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Pending 1.2.9

Bubles Buternuts
Bubles Buternuts

Posted (edited)

this looks like a addon for the BotReSpawn plugin, i use betternpc but it has issues spawning ai underground because a lack of navmesh or confusion on were its pos is compared to the spawnpoint, using rustedit and the this plugin has been helpful, one question i would like to ask is there a set way for lets say with the NPCKits  or BotReSpawn to give a kit to a a scientist at a sniper tower a sniper kit and a scientist at the bottom a rifle kit, so far with NPCKits it seems to be i have to set it at random if i am able to give scientist 1 a sniper scientist 2 a Ak  without it being random i would make the switch from betternpc to botrespawn, and with either of the two plugins can i control what the bots drop as loot as betternpc  you can configure the loot drop of the ai you spawn, i did notice though with npckits that all npc could not use either sniper unless at close range and the thompson 

Edited by Bubles Buternuts
  • Administrator
Steenamaroo

Posted

Hi,
There's a bit to unpack there.
NPCKits and BotReSpawn have similar UI appearance and control, but are very different.

NPCKits doesn't spawn any npcs or modify npc behaviour - It just lets you change things about the populations of vanilla npcs,
like names/kits and a few options like weapon drop, corpse duration, etc.

BotReSpawn, on the other hand, spawns its own npcs and you have full control over everything about them.
They can use all (last I checked) weapons, and have custom behaviour with options for grenade throwing, healing, etc.


You can create profiles and have as many, or as few, npcs in those profiles as you want.
You can precisely locate the profiles and let BotReSpawn find random spawn points in the area, or you can even add precise individual spawn points per-npc.

You can use custom spawn points to have npcs spawn on navmesh that's below ground, like in tunnel environments,
and in cases where there's no navmesh it's possibly to set Stationary to true and have npcs which stand still, but will fight. (ideal for tower snipers).


With vanilla monuments and precise custom spawn points you add are remembered and will transfer accurately when you change maps,
so if, for example, the Airfield moves, the Airfield npcs will move with it.
You can also create additional custom profiles and Parent them to vanilla monument profiles,
so essentially you could have 2,3,4 or as many Airfield profiles as you like,
just using Airfield as an example.

For loot you have a few options.
You can choose from any of the vanilla loot containers in BotReSpawn profiles,
so you can have npcs die and give loot like a medical crate, or elite crate, or...whatever.
You can also customise the kits that you give the npcs so you're personalising the loot that way.

It also has support for AlphaLoot so 'vanilla' loot will respect AlphaLoot settings, if present, and you can even specify a specific AlphaLoot profile to use, if you want.

A final alternative is my free CustomLoot plugin.
It's not very intuitive but has the advantage of being the only loot plugin that lets you have unique settings for every single BotReSpawn profile, if you want.

Hope that answers your questions.
If there's anything you need clarified, please let me know. 👍

Bubles Buternuts

Posted

1 hour ago, Steenamaroo said:

Hi,
There's a bit to unpack there.
NPCKits and BotReSpawn have similar UI appearance and control, but are very different.

NPCKits doesn't spawn any npcs or modify npc behaviour - It just lets you change things about the populations of vanilla npcs,
like names/kits and a few options like weapon drop, corpse duration, etc.

BotReSpawn, on the other hand, spawns its own npcs and you have full control over everything about them.
They can use all (last I checked) weapons, and have custom behaviour with options for grenade throwing, healing, etc.


You can create profiles and have as many, or as few, npcs in those profiles as you want.
You can precisely locate the profiles and let BotReSpawn find random spawn points in the area, or you can even add precise individual spawn points per-npc.

You can use custom spawn points to have npcs spawn on navmesh that's below ground, like in tunnel environments,
and in cases where there's no navmesh it's possibly to set Stationary to true and have npcs which stand still, but will fight. (ideal for tower snipers).


With vanilla monuments and precise custom spawn points you add are remembered and will transfer accurately when you change maps,
so if, for example, the Airfield moves, the Airfield npcs will move with it.
You can also create additional custom profiles and Parent them to vanilla monument profiles,
so essentially you could have 2,3,4 or as many Airfield profiles as you like,
just using Airfield as an example.

For loot you have a few options.
You can choose from any of the vanilla loot containers in BotReSpawn profiles,
so you can have npcs die and give loot like a medical crate, or elite crate, or...whatever.
You can also customise the kits that you give the npcs so you're personalising the loot that way.

It also has support for AlphaLoot so 'vanilla' loot will respect AlphaLoot settings, if present, and you can even specify a specific AlphaLoot profile to use, if you want.

A final alternative is my free CustomLoot plugin.
It's not very intuitive but has the advantage of being the only loot plugin that lets you have unique settings for every single BotReSpawn profile, if you want.

Hope that answers your questions.
If there's anything you need clarified, please let me know. 👍

the biggest thing i need is to be able to make sure each npc spawns in the directly area i want ie xyz of my choice and be able to set loot drops, 🙂 i did try that custom loot before but god i did not understand it lol sounds good i will probely get the botrespsawn on next payday

  • Administrator
Steenamaroo

Posted

Yes, you can use BotReSpawn for precise placement. 👍
If you want help with CustomLoot, just let me know.

 

It's so simple that it's complicated.

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