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Everything posted by Steenamaroo
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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! -
Hi, The respawn timer works slightly differently now - It works the same as monument barrel/loot spawning in the vanilla game, where this timer is how often a profile checks to see how many npcs are missing. That does mean an npc could respawn slightly sooner than expected, but I have restricted it such that it can only respawn a fraction of your population in each pass. It might take some balancing, as feedback comes in, but that's a description of the difference compared to BotSpawn.
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Bots are always in motion. This takes up server resources.
Steenamaroo replied to dnjfhr56's Support Request in Support
Have you checked ai_dormant/ai.dormant in console to see if it's enabled? I'll check for myself, to confirm it applies, later on. If it doesn't, I'll come up with an alternative. -
Hi Pookins, The running speed option did not work in initial release but has been fixed and that will be in the next update - Most likely today. The error you are seeing is because the value is int needs to be 'int' the current live copy - I.E. a whole number. if you just set them back to 0, or 1, for now, that will fix your json file, and the next version will have a working, UI adjustable, option.
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No problem at all - Glad you got it working. Thanks for following up.
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Hi, There is a support tab for BotReSpawn. The running speed option did not work in initial release but has been fixed and that will be in the next update - Most likely today. The error you are seeing is because the value is int needs to be 'int' the current live copy - I.E. a whole number. if you just set them back to 0, or 1, for now, that will fix your json file, and the next version will have a working, UI adjustable, option.
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Bots are always in motion. This takes up server resources.
Steenamaroo replied to dnjfhr56's Support Request in Support
Hi, The option to have npcs motionless when there are no players around was always a server convar, rather than an option in BotSpawn. It was either ai_dormant or ai.dormant - I can't remember which. I haven't actually checked to see if it governs these newer npcs, but I'd expect so. If not, I'll find out if there's another convar to do that job, or something I can add to BotReSpawn. -
If I need to repurchase the plugin I WANT A REFUND
Steenamaroo replied to AnoneemousUser's Support Request in Support
Oh - I see your other post. I replied there too but BotSpawn.cs was free from its initial release until it ceased to work. No one has ever been charged by me for the original BotSpawn.cs, which was available for around four and half years. -
Hi, No - No one ever paid for BotSpawn. It was always free, from initial release on oxidemod.org, though its time on uMod, and right up until it ceased to function a few days ago here on Codefling.
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If I need to repurchase the plugin I WANT A REFUND
Steenamaroo replied to AnoneemousUser's Support Request in Support
Hi, What features are being discontinued? -
HI! It should be working - I did a quick test before the last update of CustomLoot. Is this a new CustomLoot loottable - I.E. not yet tested? If so, make sure the category containing fluid switch also has probability of at least one - Sorry, I don't know offhand what category that is.
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Thank you for all the info. The rest will be addressed in next update. The quoted sections... I intend to support chainsaw/jackhammer etc, but not right now. Once bugs are ironed out, I'll be turning to things like that. Quite right - Kits needs pagination. I may do it in the next update, or I may move to three columns instead of 2 as a quick half-way. It will, at some point soon, have pagination either way. The respawning times for population control (changes in day and night) are, at present, tied to your profile respawn timer, which is not great. In the WIP next version I have changed this so that respawning due to day/night change happens much quicker, regardless or Respawn_Timer, which applies to respawn due to death. I'll look at the despawn timer - It *should* have been reasonably quick - Between 10 seconds and a minute? If that's not the case I'll find out and adjust. Thanks for the detailed info.
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Removed - Detailed reply in next post.
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Didn't even see this - Sorry bud. We'll talk...
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That's great - I know it's not the point but at least your usage wont be interrupted. I'm hoping this is some Rust server install or oxide version related issue that just disappears next wipe, or something, cos I have so few reports, and no such issue on my windows box, or Mike's Linux box. Please let me know if anything changes, though. I'll be asking around about it.
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Hi, Thanks for reporting - Maybe there's a new vehicle type or something? I'll take a look.