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Everything posted by Steenamaroo
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Failed to call hook 'OnEntitySpawned'
Steenamaroo replied to MasterSplinter's Support Request in Support
Do you know is it during server boot before you can even join the server? If so I know what it is, and you can safely ignore it until I squash it in the next update. Thank you for reporting! -
Hi, I don't have an eta but it is on the immediate to-do list. The majority of things in updates so far have been bug fixes or adding things which should have been there at the start. Things seem pretty smooth right now, (hope forced wipe goes well!!) so hopefully I can turn attention more to new features moving forward.
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Hi Rezanow, Right now the only targeting option that might cover that is Turret_Safe. If setting Turret_Safe to false doesn't allow the behaviour you're looking for, I'll look into it in the near future. There are a few targeting things I need to look into and add options for so this is definitely on the near-term todo list.
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Hi, API to add new categories isn't likely to happen, because the data structure is fixed for local + SQL storage, but if Easy Vote is popular and the data is easy to access, I'd be open to adding a category for it.
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Add support for custom monuments via Monument Marker.prefab
Steenamaroo replied to MasterSplinter's Support Request in Support
Hi, I talked to a few mappers about this this month. Unfortunately the issue isn't so much finding the monument as it is getting the rotation of the monument. I don't think there's a way to do that, at present, which means if I auto-detect your custom monuments and you add custom spawn points to those profiles, then you have the same monument on your next map but rotated slightly, the custom spawnpoints won't be where you expect them to be. If there is a way to get rotation of a custom monument then I'd love to add auto-detect+migrate for them, but I don't think there is right now. -
Hi, Thanks for reporting this. I tested in the server console but not Rcon. I'll get on this today and see what the issue is.
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It's an automated thing, because I never formally marked the post as pending or solved or whatever. If there's no assigned status, by me, then that bot closes them after a month.
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"The other ScientistNPC_roam I found are associated with a custom monument on my custom map." Ah, ok. That would make sense. The only scientistnpc_roam I'm aware of, 'in the wild', are DesertScientists. I don't pick up Scientistnpc_roam by prefab name so I guess that profile should not affect these npcs you've found.
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Hi, Almost... If you want your custom profile and spawnpoints to follow a monument when the map changes you need to 1: Create the new custom profile 2: Set Parent_Monument (Other tab) to the desired monument, 3: Add your custom spawn points. It needs to be done in that order to work. Set Parent Monument then add spawn points. I think there might be an open issue relating specifically to the harbours - I think I need to differentiate between large and small otherwise there's the possibility of them getting mixed up and the custom spawn points not really making sense, but other than that there should be no issue. I should be looking into this before the next update.
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Bradley_crate not spawning if comes from bradley
Steenamaroo replied to suicidemayhem's Support Request in Support
Hi, It's around line 120. if (container?.OwnerID != 0 && !(container is SupplyDrop)) return; -
Hi, There are no steps required at the BotReSpawn end - It's all done from CustomLoot. CustomLoot just treats the npc corpses like any other loot container. There's a CustomLoot config option - corpseTypePerBotReSpawnProfile. This tells it whether to show a 'BotReSpawn' config entry, covering all BotReSpawn npcs, or to show a separate entry for each profile of BotReSpawn npcs. Other than that, you just pick out the npc profile you want to populate with loot (in CustomLoot config), and assign a loot table name to it, the same way you would for barrels or crates. If you need more info hit me up.
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Hi, That's most likely coming from some unsupported weapon. I'll be looking at these weapons in the near future but, for now, things like flamethrowers and bows are no good. Check through your kits and make sure you're only giving the npcs normal bullet weapons or melee weapons.
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Ok, great. That makes sense. Thank you, again.
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Ooh, nice catch. Thanks for reporting that! Is that melee bots, or any? I'll have a look regardless.
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custom profiles don't follow parent monuments
Steenamaroo replied to Electrik's Support Request in Support
For sure. I'm glad you reported it - No one else has, so far. I think it's because it's only affecting the profile location (for random spawnpoints) - not custom spawn points. I guess most people are using combination of custom spawn points + Parent_Monument. Anyway, it's fixed now but I have some other things to do before updating. Would you like the fixed V by DM? I'm afraid you'd have to move these problem-profiles again with the patched version, in order for them to work at your next wipe. -
Ah, I see! I don't think it's possible to have activer hyperlinks in-game but I'll look into it and make sure. Thank you.