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Changing Hackable Crate / Rocket Launchers

Pending 1.0.9

RustMaker
RustMaker

Posted

1.  Hackable Crates:  Can I change the .prefab to be whatever I want?  I want the bots to be able to drop the Oil Rig Hackable Crate
2.  Can the bots use Rocket Launchers yet?  I remember in the old BotSpawn they couldn't.

  • Administrator
Steenamaroo

Posted

Hi,
Changing the prefab isn't an option but I could add it as a true/false to give people the choice.

Yes, the npcs can use rocket launchers as well as most, or maybe all, other weapons.
A recent update introduced the use of rocket launchers, mgl, flamethrowers, nailguns, bows, chainsaws, jackhammers etc.

They can also use syringes to heal and throw grenade weapons - both can happen when line of sight to target player is broken briefly.
It's only necessary to give 1 syringe and/or 1 grenade, for the npc to have an infinite supply.

RustMaker

Posted

Thank you for the quick response!  I was able to alter the .prefab line in the plugin itself to the Oil Rig crate, which works for me.  As for the rocket launchers, that's great news.  Thanks again!

  • Administrator
Steenamaroo

Posted

Ok, great. No problem! 👍

RustMaker

Posted

They don't seem to want to throw grenades.

  • Administrator
Steenamaroo

Posted

If they have at least one grenade in their belt and line of sight is broken, they should throw.
Due to the frequency of checks you might have to be out of line of sight for a second or two, sometimes.

RustMaker

Posted

Yeah... they just won't throw the grenade.  Broke line of sight and they just keep running toward me, not doing anything.

  • Administrator
Steenamaroo

Posted

Ok. I mean, I know it works, but there are some conditions.
They won't throw over huge distances, so make sure you're within sensible throwing range when testing.
Also, they prioritise healing when line of sight is broken, so if their health is down and they have a syringe, they'll do that instead.
They also have a cooldown to prevent grenade spam so make sure the npc you're testing with has been alive for more than, say, 20 seconds or so.

Finally, make sure the grenade is a grenade - F1 or beancan, and ensure that it's in the npc's belt...not container main.

Might be worth redeeming the kit naked, just to be 100% sure.

RustMaker

Posted

6 minutes ago, Steenamaroo said:

Ok. I mean, I know it works, but there are some conditions.
They won't throw over huge distances, so make sure you're within sensible throwing range when testing.
Also, they prioritise healing when line of sight is broken, so if their health is down and they have a syringe, they'll do that instead.
They also have a cooldown to prevent grenade spam so make sure the npc you're testing with has been alive for more than, say, 20 seconds or so.

Finally, make sure the grenade is a grenade - F1 or beancan, and ensure that it's in the npc's belt...not container main.

Might be worth redeeming the kit naked, just to be 100% sure.

The bot profile I created was entirely within those specifications.  Not sure what I'm doing wrong.  They just run around, knowing there's a threat, but won't throw.  I'll try it again.

  • Administrator
Steenamaroo

Posted

You gave them a regular weapon too, right?
They need that.

RustMaker

Posted

That, I did not do.  Will try that and see if that changes things.

  • Administrator
Steenamaroo

Posted

Yes, pretty sure melee is fine.

  • Administrator
Steenamaroo

Posted

Great. Glad to hear!
Thanks for letting me know and enjoy.

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