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Everything posted by pookins
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Make sure to ctrl - to zoom out or you wont get all the boxes showing problems on missing functions now solved
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- 226 comments
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I have most available rifle types (except for bolti) in my turrets and just type /turret fill <ammo type>, i add the weapon manually (it only takes a second or two) But using the same weapon in all turrets i think you would have to use the weapon short name rifle.lr300 (?) my usual loadout for a cave is 4 turrets , 2 with ak's/LR300/M249 , 1 with Grenade launcher (smoke grenades) , 1 RocketLauncher with incendiary rockets, surprisingly i dont get raided often
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The problem will increase as FP adds more and more monuments, You can have 5 bot spawn points in close proximity , for example i have The Dome, Abandoned supermarket, 2 large substations, 1 small substation, the Trainyard and Water Treatment all packed together as well as the roaming biome bots for that area, You just have to put up with crossfire
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I do not get any errors , i type bots.count in console and it tells me all the monuments that are populated, IF i notice missing ones and check data file to see if they are there and set to false (sometimes get more of one type) if there and set to false i unload plugin, set to true and set bots details/kit etc then reload plugin , but if not there i just grin and bear it , i am not going to replace missing bots with custom spawn i just leave it till next map, I was sure that any "added" monuments would be ignored but wanted to confirm it. all in all its a great plugin and i have nothing to complain about.
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Thats ok , i actually do not have ANY major problems with BotRespawn now that i found out my mistake with not using the EXACT spelling for the kits assigned (using lowercase instead of caps for kitname) . I do find that occassionaly a monument will be "missed" on a procedural map and would like some information added to the documentation on how to add a missing monument to the data file ( both for myself and others) . and will it be accepted once it is added (?)..
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Actually i like it like that, the loot is pretty high on the server and it stops "farming" the bots for loot, you have to make sure you kill the bots before you can loot the crates etc., I dont get problems with the amount of bots spawning (530 daytime) my only problem (which is common) is the entity count steadily rising thoughout the wipe,
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I am still getting very aggro bots who will chase and follow you for quite some distance, my settings are usually in this range although smaller monuments have a smaller roam range Behaviour": { "Roam_Range": 100, "Aggro_Range": 50, "DeAggro_Range": 70, "Peace_Keeper": false, "Bot_Accuracy_Percent": 60, "Bot_Damage_Percent": 60, "Running_Speed_Booster": 10, "AlwaysUseLights": true, "Ignore_Sleepers": false, "Target_Noobs": true, "Melee_DamageScale": 1.0, "RangeWeapon_DamageScale": 1.0, "Target_ZombieHorde": 0, "Target_HumanNPC": 0, "Target_Other_Npcs": 0, "Respect_Safe_Zones": true, "Faction": 0, "SubFaction": 0 },
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- 226 comments
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Have not had this problem since aggro range was introduced, they will shoot back at long range if attacked but otherwise stay in aggro settings, I have had to reduce long range damage and actual damage for bots armed with spaz12 shotgun because of the "new" "blood in the face" effect when shot by these weapons , bots equipped with shotguns and pistols dont seem to "obey lower damage at long range" when shooting at you, got heavy damage from a bot at 190M ? armed with a spaz12,
