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Everything posted by Steenamaroo
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Hi, The upper end of performance isn't something I know a lot about - I relied on the 'power users' with top hardware to let me know how BotSpawn performed. I'd have expected performance to be better than BotSpawn, in terms of how the plugin is written, but the AI is totally different to what BotSpawn used and much smarter. I do intend to find out if I can have the npcs 'sleep' when there's no one around to see them. The old npcs in BotSpawn were subject to the ai_dormant server setting, where it seems these new ones are not. I expect that would help on many servers. I'll have a think, and a look, to see if there's anything else I can do to improve it. Thank you for the message!
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Just purchased, booted up server and....
Steenamaroo replied to JessieJane's Support Request in Support
@JessieJane- Please accept my apologies - I don't know how I missed these follow-up questions. I *think* I've replied to every single support request but these last message slipped through, possibly because the original request was resolved. With peacekeeper false and aggro range 30 you're right - They should certainly be shooting. If this is still an open issue with V1.0.4, please let me know and, if possible, please let me know what weapons the npcs would have been using or, better yet, send your kits data file and the name of the kit they were wearing. For the substations and harbours questions - There is a 'Show all profiles' button in the UI to make it easy to differentiate between similar ones, and duplicate ones. I recommend flying up in the air a bit first, as it makes it easier to see what's what. You say "there aren't enough gas stations, supermarkets...for what I have on my map." Are you saying that some of the monuments you have on your map aren't automatically showing up under 'default monuments' in UI? Copying and pasting as you describe wouldn't work, as there's more to it behind the scenes, but certainly creating custom profiles at those locations would. However...you shouldn't have to - If these are default monuments, and there's less than 10 of them, they should be auto-listed. If this is an open issue and you'd be willing to share your map seed, or link, I'd like to load it up and get this sorted. -
Hi, That's an internal-use value. You never have to change that yourself. My pleasure. Thank you very much!
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Heavy Scientists and Excavator scientists fail to have loot customized
Steenamaroo replied to ChogChey's Support Request in Support
Ok, that's great to know. Thanks again for the info. -
Good idea - Thank you.
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DM sent - Thank you!
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That's a good approach. Thanks for that. I think I'm going to make the increment adjust dynamically, for example if the value is 80 and click up, it goes up 10, but if the value's over, say, 300, maybe it goes up in 50s, and up in hundreds if it's over 500. That, along with an option to create a new profile by cloning an existing one, should help to keep a lot of people in the UI.
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NPCs with meele weapons stand still and dont roaming
Steenamaroo replied to dIMjIM's Support Request in Support
Found and solved - Thank you very much for identifying this. I'm planning to update later today - That update will include this fix. -
Hi Pookins. This is addressed in the update I'll be releasing later today. Thank for your reporting it.
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NPCs with meele weapons stand still and dont roaming
Steenamaroo replied to dIMjIM's Support Request in Support
Hi, Thank you for reporting. I'm looking into it right now. -
Ah, yes, of course. Setting the suicide timer to 0 would result in almost instant death. The explains it. With regard to seeing one or two missing, on occasion, that's most likely just down to the terrain in the surrounding area and failure to find suitable spawnpoints. Whether or not there is suitable terrain is, of course, just luck, because the position of the supply drop could be anywhere. You can improve the odds a bit by increase the AirDrop profile's spawn radius, but it's probably fair enough if it's a couple of npcs short, once in a while. Thanks for following up with detailed info!
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Hi, Yes, all the timers are in minutes in BotReSpawn.
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As I just found out myself. Thank you for flagging this. It's now fixed and will be in the next update, today.
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Events Not Spawning or Spawning too often.
Steenamaroo replied to Solarix's Support Request in Support
Hi @Solarix Thank you for the report. Do you have the global option for Supply_Enabled set to true - This option would mean Airdrop profile gets spawned every time a user calls in a plane via supply signal. If not, I'll have a dig and see if I can find anything. The CH47 profile isn't hooked up yet, I'm afraid. I didn't actually mean to make that visible in the public release, so it's coming soon. -
Hi, I didn't actually mean to make the CH47 profile visible in the public release - It got through the cracks. It will be hooked up in the very near future, though. Thank you for reporting it.
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Hi, This isn't something I've seen happen on my server, or had reported. Is there any chance you have a plugin that might kill npcs for being too far away from navmesh, or anything like that? I know there were a few patches/fixes floating around, to try to prevent issues with some of the vanilla npcs spawning off-nav, and causing console spam. If this isn't the case, please let me know and i'll do some more digging. Thank you for the report.
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Oh, this worked in BotSpawn 2.1.2? I don't think I was aware of that. Yes, I plan to have some kind of protection against them being run over in the next update. Thank you for flagging it!
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Hi, This is something I hadn't considered - That people may have liked the old murderer prefab's loottable. At present there's no in-built option to customise what loottable is used, but I intend to look into it and see if I can offer some of Rust's defaults as options. Maybe different loot crate contents, or something. My CustomLoot plugin does allow you to create completely custom loot tables which will apply to all BotReSpawn npcs, or, alternatively, can apply on a per-profile bases (custom table for every profile), but, admittedly, it is a little complex to set up at first. If you want to try CustomLoot feel free to get in Codefling discord or my discord for live support, should you need it. If not, I'd hope BotReSpawn might have some in-built alternatives in the near future.
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DM me, please. You're on pre-release.
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Hi, For now there isn't really control of this in BotReSpawn, but there will be. Ideally I'd like to have control for whether or not they attack each other, other profiles and ZombieHorde
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Heavy Scientists and Excavator scientists fail to have loot customized
Steenamaroo replied to ChogChey's Support Request in Support
Hi, I still need to go through CustomLoot and NPCKits to see what's what, after the Thursday update. Normally I'd be much quicker but with the release of BotReSpawn I have a lot of support requests that I don't want to leave hanging. Things are settling and I anticipate getting a good look at NPCKits and CustomLoot very soon. Just on the offchance that you mean they are getting custom loot *and* regular vanilla loot, there is an option per CustomLoot profile to 'ClearContainerFirst' which would solve the problem. If they're not getting CustomLoot at all then that's just something I need to fix. Thank you for letting me know! -
Hi, I'm not sure what that is but I don't think it would be related to CustomLoot. That's related to the in-game RF/radio items, somehow?
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Thanks for letting me know. Got a lot of BotReSpawn stuff coming in, as you can imagine, but I'll get back to this pretty soon.