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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Wipes Server

    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.
  2. Steenamaroo

    Broken

    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.
  3. Steenamaroo

    Bots respawning too fast

    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.
  4. That's right. I'd hope to be adding all of that at some point soon.
  5. That is the plan, yeah. I want to support all the weapons that BotSpawn didn't if possible.
  6. Ok, thanks for letting me know. If it happens again or you have any other issues, please just let me know.
  7. Hi, Thanks for the feedback. Death notes is probably out of my control I'm afraid but the rest I can look at. BotSpawn used a different prefab for murderer/scientist. The murderer + scientist prefabs, funny enough. 😛 BotReSpawn uses the same scientist prefab for everything, with the only difference being that npcs who only have melee weapons get modded to be less smart and more aggressive, just running at you and swinging. A few people have mentioned the fact that all corpses all have the same loot so that is one thing I intend to look at. The other is I think I can bring back in the murderer huffing and puffing, so my plan would be, rather than having a "murderer: true/false" option, I'd probably just give each profile a 'huff and puff' true/false, and a click-to-select for default loot type. I haven't actually looked into it properly yet but my hope would be that you could select from crates/corpses which exist in game and choose one of those as the loot you'll see on your npc's corpse. At present I think FacePunch's Scarecrow class is probably a placeholder - I don't think it uses weapons or has a completed AI but if they do something cool with it it's possible I could just integrate that, which which case we would just have Scarecrow true:false.
  8. Steenamaroo

    API Non Null

    That's great to know. Thanks for updating. 🙂
  9. Hi, To the best of my knowledge all of these issues are resolved now. The current public version is V1.0.5 - You should grab that. If you saw an error relating to Unload() method, it's possible you may have some npcs on your map which BotSpawn failed to destroy. It was a pretty rare issue but I did get reports from one or two people about it. Those npcs would be 'rogue' - No longer subject to BotReSpawn control so it's possible you'd continue to see errors or issues relating to those npcs while they are still alive, even after updating the plugin. Once they're all dead, or after your next scheduled server restart, all should be fine. Sorry for any inconvenience with this.
  10. Oh, I see...This is a custom version of the Airfield? In that case, BotReSpawn won't pick it up - You'd have to just add a custom profile with the chat command, I'm afraid. I'm not sure if there's a way to detect these custom locations by their map markers or not but, even if there is, I doubt there's a way to detect their rotation, which is essential for the auto-migration of custom spawn points at map change. That would mean, at best, I could find that monument and offer it as a default location, but any custom spawn points would need re-done any time the map changes, but that monument is on both maps. Not sure if that's a big deal or not - I'll look into it, either way.
  11. Hi, No, there's nothing formal right now, although most of the customising is done via UI. Is there anything specific you're having trouble with?
  12. Hi, No, copying and pasting things is unlikely to work. You need to use the chat commands - /botrespawn add "Abandoned Airfield" Do this at the Airfield, so the profile is stored in the correct place. After that the UI will open at your new custom profile - Go to the 'other' tab and set Parent Monument to the Airfield. Once done, this profile will always be at the Airfield, even after map changes, as long as there is an Airfield.
  13. Hi, I'll take some time and have a look around these areas. Custom spawn point npcs should spawn and move around as long as there's navmesh, but I've no idea if these areas have navmesh or not. I think I remember the train tunnels having it but I'm not 100% certain so, as I say, I'll check and see. Thanks for asking.
  14. @BetterDeadThanZed@pookins The actual names of your kits are never used. The update synchronises the kits you specify with the botnames you specify, if possible, the same as BotSpawn did, So if you have three kits listed and three names listed, kit 1 will always be paired up with npc name 1. @Tofu Ninja- Yes, you can add custom profiles but keep UseCustomSpawns false, and BotReSpawn will just find suitable random spawn points near that profile. @KingSizeKevin Glad things are going well. Thanks for the comments, and patience this last few weeks. I'll be adding events relating to patrol heli and CH - I can certainly look into the possibility of augmenting the CargoShip compliment. Thanks for the suggestion. @JagsterWintermute- I remember your BotSpawn review! Thank you for the support. 🙂
  15. Steenamaroo

    Auto fill MigrationData?

    Hi, Glad that initial change worked, at least. The way spawnpoints and custom locations are stored relative to monuments did change at some point, because for a long time custom spawn points did not migrate - Just the centre location of custom profiles. I think I used to store custom spawn points as real world positions, then also store the required information to relocate those positions to where the user wanted them, whereas now I actually store the custom spawn points as relative positions, which means there must be a valid parent monument before adding custom spawn points. I'd need to look into it tonight, to make sure, but I think that means you'd need to A: be storing the custom spawnpoints as positions relative to the monument and B: You'd need to store the rotation of the monument in offset data. Off the top of my head I think monument rotation is the only thing needed in migration data, for custom spawnpoints. I'm not sure if that renders your tool useless or not but if you want to get me on discord we can talk it through when I'm home (6 hours or so).
  16. Sure. I didn't realise that wasn't possible. I'm out all day but I'll rectify it tonight. Thanks for letting me know!
  17. Oh, wow. You're quite right. I don't recall implementing withdraw/takepoints if value is less than zero. That may be MalS' original code. That makes life much easier. I can add Suicide (and/or others) quite easily, and just allow for setting negative values with the UI. Thanks for the info!
  18. Steenamaroo

    Drop Weapon Percent

    Ah, phew. Glad to hear it. Thanks for confirming. 🙂
  19. Steenamaroo

    NPCKits

    My pleasure! Sorry it took so long - It's been an unusually busy couple of weeks. Thanks for understanding. 🙂
  20. Steenamaroo

    Drop Weapon Percent

    Ooh, just re-reading this - Are you saying you can't set any of the percentage values to zero via UI? You should be able to - if 5 is the lowest possible this is a mistake.
  21. Steenamaroo

    Drop Weapon Percent

    Hi, Yes, I made the UI go in increments of 5 for percentage settings for convenience, but if someone manually changed the value to any whole number, 0-100 inclusive, it'd work just fine. Has to be a whole number, though. Decimals would cause an error loading the json file.
  22. 🤣 Glad that sorted it - Will definitely be looking into the names thing in the near future. Thanks for all the info on that. 😉
  23. @Jaws@Baron Von Finchus Sorted now in V1.1.7 Thanks fellas.
  24. What the heck? I didn't change anything relating to the data structure. Just just compared v1.1.5 + 1.1.6 in editor to make sure nothing got changed by mistake but it's all good. Would you mind throwing in 1.1.6 again to see if it was some weird coincidence?
  25. Ok, thanks. I don't think I could have it listed as a separate item easily, but you can already specify custom skins so I guess I could have a means of adding custom skin/name records, that way if battery.small with skin 2598774373 is chosen, it would apply the name. That do?
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