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Everything posted by Steenamaroo
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Add command support like previous plugin
Steenamaroo replied to KingSizeKevin's Support Request in Support
This is done now in V1.0.3 The process is Open UI > Your profile > Edit Spawnpoints > Click 'add by command' then use addspawn console command (bound?) to add your points. When you next open the UI there'll be a button to say 'end addspawn' to free up your keybind. -
Ok, great. Sorry I didn't directly reply to all of your support messages. It's been a case of trying to keep up and picking battles, so to speak, but things seem to be settling down now. If anything comes up please don't hesitate to post and tell me.
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@PINKY20053- You had quite a few issues - not all were directly discussed. What is the status now? Everything OK?
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Disable Radio does not work, as well as custom names not applying to the corpses, but applying to console feed.
Steenamaroo replied to ChogChey's Support Request in Support
Should be sorted now, folks - Sorry about that. -
Scientists are spawning with zombies.
Steenamaroo replied to BetterDeadThanZed's Support Request in Support
Good to know - Thanks for updating. -
As of V1.0.3 the plugin will automatically remove those non-weapon items from the npcs kit. (not from your actual kit...just from the npcs belt) The npc, at present, can't use things like syringes and bandages and their presence can only cause issues, but now, at least, you don't have to remove them yourself - The plugin will make sure the npc has weapons-only.
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custom AI are still doing radio sounds
Steenamaroo replied to BetterDeadThanZed's Support Request in Support
Hi, Radio chatter should be fixed now in V1.0.3. "Apparently now that I set that to 0, many zombies have no loot at all." With that at zero none of them should have default game loot at all - The only thing left in their main container should be items you gave via Kits, or via some loot plugin. -
I'm hopeful this issue has been resolved in V1.0.3 - I believe it results from a conflict between HumanNPC.cs plugin and the HumanNPC class in game. An unfortunate naming coincidence. If I'm wrong and this is not fixed, please let me know!
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Update has been pushed with the new running speed option. As per notes, default value is 10 and lower is slower, higher is faster.
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Ah, ok. That sounds like, maybe, a PVE setting on your server, or a PVE plugin. Check if the server is in PVE mode, or if any of your PVE plugins have options relating to NPCs.
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My pleasure. Thanks for all the feedback. As I say, if I missed anything or there's anything that isn't sorted out there, please don't be shy!
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Changed Status from Pending to Closed
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Thank you for letting me know @Rynki It might be too quick, for now, but I think that's better than too slow. Ha, you've no idea!
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Hi, I'm sorry to say BotSpawn is no longer viable and has been replaced with a paid rewrite. I had a rewrite in the works anyway for quite a while, and was planning to put a price on that in the new year and keep the original free, then news came last week of major changes in Rust which would mean that BotSpawn.cs would pretty much need rewritten to work again too. It's pretty bad timing. I posted some information at the top of the BotSpawn description.
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deprecated hook 'OnBalanceChanged'
Steenamaroo replied to quietconundrum's Support Request in Support
Noted. Thank you!- 1 reply
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Ok, I just checked weapon drop on my server and it seems to be working all the time. Do you have any plugins that would make the npc fall wounded? Failing that, the only reason I can see weapon drop not working is if you happen to kill them in the middle of them changing weapons, but 30% of the time? That seems unlikely. The radio issue has been fixed in the upcoming next update. BotNamePrefix - I just tested, setting the prefix to "NPC" and it worked without issue. Is there any possibility you had the formatting wrong? It's just a string so - "BotNamePrefix": "Prefix goes here", For any areas where your npcs aren't spawning, keep an eye on console to see if it's telling you "Failed to get enough spawnpoints at..." or similar. Some monuments are awkward, such as the Dome, and require the radius to be increased, unless you're using custom spawn points. Regarding day/night respawn times - I've addressed this, and it will sorted in the next update. They'll despawn/respawn much more quickly as day/night changes, if applicable. I heard BotReSpawn npcs fight ZombieHorde npcs - I'll see about adding an option to prevent that in the near future. If I missed anything there, or this doesn't answer something, please just let me know! Edit* Respawn_Timer, and other timers, are minutes, however the new system works differently in that it checks how many npcs are missing every X minutes - your respawn timer, and, if it needs to, spawns some. sS yes...it's possible for an npc to respawn more quickly than the timer duration. Thanks.
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Hi, Some of these I'm aware of and some I'm not. I'm on a server right now so I'll check some things out before replying fully. Thank you.
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Bots are always in motion. This takes up server resources.
Steenamaroo replied to dnjfhr56's Support Request in Support
OK, it mustn't apply to the newer npc types then, I guess. I'll put it on my list! -
a bit laborious handling adding multiple spawnpoints
Steenamaroo replied to Dr.D.Bug's Support Request in Support
Yes, it has but thanks! They are APC_Safe in so much as it won't target them but you're quite right - It can still run them over. I'll be working in a fix for that in the near future. -
Hi, Can you clarify what you mean? I'm not sure I understand. Thanks.
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Hi, I'm not sure what you mean in point one. For two and three, these are both things I'll be looking at in the near future. I have a list of things to work through but their behaviour, in terms of who they attack, is on it.
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a bit laborious handling adding multiple spawnpoints
Steenamaroo replied to Dr.D.Bug's Support Request in Support
Hi, This has been a very popular request already. I'll be adding in a way to use a console command again, so it can be keybound. Most likely the approach will be open ui > select profile > click 'add spawn points by command' then close UI and use your command/keybind to add the points. Thanks for the request!