Robert A Puccini
Member-
Posts
16 -
Joined
-
Last visited
Robert A Puccini's Achievements
-
Scientist not attacking BotReSpawn
Robert A Puccini replied to Robert A Puccini's Support Request in Support
Witnessed BotSpawn attacking guards at Bandit camp. Bandits were standing around doing nothing. Target_Other_Npcs is set to "2" I also noticed when my zombies created with BotReSpawn kill me it says I have died to a Scientist and shows a image of a scientist but also shows I have died to a bone knife which is a melee weapon held by my bots. Maybe the scientist are confused because they see the "zombies" as one of there own? Just a thought. -
Scientist not attacking BotReSpawn
Robert A Puccini replied to Robert A Puccini's Support Request in Support
Oh yeah I missed that setting when making the last post. My bots are attacking the vanilla scientists but they are not attacking back. The scientist aim at them and try and backup but never fire a shot at my bots. -
I can't seem to figure out why the scientist will not attack my bots and the reverse. Am I missing something? All of my bots are set to faction 1. "APC_Safe": false, "Turret_Safe": false, "Animal_Safe": false, "Pve_Safe": false
-
NPCs not Attacking each other (Faction/Subfaction)
Robert A Puccini replied to Kaho's Support Request in Support
Having the same issue. -
"Water Settings": { "Allow Bases To Float Above Water": false, "Chance For Underwater Bases To Spawn (0-100) (BETA - WORK IN PROGRESS)": 0.0, "Prevent Bases From Floating Above Water By Also Checking Surrounding Area": true, "Maximum Water Depth Level Used For Float Above Water Option": 0.1
-
Not sure what I could have changed but I can't stop raidable bases from exclusively spawning on the cost and floating in the water. I wasnt having this problem previously. I am playing on a custom map but didn't have this issue until recently. I am using the paid version. According to the grid I have plenty of space and options available but I am only having bases spawn in the water.
-
Profile (Re)spawning as Scientists instead of as Configured
Robert A Puccini replied to Solarix's Support Request in Support
Similar issue here. Was this resolved or is there a fix? I have scientist spawning with my "Zombie" profile. Scientist also don't seem to despawn so I have areas that are super congested. Scientist also murking anyone who gets into line of sight. Calling 'Unload' on 'BotReSpawn v1.0.3' took 1096ms Unloaded plugin BotReSpawn v1.0.3 by Steenamaroo Loaded plugin BotReSpawn v1.0.3 by Steenamaroo NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BotReSpawn.SelectWeapon (HumanNPC npc) [0x000e2] in :0 at Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BotReSpawn.SelectWeapon (HumanNPC npc) [0x000e2] in :0 at Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () [0x00000] in :0 (Filename: Line: 0) NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.BotReSpawn.SelectWeapon (HumanNPC npc) [0x000e2] in :0 at Oxide.Plugins.BotReSpawn+BotData.SelectWeapon () [0x00000] in :0 -
Looking forward to seeing this!
-
Not sure having the same issue when I use betterloot. Made the switch to custom loot. Only does this type of error when I have one of these plugins loaded.
-
I can't seem to make it so that BotReSpawn are attacking other npc and vice versa. Possible?
-
I am having this spam in my console. Any idea how to correct? Found null entries in the RF listener list for frequency 1... cleaning up.