
Alexander Koroschetz
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Everything posted by Alexander Koroschetz
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Different Bot types for Biomes
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Hello? 🙂 -
Hallo, I would like to add another type of bots at night with a different behaviour than the ones that spawn at daytime. I'd like them to spawn from dusk til dawn for a little extra kick at night but there is only one "Biomes" setting to config and that one is used for the "daytime bots". Tried to copy the whole "biomes" section and add something different but thats not working, it only takes the last setting and ignores the previous one. Maybe there is an option to make that work? Thank you!
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Just found out, sorry XD
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Lovely! Cant wait for them! 😄
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Hey, I set up everything again and it works fine. Btw is there any option available that Bots use meds when they lose their target? I gave the Boss meds in his belt via the Kits plugin but he refuses to use them when he looses aggro.
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Yes it is, had to turn it down to like 15 for some bots because the accuracy was just too high. Now they are way less accurate (barely hit anything) and when they hit somtimes they dont deal any damage. It just makes me wanna puke that I need to set it all up again.
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Well I do because my bots barely do any damage any more
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...now I really need to rework the damage and accuracy from all my spawn types? No more damage output at all, that will cost me hours upon hours to balance again... Thats really not funny any more...
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Hey, I had the same issue, reached out on the creator and it works as follows: "List of locations on standard monuments": { "Abandoned Cabins": [ "(19.7, 0.0, -14.2)" ] } or Set the spawn type to "2", reload the plugin, go to your chosen destination and type /savepos Franken (or whatever names your bots have) in chat. It then will save the location according to the monument in the config. After reloading the plugin the monster will spawn at this location. Greetings
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Problems with the monster AI
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Ah okay! Btw can you please tell me the correct writing if i want to add a monster to a monument? I took the command you wrote down, got my coords but if i write the monuments name and (coords) i get an error message. -
Problems with the monster AI
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Okay I see, I just wanted to let them roam around the map, spawn on random locations but I see that its better to give them fixed positions to spawn at. Concerning the NPCSpawn plugin, I used the file you gave a link to in the readme. I purchased the plugin like a week ago, is this the latest version of NPCSpawn or do I need to use the link again and download a newer version? Thank you very much! /edit I dont need to configure the NPCSpawn plugin right? Because I found no NPCSpawn file in the config folder nor in the data folder. /edit I just checked, the current version of NPCSpawn on my server is 2.0.7 -
Hello, I got some issues with the AI of the BossMonsters. My players just abuse the AI by building near the monsters or standing on a large rock (where the monsters with meele attacks cant find a path) and kill them safely because the monster doesnt move any more when it cant find a path. I tried to fix this my giving the monster a large Attack Range Multiplier but then the problem is, that the monsters cast their abilities on EVERY player in its radius even when they are just afk inside their base. Tried to fix that with the "viewing vision cone" but that seems to have no effect any more when the monsters are already aggroed. Another issue I found is, that even when I give a monster a fast running speed, it just runs up to the player (when the player tries to run from the monster), slows down without attacking and then catches up again to just slow doen again. Is there somehow something in the config file I missed to make the monster do as follows? If the player is standing on a rock/small base and the AI cant find a patch for meele range, that the mosnter runs as close to the player as possible so it can attack him with its special abilities and when it catches up on a player at open fields that it attacks and not just slows down? Thank you in advance!
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Deployables in recycler
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Worms ans frubs are totally fine and thanks a lot for pushing a patch â¤ï¸ -
Deployables in recycler
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
No sorry, I dont have that option. Its interesting that now you can put the deployables in the recycler, it starts but doesnt recycle them any more. I mean I totally can live with that, the only nice thing would be that yopu can not harvest them any more (the option is there) but it doesnt work - at least for me. It just says "You cannot collect this entity as it is decorative." but still tons of seeds, worms, maggots and other deployables. /edit: I tried it with potatoes -
Deployables in recycler
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
I just uploaded the new version you released, but when "prevent gather" is true it still lets me gather. I also didnt find the "prevent recycling" option. -
'Hello, it just came to my attention that you can gather seeds and new deplayables from eg pumpkins, potatos etc .If you put the deployables you can gather in a recycler it treats them like real tesla coils and you get tons of hqm and tech trash. Ofc people already found out and everyone has T3 now...is there a way to prevent getting seeds/new deployables and most importang not to get valuable comps when you recycle them? Thanks.
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Hello, this error message just prevented RaidableBases from loading. Error while compiling: RaidableBases.cs(5285,20): error CS1061: Type `ContainerIOEntity' does not contain a definition for `dropChance' and no extension method `dropChance' of type `ContainerIOEntity' could be found. Are you missing an assembly reference? Before the forced wipe everything just worked fine but now all lies in shambles. Please help. Thanks!
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Hey, i got a problem. I've set the Loot Table for every BossMonster to "CustomLoot (3)" but no entry in the CustomLoot config has been build. I tried to add it manually but I dont know the Name for the NPC (BossMonster-Franken / BossMonster-FrankenNPC...etc already tried.) Im just stuck now and I want to use the plugin for todays wipe. Any help please! Thank you!
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Working URL in Text?
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
I have no idea, it was just an idea of mine but I couldnt make it work XD -
Yeah, guess who XD Is it somehow possible to put a working URL to my Discord in the "Content" field? Thanks 🙂
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Let a horde stick together?
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Got it thanks, I decided that I will give "adding custom spawnpoints all over the map and bind them via small radius together" a try. Thanks a lot! -
Let a horde stick together?
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Is there any other way of only letting spawn a small "horde" on the whole map at a time and let it cycle through the biomes at random spawn locations or qould I have to give them custom spawn points all over the map? /edit If I gave them custom spawn point, would they maybe collide then with a monument when I change the map and dont give them a parental monument? -
Let a horde stick together?
Alexander Koroschetz replied to Alexander Koroschetz's Support Request in Support
Hm okay, then Ill have to find another way, thanks for your reply! -
Hello, got another quite specific question. Is it somehow possible to let a group of bots roam and still stick together like in a radius of eg 10 meters? If that is possible, is it also possible to let only one group per biome spawn wile the others dont and that this action circles randomly? Thank you!