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Everything posted by Steenamaroo
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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.
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Just purchased, booted up server and....
Steenamaroo replied to BlackWidow's Support Request in Support
There's been an update to the plugin since I asked to DM you, but thank you! Issue is resolved. -
Scientists are spawning with zombies.
Steenamaroo replied to BetterDeadThanZed's Support Request in Support
Hi, Are your 5 kitted npcs, as requested, spawning? If so, I'd say there's another profile at that location. You can use bots.count console command for a breakdown of how many have spawned from each profile, and /botrespawn info chat command to find out what profile any given npc is from, although sometimes it's tricky getting them to stay still long enough! -
Hi, It's tested and written for the current public version of Kits from uMod, by K1lly0u. I'm not sure if it will, or should, work with other releases - It just depends if other author's are including the same API as K1ll's copy. Pickaxes - Yes, I think you're right. I do have a valid-weapon check in place at the minute, so Kits with no valid weapon are not shown, but I might have been a bit literal with that... I'll write in some sort of exemption for certain tools, like hatchets and pickaxes.
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Hi, There is an expected delay, so they shouldn't insta-despawn/insta-spawn when the time crosses over the threshold. For despawning it shouldn't be that long - I'd give it 20 seconds or so and check with bots.count console command. They should despawn with that that time frame. For respawn it is currently tied to the profile's respawn duration, although that's not a great idea so it will be changed in the next update.
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Glad to hear it. Thanks for coming back here with that info.
