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Everything posted by pookins
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So as you say "Ordinarily only players who have handled a weapon or tool will have a sash", that means everyone ! , it takes any player at most 10 minutes to craft a stone axe , 20 minutes for a bow ,, I just tested this with NoSash removed from the server , I removed authorisation from all available kits and backpack, i logged off the server and back on again and was equipped with the rock and torch and approached a bot spawn area and was of course safe, i then found the materials to construct a stone axe , as soon as i put the stone axe in my belt i then had a sash and was killed within 2 minutes by a bot, pookins[76561198188896529] has spawned Calling 'OnPlayerDeath' on 'PlayerGravestone v1.1.1' took 433ms [Where's My Corpse] Player death info: 76561198188896529 at (978, 25, -164) pookins[76561198188896529] was killed by TechTeam8[5348104] So any noob player gets approx 10 minutes protection before they craft a wood/stone spear or axe, that is if they dont encounteer a trash pile and pick up an already crafted axe or weapon.
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So there is no way to prevent noobs from getting targeted as every player (regardless of time on server) has no sash ? , why have this option when no one wants a visible sash and i for one have had this plugin for 4+ years, ? , I really love this plugin but see no point in this option which is actually no option if nosash plugin is being used ? My reasoning is that if NoSash plugin is not being used then the BotReSpawn plugin cannot tell how long a player has been on the server to check if they are a "noob" as everone has a sash, If the NoSash plugin is being used then every player checked will have "no sash" even if they have just joined the server and therefor can get killed anyway ? So the option is redundant. Can you in any way make the option based on whether the player has a backpack instead of NoSash ?, because that plugin is configurable so that any noob player will not get one for a set amount of time , for instance new players do not get a backpack on my server until they have one hour on the server , This would have to be a decision based on what other server/plugin owners agree to and maybe you could open a discussion thread regarding this. I think most server owners would be using the backpack plugin (?)
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All three messages do appear (gets repeated in console) [BotReSpawn] NoSash plugin is installed [BotReSpawn] NoSash plugin is installed [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] BotReSpawn NPCs will target noob players. [BotReSpawn] BotReSpawn NPCs will target noob players. And as all players have nosash (there is no configuration file) How do i prevent noobs being targetted ? it is a bit of a contradiction that the setting is set for Target false but it ignores that and allows them to be targetted ? So if i set it to True they get targetted and if i set it to false they get targetted ?
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I have target noobs set to false but when i reload BotReSpawn i get this in console [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] Target_Noobs option is now disabled. [BotReSpawn] BotReSpawn NPCs will target noob players. [BotReSpawn] BotReSpawn NPCs will target noob players.
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its not that big a problem but i felt it was worth mentioning it, it does get annoying when i still get the ProximityAlert warning that "an enemy is close" and for some odd reason i get the laser target light targeting me although none of the bot kit weapons have laser attachments.
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Still getting 3 out of 10 spawning inside rocks and terrain. and i still dont know where they are getting the infrared sight from as it is not in their inventory (kit) ??
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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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- 222 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 😀
- 106 comments
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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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Just restarting my server and noticed this come up in console while loading Stack Size Controller] Adding new item attire.egg.suit to IndividualItemStackSize in configuration. [Stack Size Controller] Adding new item attire.egg.suit to IndividualItemStackSize in configuration.
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Server been running since 1pm yesterday and no spamming (so far) , will check after oxide update tomorrow
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Still getting the spam BUT now it starts as soon as i updated BotRespawn V1.0.9 and does not stop when i reload it again (as it did with previous version) ?? I have just restarted the server at 5pm (Aest) and will see how long before the spam starts, (Filename: <eae584ce26bc40229c1b1aa476bfa589> Line: 0) KeyNotFoundException: The given key was not present in the dictionary. KeyNotFoundException: The given key was not present in the dictionary. at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.BotReSpawn.BestRange (Oxide.Plugins.BotReSpawn+BotData bdata, Oxide.Plugins.BotReSpawn+Range targetrange) [0x00133] in <37066cd03fd046f3866a81d191e6863c>:0 at Oxide.Plugins.BotReSpawn.SelectWeapon (ScientistNPC npc, Oxide.Plugins.BotReSpawn+BotData bData, BaseAIBrain`1[T] brain) [0x000eb] in <37066cd03fd046f3866a81d191e6863c>:0 at Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () [0x00000] in <37066cd03fd046f3866a81d191e6863c>:0