-
Posts
3,564 -
Joined
-
Last visited
-
Days Won
206
Content Type
Profiles
Warranty Claims
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by Steenamaroo
-
Hi, Sorry this didn't get a response - Thanks for taking the time to write your idea. I've never really thought about a feature like that but I don't think it would be particularly hard to implement. I'll have a think about it and see what I can do!
-
just a short feedback on APC_Safe should apply to npcs being 'run over'
Steenamaroo replied to Dr.D.Bug's Support Request in Support
Great! It would, of course, be nicer to make the npcs walk around the thing, which I might do in future versions, but it's good to know APC isn't killing them now. Thanks for checking, and letting me know. -
[After Dec 2 Update] error CS0841: A local variable `npc' cannot be used before it is declared
Steenamaroo replied to quietconundrum's Support Request in Support
Sorry for the failure to reply here - Been quite a week. For anyone reading, the update last Thursday should have solved this. -
Heavy Scientists and Excavator scientists fail to have loot customized
Steenamaroo replied to ChogChey's Support Request in Support
Looking at this now - Pinged you in CF discord. -
Hi, Sorry it took a while to get testing this. I just took a look and I'm getting rewards for both kill types. I tested CH47, APC, and Patrol Heli, and each of them worked fine. Is it possible you have some multiplier set to 0, cancelling out the reward? Maybe a weapon multiplier, or zone?
-
It does auto-change the setting to scrap if Economics+ServerRewards aren't loaded. Could that be it? To be honest I think I'm going to change that - It's a pain. I think people would prefer no rewards and a warning in console, than scrap being given out and having to change the setting back.
-
Hi PapaNo, There are some areas where BotReSpawn can't find random spawn points, due to them being tunnels/underwater/underground. The current system of finding random spawn points doesn't work like that, but I do hope to add something different for these particular monuments in the future. For now, you can place some custom spawn points in those areas if you'd like BotReSpawn npcs there.
-
Hi T-Nuts, There are some options which users can override per spawnpoint, meaning those settings apply only to that one spawn point, but the spawning of a hackable crate isn't one of them. If you want a single npc to spawn a hackable crate on death, you'd need to create a custom profile for that one npc and enable the hackable crate option.
-
Hi Pookins, I'm not sure I follow. You should have a global config option called `corpseTypePerBotReSpawnProfile`. If that's false you should have one main config entry for BotReSpawn, and if it's true you should have a main config entry for each and every BotReSpawn profile. Is that not what you're seeing? Thanks!
-
Hi Pinky, Has the server currency setting changed? Out of Economics, Scrap, or SR, only one should be true. I had a few reports of the currency changing or resetting, which I'll be looking into.
-
Hi, Thanks for reporting. Yes - This is solved. Trying to space out updates a little so as not to spam but, yes, this is fixed. I'll be pushing the fix, with some other additions, but I'll DM you what I have right.
-
Events Not Spawning or Spawning too often.
Steenamaroo replied to Solarix's Support Request in Support
Hi, Thanks for the follow up information. That's interesting - Those guys should not respawn at all. I did make some changes to how respawn works, mostly to make timing more predictable, in V1.04, and did a fair bit of testing including "toplayer" and AirDrop. I think any issues there should be solved now but if you're finding that's not the case please let me know! -
Events Not Spawning or Spawning too often.
Steenamaroo replied to Solarix's Support Request in Support
I believe any issues with AirDrop event overspawning should now be resolved in the current public version, which is V1.0.4. If it's still an issue, or you notice anything else at all, please don't hesitate to let me know. -
I had a few requests to change the increments system because a lot of people set health of several thousands and going up in tens was a bit of a nightmare. The current solution is to go up in tens to 100, 20s to , 20s to 300, 50s to 500, then hundreds thereafter. It seemed like a nicer solution than having to choose your increment, or having multiple buttons for +10+20+50 etc. I suppose I could make it go up in tens until 200...
-
Thanks for all the good info. If it's 1 npc vs a specific player, then that's easier to track down. I do crank the aggro range through the roof if someone snipes an npc, so that the npc can lock on and defend. Perhaps player A has sniped an npc, upping his aggro range, then later that same npc has locked on to some one else in line of sight, but far away. if that turns out to be the case, I'll improve it.
-
Continue to sent update messages.
Steenamaroo replied to Andrei Bîrgoanu's Support Request in Support
Hi, What plugin is being reported as having an update? As UpdatesChecker works on names, it's possible to have a plugin from another site, with the same name as one from Codefling, then get erroneous messages. If, for example, you had a Kits.cs from uMod, our UpdatesChecker might tell you an update is available because there's a Kits.cs on Codefling. If this is the case, I'd recommend adding the plugin name to the config block list, so you're no longer notified for it. -
Alright, thanks. I'll do some testing over here but so far all looks well. I have a custom profile, 1 custom spawn point, peacekeeper false, and aggro/deaggro at 10. I'm standing pretty close to him and being ignored. Once I hit him he doesn't care how far away I am, as it was in BotSpawn. I don't suppose those 5 players are cheeky snipers?
-
Thanks for the additional info. If it's a rare case then it's most likely a player who aggrod the npc then ran/drove/flew/teleported away. The npc giving up does work on deaggro range, but it also requires a break in line of sight, to make the npcs seem a little less stupid, and to stop people 'glitching' the threshold.
-
Thanks so much for that. I totally understand both sides - A lot of people are frustrated about issues which slipped through in the rush to get this live ASAP, and they're entitled to be - I understand that. A huge number of people have been tremendously supportive too, and some people have been both! I appreciate the kind words and support. If you have any issues at all, don't hesitate to let me know.
-
Hi, Thank you for reporting. This is the outstanding rare-ish issue that I spotted about 10 mins after the last public update. Very few people seem to be getting it so I'm DMing you the fix right now.
-
Hi, Yes, you are correct - The option means that 50% of npcs would have full loot, rather than all npcs having half loot. it might be difficult to change now, as the current functionality is known and established, but maybe I can add an additional option in future? Yes - All of the npcs spawned by BotReSpawn are of the same kind - They're a kind of scientist. If they're given melee weapons only they will use a 'dumb' AI and just run at you and swing wildly, a bit like the old murderers did, but they are scientists under the hood. I've had a few people asking about this, as it affects the kind of default server loot which is given out. I'm hoping to look into that and see if I can offer other options - maybe the option to change the loot to what you would get from some crate, for example.
