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Everything posted by Steenamaroo
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Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v2.1.9'
Steenamaroo replied to Tanki's Support Request in Support
I think, looking at those logs, your server's under way too much pressure. It's possible there's an issue in BotSpawn targeting hook but I'm not getting other reports and it's a widely used plugin. All the time warnings saying Calling 'X' on 'Y plugin' took average (over a second) are a pretty bad sign. -
Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v2.1.9'
Steenamaroo replied to Tanki's Support Request in Support
Hi, I'm not aware of any outstanding targeting hook issues. Any chance you've borked the config or one of the data files? If that is the case you should see errors more or less immediately if you reload the plugin. -
Bradley_crate not spawning if comes from bradley
Steenamaroo replied to suicidemayhem's Support Request in Support
Would you be up for testing a workaround for this? -
Hi, Yeah, unfortunately that's just how it is. These npcs need navmesh (unless stationary), as you figured out, but navmesh is only generated on specific parts of the map. User-built structures wont have navmesh and, in fact, they have navmesh obstacles, to prevent npcs walking into or through them. Some plugins have forced player models to move on user-built structures but, then, you don't have the proper combat AI so it's not really the same thing. It is what it is, I'm afraid.
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Should all be addressed in the next update, except the one from QuestSystem. 😛 Thanks folks.
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Bradley_crate not spawning if comes from bradley
Steenamaroo replied to suicidemayhem's Support Request in Support
Hi, Thanks for the update. I also tested here and can confirm that the bradley crates are getting CustomLoot without issue, whether console spawned or spawned from bradley death. It looks like that plugin you mentioned is locking the crates for a period of time which, I guess, is preventing CustomLoot from modifying them. Worst case I can have CustomLoot check if they're locked and, if so, unlock, fill, and lock again. -
I can confirm that I'm getting both patrol heli and apc rewards on my test server. I don't think there's anything different between my current version and public version but if you guys are 100% sure it's not working in public version, it will in the next update.
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Alright, thanks. I'll take a look and see what's happening.
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Bradley_crate not spawning if comes from bradley
Steenamaroo replied to suicidemayhem's Support Request in Support
Hi, Would you mind unloading all plugins then loading CustomLoot on its own, then testing with your spawned APC? `oxide.unload *` `oxide.load CustomLoot` The crate names are taken from the game and updated automatically, so I can't see that being wrong. Even if they'd introduced a new crate with similar name, both would show in config and I'm only seeing the one, so unless some other plugin is fighting with CustomLoot, I think it should be working. -
Hi, The reward is given to the player who did the greatest amount of damage to the heli, rather than the last person to hit it. Also, if that's the not the issues, make sure that you don't have a 0 multiplier for distance or any weapons. Any multipliers you want 'off' should be set to 1.
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I'll have a think about this. Maybe I can write a hook that lets other plugins register new 'items', and have these custom items listed in a separate section so their easier to keep track of. Each should have all the options a regular item has but, then, in addition it would have to have the prefab full name and the category that the item should be in. Maybe that would work. If it works out nice then it means other plugin developers could register 'new' items with CustomLoot
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Hey man, The categories and items are grabbed and auto-maintained from in game, so it would be kind of difficult to have multiple entries for the same item. On top of that keys must be unique. I could make it that displayname is customisable but I think having multiple options would be awkward. What I could do is have string array of names and one is picked randomly, as is the case with BotSpawn kits/names. It's not quite the same as you're asking for but close-ish. "pickaxe": { "display name": ["pickaxe", "pickaxe", "Uranium Pickaxe - 3x gather at the cost of radiation"], "probability": 1, "minStack": 1, "maxStack": 1, "blueprintChancePercent": 0, "skins": [859006499], "IncludeAllApprovedSkins": false, "MinConditionPercent": 100, "MaxConditionPercent": 100 }, That would give 1 in 3 chance of the name being Uranium blah blah. Any use?
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Is there a way to have scientists spawn in biomes during day and murderers at night.
Steenamaroo replied to Sahyatt's Support Request in Support
Hi, Sorry for the late response on this. The answer is no, not really. The best alternative is using custom profiles placed sort of central to a biome with a pretty big radius and/or roam range. You could have two of those per biome, one as murderer/night and one as scientist/day. -
Hi, That's not really something I know about, I'm afraid. BotSpawn doesn't offer any features like that but if you're using some other plugin to modify names maybe ask the developer of that?
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Hi, I must have forgotten to respond to this but it's noted. Thank you for reporting it. 🙂
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Hi, Most likely BotSpawn is just struggling to find the areas because your land mass is very small. You can't actually have custom spawn points with the biome profiles, because that sort of defeats the purpose, but you can use custom spawn points, if you want, with a manually created custom profile. If that map is that small, using custom profiles would probably be a better idea anyway.
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Oh, you know what...It's going to be due to the spaces in the group names. I think, if you don't mind, just stick to group names with no spaces in them.
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Hi, I'll have a dig and see what's up. I've had a few reports about groups not showing correctly so either I'm using the wrong method or something has changed recently. Stay tuned for an update in the near future.
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Hi, Sorry, that's not really something I can troubleshoot. The php/site template isn't mine, and php code in use isn't visible to the public. All the tables will be the same format, though - Just double check through your code and verify what category you're sorting by, and whether the sort should be ascending or descending.
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Tbh BotSpawn in it's present form is probably EOL. I'll be rewriting with newer AI which pretty much works as you describe by default.
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Thank you. 🙂 I agree it's a great idea, and a logical next step, but I think there are too many things that would make raiding npcs look bad to really put any time into it. I am considering some features along those lines like door camping, if someone attacks npc then takes cover in their base (maybe bringing backup???), or rocket barrages where it makes sense, but full 'raiding npcs'...It's unlikely.
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Hi! My pleasure. Honestly, I don't think that's something I'm likely to put time into. I always thought it would look janky and I've seen a few other attempts which kind of confirmed that. I might have them lob grenades or fire rockets at specific targets at some point, but I doubt we'll be seeing any npcs c4ing bases and that kind of thing.
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It might be worth changing to the native chat notifications or popup notifications, to rule out any issue with GUIAnnouncements plugin.
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Rocket launcher is a default listed weapon so it should certainly work, at least. When testing are you definitely the player who did the greatest amount of damage to the heli/apc, because that's how the rewarded player is calculated. Rewards aren't given to the last hitter. If that's not it maybe try with dynamic distance multiplier set to false. That's carried-over code from the original and I'm not sure exactly how 0.009* would work. At a guess that's meant to be 0 and I need to implement some rounding?