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Everything posted by ChogChey
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I've noticed the first four bugs and concur, but the blue light was a suggested feature so a player could make police cars. I do however think it would be a good idea to have the headlights function on the vehicles, even if they are always on.
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Some of my players are spawn camping the drivers, is there a way to have them either randomly spawn on the route/road, or give them some temporary spawn protection? edit: Alternatively, it could be optional to make the guard attack second. It would also be incredibly useful to be able to choose the weapon of the guards.
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Ah, thank you!
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It also seems like bots still do not attack drivers when the option is enabled.
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Hi, I really like the plugin so far, but it seems like the minimum road width does not prevent cars from spawning on those roads. My map has a large amount of small/cluttered roads where the bots are either driving back and fourth in a matter of 20 meters, or they are getting stuck on specific shorter roads. It would be very useful to be able to select specific roads for the cars to spawn on, limit them by length, and limit them by width. I also may just be misjudging the use of the "minimum road width" convar. Thanks!
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I have NPC snipers in towers protecting NPC forts. Those snipers have an agro range of 150, and a de-agro of 200. Occasionally I will have players complain that they attack a fort, get killed by a sniper, then respawn at their base a good distance away, but still technically in the line of sight of the NPC (just out of render distance), and they are shot upon exiting their base.
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They are only getting default loot, without populating the container with CustomLoot. Take your time with BotReSpawn, just reporting bugs as I find em.
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When Heavy Scientists and Excavator Scientists have custom loot tables, they still spawn with default loot. Could be other profiles too, but this is what I've noticed thus far.
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Can confirm, as of the most recent version, radios are still sounding.
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I'm fairly neutral on the new plugin and price tag. All things considered, it kind of sucks that no warning was given beforehand, even if it was a week of warning, people could mentally prepare/budget better. I feel like the plugin could have been a tad cheaper for the first day or two, so previous owners could get the plugin without breaking the bank. BotReSpawn was also released in a pretty worse for wear state. Lots of features not working, or downgraded from the last plugin. The UI is nice, but it sucks having to go in through every menu just to add spawns. Re adding the text based UI would be very nice. As well as adding back the option for population limits. Or at least making a clearly accessible spawnpoint count. I do, however, respect Steen as a dev and as a community leader, and have hope that the plugin will get better with time.
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Add command support like previous plugin
ChogChey replied to KingSizeKevin's Support Request in Support
I second this, It would be incredibly helpful to even just have the same chat based spawn editing system. Clicking through the menus makes adding spawnpoints incredibly tedius, and has more room for error. -
I wasn't able to get BotSpawn working, that's just what I did to fix it. I deleted all files in the server, and started fresh.
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We had that issue, but managed to fix it by deleting all files and starting over again. I'm hoping the next oxide version will be less glitchy, and will be more compatible with plugins. Lol.
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It would be immensely cool to have a plugin that would fill naturally spawning Notes with text. The text would preferably be randomly selected from a list of prewritten items contained in a lang, config, or data json file. I run a server with a custom map, which would be heavily enhanced by little tid bits of lore scattered around in loot crates. I would be willing to put a couple bucks towards something like this. Thanks!
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Did you have that issue with oxide where your server would throw apex exceptions then not start? And can you spawn murderers in console?
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Hi, I am trying to run BotSpawn, but upon loading the plugin, I get "Failed to run a 0.50 timer in 'BotSpawn v2.2.2' (ArgumentException: The Object you want to instantiate is null.)" printed in console, followed by " at UnityEngine.Object.Instantiate (UnityEngine.Object original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) [0x00049] in <c8dc2b468d1841099baa4dd8a110cc44>:0 at UnityEngine.Object.Instantiate[T] (T original, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation) [0x00001] in <c8dc2b468d1841099baa4dd8a110cc44>:0 at Facepunch.Instantiate.GameObject (UnityEngine.GameObject go, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot) [0x00007] in <1a813de50fac44e5b0be384ca2521394>:0 at Oxide.Plugins.BotSpawn.InstantiateSci (UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, System.Boolean murd) [0x0002e] in <b6d2348e10d2481c882a414806c99cf3>:0 at Oxide.Plugins.BotSpawn.SpawnBots (System.String name, Oxide.Plugins.BotSpawn+DataProfile zone, System.String type, System.String group, UnityEngine.Vector3 location, System.Int32 spawnNum, System.Boolean initial) [0x003db] in <b6d2348e10d2481c882a414806c99cf3>:0 at Oxide.Plugins.BotSpawn+<SetupProfiles>c__AnonStorey16.<>m__0 () [0x00087] in <b6d2348e10d2481c882a414806c99cf3>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <9882f28dc2204b4dba514a9ad18f5042>:0" Then all bots refuse to spawn. Any help would be greatly appreciated.