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Steenamaroo

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Everything posted by Steenamaroo

  1. Steenamaroo

    Auto fill MigrationData?

    Hi, I've found the difference. It looks like timing changes I made mean that the data file are not re-saved after the initial setup. They would get set eventually, but not right after initial setup. I don't really understand why the changes, despite not being committed to file straight away, aren't coming into effect on the live server, but certainly changing the timing/setup procedure can make the files auto-save after setup again, as would have been the case in BotSpawn. I'll make sure this is in the next update. If you need it sooner DM back to let me know and I'll send you pre-patched copy.
  2. Hi there, In BotSpawn a lot of people said that the item naming convention I used wasn't the easiest, or most suitable. BotReSpawn accepts the item shortname, which should be much easier to find. https://www.corrosionhour.com/rust-item-list/ In your example, you'd want "Instant_Death_From_Headshot_Allowed_Weapons": ["rifle.l96","rifle.bolt","rocket.launcher"],
  3. Steenamaroo

    Spamming console

    Pookins, Thank you, and apologies. I'm DMing you right now.
  4. Ok, I see. No, this is fine. The health for the profile is stored in the CustomProfiles.json. What you're seeing there, stored with your spawnpoint, is a set of override options for that specific spawnpoint. This allows you to have a specific npc stand out from the rest, with a different kit or more health, for example. These are disabled by default, and you can enable them via the UI by clicking 'Edit Overrides' for that spawnpoint, in the "Edit spawnpoints" menu.
  5. Steenamaroo

    Auto fill MigrationData?

    Hi again, I'm just looking at the code here - This is one of the few areas that has barely changed from BotSpawn. As far as I can see it should autopopulate migration data for any new profile that has a valid Parent_Monument and no migration data to go with it. That, actually, was always the expectation, because users would have been adding Parent_Monument in json then reloading. One thing that has changed, though, is that any existing custom spawn points for a profile are deleted if Parent_Monument is added, or changed, because those existing spawn points would no longer make sense. Obviously if you're prepping ahead they do but in real use when people have added custom spawn points, then added Parent_Monument, those existing points get relocated and would be somewhere you don't want them. Anyway - If I've misunderstood, or it's not doing what I think it should do, let me know. Feel free to get me on discord, if you use it.
  6. Hi, I'm afraid I don't understand what you're describing, however I did see your post before the edit and the suggestion you made makes a lot of sense. I intend to add a 'clone from' option, to copy all values from one profile to another, which might be a good solution.
  7. Steenamaroo

    Auto fill MigrationData?

    Hi - Yes, I might be able to do that. I'll take a look shortly, then get back to you.
  8. Steenamaroo

    server fps

    Ok. Thank you.
  9. Steenamaroo

    server fps

    Just so I know, what would be the total number of npcs you'd have on average? You can do bot.count in console to find out.
  10. Steenamaroo

    server fps

    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!
  11. @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.
  12. Steenamaroo

    Quick Question "type"

    Hi, That's an internal-use value. You never have to change that yourself. My pleasure. Thank you very much!
  13. Ok, that's great to know. Thanks again for the info.
  14. Steenamaroo

    To clarivey all Timers !

    Good idea - Thank you.
  15. Steenamaroo

    Failed to run

    DM sent - Thank you!
  16. 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.
  17. Found and solved - Thank you very much for identifying this. I'm planning to update later today - That update will include this fix.
  18. Steenamaroo

    Spamming console

    Hi Pookins. This is addressed in the update I'll be releasing later today. Thank for your reporting it.
  19. Hi, Thank you for reporting. I'm looking into it right now.
  20. 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!
  21. Steenamaroo

    To clarivey all Timers !

    Hi, Yes, all the timers are in minutes in BotReSpawn.
  22. Steenamaroo

    Send to player not working

    As I just found out myself. Thank you for flagging this. It's now fixed and will be in the next update, today.
  23. 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.
  24. Steenamaroo

    Hackable Crate?

    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.
  25. 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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