Jump to content

Steenamaroo

Administrator
  • Posts

    3,472
  • Joined

  • Last visited

  • Days Won

    203

Everything posted by Steenamaroo

  1. Steenamaroo

    murderer-zombie

    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.
  2. 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!
  3. Changed Status from Pending to Closed
  4. 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!
  5. 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.
  6. Hi, The API will be different, so other plugins would need to update for that, but no...They're not implemented yet. They are next on the list, though. Thanks for flagging it.
  7. Noted. Thank you!
  8. 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.
  9. 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.
  10. OK, it mustn't apply to the newer npc types then, I guess. I'll put it on my list!
  11. 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.
  12. Steenamaroo

    bugging

    Hi, Can you clarify what you mean? I'm not sure I understand. Thanks.
  13. Steenamaroo

    murderer-zombie

    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.
  14. 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!
  15. Steenamaroo

    Bots spawn delayed

    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.
  16. 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.
  17. Steenamaroo

    Error

    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.
  18. Steenamaroo

    custom loot table

    No problem at all - Glad you got it working. Thanks for following up.
  19. Steenamaroo

    Error

    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.
  20. 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.
  21. 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.
  22. 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.
  23. Hi, What features are being discontinued?
  24. Steenamaroo

    custom loot table

    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.
  25. 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.
1.9m

Downloads

Total number of downloads.

9.2k

Customers

Total customers served.

134.1k

Files Sold

Total number of files sold.

2.8m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.