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BetterDeadThanZed

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Everything posted by BetterDeadThanZed

  1. I guess you haven't seen the price tag on Gravis Island..
  2. The huffing and puffing is certainly something that would be good to have back. If I remember correctly, during the Halloween event, the Scarecrows can melee attack and throw items. There's other mods out there that spawn Scarecrows and mummies that actually throw grenades.
  3. Here's some feedback from me: The old version of this allowed us to choose to have scarecrow AI spawn instead of scientist. I liked that. The scientist AI seem to have some different characteristics than the scarecrows that isn't really appropriate when we are creating "zombie" AI on our servers. For example, the way the "Scientist Zombies" move in this version. Also, Deathnotes gives the scientist kill response when killing a "zombie" in this new version. The other thing is loot. The loot that the "zombies" have now is scientist loot, not "zombie" loot like we got with the Scarecrow AI. Would it be possible to bring back the Scarecrows?
  4. I'm concerned about a change made today: "Botnames should sync with kit names, where possible" My kit names are not at all a good name for a bot. They are things like bs_zombie_generic1 etc.... is this an option with the update?
  5. Can you explain "SpawnChanceTimes" and "SpawnChanceScale"? I want to adjust the changes for items to spawn. I'd like to be able to set a percentage chance of anything to spawn in these containers globally. The default config lets too much loot spawn.
    I don't know what people are doing to get their server wiped. I bought this plugin on the first day it was released because I was using BotSpawn previously. I had always thought it could be a paid plugin which is why I didn't mind paying for it. The dev of this plugin is very receptive and works hard to fix the problems. It's well worth the money.
  6. I'm sure you're aware, but this message comes up in the console when using the inventorymanager plugin you included: 'InventoryManager v1.1.8' is using deprecated hook 'canRedeemKit', which will stop working on Friday, 31 December 2021. Please ask the author to update to 'CanRedeemKit'
  7. I can't imagine how an AI plugin can wipe your server. I updated to the latest version about 30 minutes after it was released and everything was fine.
  8. I've already set an automated command to be sent 15 minutes after the restart so worse case scenarios, players who are on at that time of the morning won't have zombies for about 10 minutes max.
  9. Mine is a Windows box. I just updated the plugin and same error when the server started... manual reload in the console gets it started.
  10. It was running fine when I went to bed last night. My server automatically restarts at 4:30am using Smooth Restarter. When I connected around 7:30am I had players telling me there were no zombies. When I restarted the plugin through the console, it worked fine.
  11. I was about to put in a support ticket for the plugin not starting when the server restarts: BotReSpawn - Failed to compile: BotReSpawn.cs(3362,39): error CS0305: Using the generic method `Facepunch.ComponentExtensions.GetComponent<T,U>(this T, out U)' requires `2' type argument(s) Does this update you just released address that?
  12. What are the "types" of AI. Should I use something other than 1 for scientists or other non-zombie AI? How does that work?
  13. Does anyone have a good list of prizes they'd like share to save some of us time?!
  14. Will this be updated and offered for sale again?
  15. I just went through my plugins and I had Gather Manager installed. I bet that's what was causing the increased rates.
  16. So with that config, the resource would produce between 45 and 450 of that particular resource per minute? I noticed the quarries have a rating ## pm. Is that was the resources should be per minute normally? I'm confused because I placed a quarry that had metal ore at 77 pm. In 1 minute, it generated 1100 metal ore.
  17. Can someone explain how to set the resource usage/resources given? I feel like the players are getting way too many resources in way too little time. I want to either slow down the resources, increase the fuel used, or both.
  18. I see the place in the config to switch to Economics but how do you set how much in economics it costs to upgrade?
  19. Right now I have survey charges, quarries and pumpjacks in my /shop (economics). Players can get 25 survey charges for free and the quarries and pumpjacks each cost 1000 economics coins. They get a physical inventory item to place. I am wondering, would it be possible to add a requirement (optional for server owners) for a player to have a specific item (defined in the config) in their possession to place one of these? The idea is I'd still have them buy the quarry or pumpjack from the /shop, then when they use the virtual quarry, the physical quarry or pump jack in their inventory would be used up. Other admins might just want to use scrap or some other item(s). Is that something that can be done?
  20. OMG! This is so awesome! I'll be having fun abusing players that misbehave!
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