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pookins

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Everything posted by pookins

  1. pookins

    BotReSpawn

    Maybe set to true ? "UseCustomSpawns": false,
  2. pookins

    BotReSpawn

    WHO ? Me ?
  3. pookins

    BotReSpawn

    Well i hope one of those developments is my request to have the bots slowly/gradually spawn when an empty server is populated and then despawn when it is empty (after a set cooldown), I will of course buy the new version as my server depends on it
  4. pookins

    Rules GUI

    For some reason i was disinclined to point that out
  5. pookins

    Rules GUI

    its really the whole point of the plugin isnt it ? , I am the admin and have joined several thousand times since i installed this years ago and have no problem with it.
  6. pookins

    Spamming console

    Getting this since last update (10:47:25) | Failed to call hook 'OnNpcTarget' on plugin 'BotSpawn v2.2.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BotSpawn.OnNpcTarget (NPCPlayerApex npcPlayer, BaseEntity entity) [0x000d5] in <198453cbbd2a4df0850394ca1443eb23>:0 at Oxide.Plugins.BotSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005a6] in <198453cbbd2a4df0850394ca1443eb23>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0
  7. pookins

    population

    Is there any chance you could implement an option so that bot spawns will slowly despawn to zero when server population is zero and start to slowly build up to configured amount when the minimum amount of optioned players are on the server ?
  8. pookins

    Unlimited ammo

    Usually the dev changes the status doesnt he ? , i am still awaiting further response from him when he has time as he has already stated that he has other business to deal with
  9. pookins

    New Monuments

    it came up after a few more server restarts and re-updating oxide, just another glitch . thanks for the help , decode has a lot to catch up on with the map icons , still has not caught up with underwater labs, icelakes and now another one, map is very crowded now, you sneak around a monument and get "crossfired" from another one.
  10. pookins

    New Monuments

    just checked the config (after several server restarts) and the new monuments have not been added to the data config as yet, no hurry as everything else is still working great
  11. pookins

    New Monuments

    Another 4 new monuments today , the map is sure getting crowded ! am looking forward to update,
  12. pookins

    spamming console

    Getting a lot of this message since the last update, is it anything to worry about , getting a bit of lag on server ? (22:54:56) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1031ms (22:55:06) | Calling 'OnNpcResume' on 'BotSpawn v2.2.0' took average 1075ms (22:55:14) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took 185ms [GARBAGE COLLECT] (22:55:16) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1240ms (22:55:17) | Saved 209,074 ents, cache(1.43), write(0.16), disk(0.04). (22:55:17) | Saving complete (22:57:16) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1102ms (22:57:26) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1012ms (22:57:36) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1016ms (22:59:17) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1027ms (22:59:25) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took 170ms [GARBAGE COLLECT] (22:59:27) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1252ms (22:59:47) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1006ms (23:00:57) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1008ms (23:01:07) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1005ms (23:01:27) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1065ms (23:01:31) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took 158ms [GARBAGE COLLECT] (23:01:37) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1197ms (23:02:07) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1007ms (23:03:37) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1080ms (23:05:20) | Saved 209,340 ents, cache(1.01), write(0.20), disk(0.04). (23:05:20) | Saving complete (23:05:38) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1030ms (23:05:48) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1007ms (23:07:48) | Calling 'OnNpcTarget' on 'BotSpawn v2.2.0' took average 1021ms
  13. You use kits to equip your bots with what ever level of weapons and armour you want, if you want them at the same monument/biome you use default bots and custom bots where you want them.
  14. pookins

    Botspawn bots

    I have it set to true (since that function was implemented) , BUT the CustomAI plugin ignores that and decimates the bot population , the dev is working on a fix for it but it is taking a while, i was hoping that your plugin would solve that problem but it did not, which is roughly what i stated in the post i originally posted, as i dont use the HumanNPC plugin i did not realise that there would be much difference in the bots,
  15. pookins

    Botspawn bots

    This saddens me
  16. pookins

    Botspawn bots

    This certainly does not stop CustomAi animals from killing Botspawn bots, i thought it might help reduce the massacre but there must be a conflict between plugins,
  17. I said i "referenced them" i did not say i gave an URL , its the difference between pointing them in the right direction and pushing them through the door, I must have read a few hundred posts (so far) from people who could have found out the information (as I did) they wanted just by using their intelligence instead of staring blankly at the screen and asking for someone else to find it for them, If Razorfishsl has a complaint regarding the way Umod runs its site he/she should complain to them, not go offsite and cry about it, They have their rules , this site has its rules , we dont pay to go on either site and they are under no obligation to change the way they do business, I must say this topic has lost any appeal (that it might originaly have had) or any interest for me to make any further comment, have fun with it
  18. pookins

    flying Huntsman

    Since the "fix" for Huntsmen that spawn underground and in rocks i have found that 70% of them now spawn 20ft in the air, hang there for a short while then drop to the ground, some of those are still "viable" and can attack or be attacked the others seem to disappear although i still get the proximity alert message that there is an enemy in range ? it can be something like a duck shoot !
  19. pookins

    Unlimited ammo

    i have but found that when loading the turrets with weapons and ammo (for that weapon type) the turret does not shoot at me although i have deauthorised/cleared authorisation , it scans but does not shoot, EDIT Reloaded it again and it seems to be working, just have to wait for some fool to get in range
  20. pookins

    Unlimited ammo

    I am also a little confused by what/how to add the items in the config for "weapons allowed" , ? do i just add the list that is in the doc's page "as is" or do i have to use shortnames and seperate rows, and do i add the section for "ammo allowed" , I suppose i am a bit spoiled on relying on a "config example" to show how it supposed to look I have tried this config (with and without : (got parse error asking for it when not there) But get error in validator , i am doing something wrong { "radius": 200.0, "Weapons Allowed": { "rifle.ak" : , "rifle.bolt ": , "smg.2" : , "samsite" : , "rifle.lr300" : , "lmg.249" : , "rifle.m39" : , "pistol,m92" : , "smg.mp5" : , "multigrenadelauncher" : , "pistol.python" : , "rocket.launcher" : , "pistol.semiauto" : , "shotgun.spas12" : , "smg.thompson" : }, "Ammunition Allowed": { "ammo.shotgun" : , "ammo.shotgun.fire" : , "ammo.shotgun.slug" : , "ammo.grenadelauncher.he" : , "ammo.grenadelauncher.buckshot" : , "ammo.grenadelauncher.smoke" : , "ammo.rifle" : , "ammo.rifle.explosive" : , "ammo.rifle.incendiary" : , "ammo.rifle.hv" : , "ammo.pistol.hv" : , "ammo.pistol.fire" : , "ammo.pistol" : , "ammo.rocket.fire" : , "ammo.rocket.sam" : , "ammo.rocket.basic" : , "ammo.rocket.hv" : }, } }
  21. pookins

    Unlimited ammo

    Thank you for your very prompt response.
  22. pookins

    Unlimited ammo

    I am a little confused about your version numbers , i downloaded version 1.0.0 and the file was named TurretsReborn , then i saw that there was a later (?) version 1.0.1 so thinking this was an update i download that file and replaced original, BUT when typing "turrets" in chat it turns the turrets on/off ? instead of giving me menu. Will there be an unlimited ammo (no cost to player) update to this plugin ?
  23. i dont use the admin group (removed it) and i dont use the treasure hunter as a group although i do use dangerous treasures. the other two groups have never been groups , I have tried console commands to remove the two groups but i get the group <name> does not exist
  24. Here is the screen shot and console output for group names https://i.imgur.com/y1Vjhe4.png?1 https://i.imgur.com/8NnaPhM.png?1 There are no groups called ""dniper or "ppop" (14:10:45) | Syntax: chat group <add|remove|set|list> (14:11:03) | default, Noob, Spaz, PrimoMaximus, Learner, Provisional, MegaMaximus, UltraMaximus, SuperMaximus, Hardcase, Professional, Maximus, Player, Newbie, vip, Absolutemaximus, Grandmaximus, Getalifemaximus
  25. I have tried that and the groups do not exist but when i open /perms groups i get two groups that dont exist showing in the list. i will take a screenshot over the weekend and post it.
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