSpawn? -
Worry about the time before opening a crate
Steenamaroo replied to Agonos's Support Request in Support
Hi, Can you confirm you're testing with a crate which was spawned by BotRepSpawn, as a result of `Spawn_Hackable_Death_Crate_Percent` option? If so, I'll jump in game now and see if I can find the problem. -
Failed to create agent because it is not close enough to the NavMesh
Steenamaroo replied to MasterSplinter's Support Request in Support
Hi, Sorry you're seeing this issue. I tried to make it very unlikely to happen but it is still possible in certain circumstances. If unloading the plugin stops it from happening then clicking reload, per profile, should interrupt it, letting you know which profile the problem is coming from. Alternatively, if you're happy sharing your map and data/BotReSpawn folder with me privately, I'd be happy to try to track it down over here. -
Thanks for the info. If vanilla npcs are not target then yeah, I'll have to make modifications to have the APC, and other vehicle AI, target my npcs. I'm not expecting there should be a problem - Just haven't got to that part of my to-do list yet. Thank you for saying that ^. I appreciate the support and, of course, any+all feedback and suggestions.
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I understand. It makes sense that different plugin npcs would have different behaviours, as each dev is likely doing different things. There is an APC_Safe option in BotReSpawn at present - I don't actually know if the default behaviour is for APC to target npcs but, if it is, setting APC_Safe to false would allow that. If that's not the default behaviour, I'd have to make it so. Either way, I'll be looking at these things in the near future.
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Hi, Yes, the various targeting/ignoring options are something I want to be working on very soon. It's a major thing on my list but, until now, I had prioritised other fixes and features. Ideally I'd probably have a 'faction' or 'group' number that can be assigned for each profile. Npcs of the same faction or group, regardless of profile, wouldn't attack each other, giving you a lot more control that way. With regard to heli/bradley I don't know for certain but I'd guess it's just a vanilla thing that these vehicles don't target npcs at all. These things, plus safe-zone npcs/turrets, are all things I'd want to be working on soon.
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Damn. Sorry about this. I'll make it a priority to stop that being possible.
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Hi, Would you mind checking your config file to make sure it's intact? MalS had unusual errors too and it turned out his config file was null. I thought I'd prevented that being possible but I guess not. I'll be looking into it more.
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Bots wont move or do anything
Steenamaroo replied to Crazy Danish Viking's Support Request in Support
My pleasure! Don't hesitate to ask if you have any other questions. -
Custom spawns keep reverting to "AutoSpawn": false,
Steenamaroo replied to BetterDeadThanZed's Support Request in Support
Hi, Yes, that's right. I initially set it that any profiles with custom spawn points but no parent monument would be automatically set to false after a wipe, because after a map change those spawnpoints would no longer be correct, but it was pointed out that some people do their setups in advance on a test server, or reuse the same map over and over, so wouldn't necessarily want that to happen. In response, I've added Disable_Non_Parented_Custom_Profiles_After_Wipe: true/false to the global config. If you're up to date you can set that option to false in your global config, and it won't happen in future. Thanks for raising it. -
Bots wont move or do anything
Steenamaroo replied to Crazy Danish Viking's Support Request in Support
Ah, great. Sounds like that's the solution then. "now they move, but only shoot, when i shoot at them" This is how they work if peacekeeper is true. You can toggle peacekeeper true/false in the UI, per profile. -
Bots wont move or do anything
Steenamaroo replied to Crazy Danish Viking's Support Request in Support
It should but it would be best to confirm, if you wouldn't mind.. The people who have reported similar issues all had one of these values set incorrectly, except one guy who said "i figured it out. animal AI has to be enabled in rust admin" -
Bots wont move or do anything
Steenamaroo replied to Crazy Danish Viking's Support Request in Support
also, please confirm that you have nav_wait true and nav_disable false -
Bots wont move or do anything
Steenamaroo replied to Crazy Danish Viking's Support Request in Support
Hi, I'm sorry to hear that. A few people have had similar issues over the last few weeks but they were all down to server settings in the end, I believe. Could you confirm that ai.think is true on your server? If you're not sure, type ai.think into console and it'll return True or False. -
Hey, Yeah, this doesn't work 'cos I'm a dumbass. It's fixed now but there won't be another update for a little bit. I'll DM you the fix, for now.
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Ha! Ok, thanks for the info. I'll be looking into these soon.
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Failed to call hook 'OnEntitySpawned'
Steenamaroo replied to MasterSplinter's Support Request in Support
Ok, great. Thanks for that info.