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Bradley targets bots but is unable to damage them?

Pending 1.5.6

Azami1213
Azami1213

Posted

As the title suggests. How do I fix this?

  • Administrator
Steenamaroo

Posted (edited)

Hi,
There's a few things this could be.

BotReSpawn does have a per-profile option called APC_Safe which should stop APCs targeting BotReSpawn npcs completely.
It doesn't monitor or control damage - It controls targeting behaviour.

In your case I'd say something else is blocking the damage.

Do you have TruePVE or similar - A pve/pvp/damage control plugin, that might be blocking npcs (scientistnpc_roam) from this kind of damage?

 


If you want the APC to stop attacking altogether, set APC_Safe to true for the relevant profiles.

Edited by Steenamaroo
Azami1213

Posted

10 hours ago, Steenamaroo said:

Hi,
There's a few things this could be.

BotReSpawn does have a per-profile option called APC_Safe which should stop APCs targeting BotReSpawn npcs completely.
It doesn't monitor or control damage - It controls targeting behaviour.

In your case I'd say something else is blocking the damage.

Do you have TruePVE or similar - A pve/pvp/damage control plugin, that might be blocking npcs (scientistnpc_roam) from this kind of damage?

 


If you want the APC to stop attacking altogether, set APC_Safe to true for the relevant profiles.

So upon further testing it appears it's the Bradley's main cannon that is unable to damage BotRespawn bots, the other guns work as intended

  • Administrator
Steenamaroo

Posted

Same applies - BotReSpawn doesn't do anything with damage for APC - Only targeting,
so you're probably looking at your PVE/PVP plugin, or whatever you have that's controlling damage.

Azami1213

Posted (edited)

1 hour ago, Steenamaroo said:

Same applies - BotReSpawn doesn't do anything with damage for APC - Only targeting,
so you're probably looking at your PVE/PVP plugin, or whatever you have that's controlling damage.

Upon closer CLOSER testing, it seems that not only do the Bradley cannon explosions damage bots but the entire shell itself is completely ignored by the bots.
No settings have been changed as far as I know to facilitate this behaviour.
The only loaded plugins at the time were:
Vanish
BotRespawn
Kits
Welcomer
Admin Radar

So in other words I've only loaded the bare minimum plugins possible with vanilla settings to confirm this behaviour is abnormal

Edited by Azami1213
Clarification
  • Administrator
Steenamaroo

Posted

Hm, maybe it's getting caught by BotReSpawn's Pve_Safe setting.
It shouldn't....but maybe it is.
 

Would you mind turning that off to confirm? It's one of the global config options.

Azami1213

Posted

30 minutes ago, Steenamaroo said:

Hm, maybe it's getting caught by BotReSpawn's Pve_Safe setting.
It shouldn't....but maybe it is.
 

Would you mind turning that off to confirm? It's one of the global config options.

Tried and tested but the results were the same. Some other things I tried was to disable "Friendly Fire Safe", "Fire safe", "Animal Safe", and "Weapon Trap Safe" and the behaviour still persisted

  • Administrator
Steenamaroo

Posted

Hm, ok. Might just be a vanilla code limitation.
I'll look into it and find out.
Thanks. 👍

  • Love 1
  • Administrator
Steenamaroo

Posted

I tested this today.
The npcs took damage, and died, from the machine gun fire,
but the shells didn't register as damage at all.

Is that your experience?

I mean, the APC completely misses them with the shells, which doesn't help, but even forcing a hit it just didn't register as damage at all.
 

I completely bypassed all damage code in BRS and just monitored for damage type and there was nothing,
and I have patched the apc damage code to ensure that BRS npcs get hurt so I guess there's something vanilla, deeper than that, preventing it.

Azami1213

Posted (edited)

1 hour ago, Steenamaroo said:

I tested this today.
The npcs took damage, and died, from the machine gun fire,
but the shells didn't register as damage at all.

Is that your experience?

I mean, the APC completely misses them with the shells, which doesn't help, but even forcing a hit it just didn't register as damage at all.
 

I completely bypassed all damage code in BRS and just monitored for damage type and there was nothing,
and I have patched the apc damage code to ensure that BRS npcs get hurt so I guess there's something vanilla, deeper than that, preventing it.

Yeah that matches my experience. The bullets do damage but the cannon shells just go right through the bots (splash damage doesn't register either), so Bradley APCs just get stuck on one bot firing at them forever unless they're in range of the machine guns

Edited by Azami1213
Corrected Slash to Splash
  • Administrator
Steenamaroo

Posted

Slash damage? You mean you can't melee attack them?

Azami1213

Posted

3 minutes ago, Steenamaroo said:

Slash damage? You mean you can't melee attack them?

Whoops! I meant "SPLASH" damage, melee works just fine against them

  • Administrator
Steenamaroo

Posted

Oof, lol. I thought the world was falling apart there.
Yeah, I'll have to dig in to this but it seems it's deeper than just the normal apc targeting code/damage handling code.
At worst, maybe I can prevent APC from using shells against BRS npcs...That would be better than nothing.

Thanks for all the info!

  • Love 1
Azami1213

Posted (edited)

1 hour ago, Steenamaroo said:

Oof, lol. I thought the world was falling apart there.
Yeah, I'll have to dig in to this but it seems it's deeper than just the normal apc targeting code/damage handling code.
At worst, maybe I can prevent APC from using shells against BRS npcs...That would be better than nothing.

Thanks for all the info!

Also, I've noticed that bandit and scientist sentries don't target the bots. Some of my players are saying they're being shot at by bots in and around safe zones. The bots only stop after the player enters the safe zone, even though the "Respect Safe Zones" setting is enabled for that profile. The second they leave the zone, however, the bot immediately opens fire again, even when they're only a few meters away from Peacekeeper sentries that will gun you down if you try to defend yourself.

Edited by Azami1213
Cleaned up for clarity
  • Administrator
Steenamaroo

Posted (edited)

Yeah, the bandits are sentries are vanilla. I don't control who they target.
I did make an exception for APC because so many people asked, and because it did work (vanilla) then FP made changes but,
generally, I don't control behaviour of vanilla npcs.

 

The safe zone behaviour sounds expected, I think.
The Respect Safe Zones rule simply means that if the BotReSpawn npc, or the target, is inside a safe zone, then there will be no attack.

If you leave the safe zone, though, and the BRS npc remembers you, or isn't a peacekeeper npc, it'll immediately attack you.

It's probably best to set BotReSpawn npcs near safe zones as Peacekeeper:true,
because peacekeeper uses the vanilla hostility marker.
Note that BRS npcs have a memory duration, though, too - So if you cease to be marked hostile, or step outside their aggro range, they won't just instantly forget you.
That memory duration (global config) has to elapse too.

Edited by Steenamaroo
Azami1213

Posted (edited)

9 minutes ago, Steenamaroo said:

Yeah, the bandits are sentries are vanilla. I don't control who they target.
I did make an exception for APC because so many people asked, and because it did work (vanilla) then FP made changes but,
generally, I don't control behaviour of vanilla npcs.

 

The safe zone behaviour sounds expected, I think.
The Respect Safe Zones rule simply means that if the BotReSpawn npc, or the target, is inside a safe zone, then there will be no attack.

If you leave the safe zone, though, and the BRS npc remembers you, or isn't a peacekeeper npc, it'll immediately attack you.

It's probably best to set BotReSpawn npcs near safe zones as Peacekeeper:true,
because peacekeeper uses the vanilla hostility marker.
Note that BRS npcs have a memory duration, though, too - So if you cease to be marked hostile, or step outside their aggro range, they won't just instantly forget you.
That memory duration (global config) has to elapse too.

The problem is that the bots stand on the edge of safe zones after wandering near them from the biome spawners and shoot players trying to go to/from safezones>

If it helps you look in the right direction I've noticed that NPC sentries when told to ignore authorization will actively shoot at whatever NPC system you're using for the bots?
Scarecrows are automatically fired upon regardless and Scientists are ignored unless the sentry is told to ignore authorization.
The new Scientist2 NPCs don't adhere to ANY rules and can't be targeted by anything so they're a rogue variable lol

Edited by Azami1213
  • Administrator
Steenamaroo

Posted

What kind of roam ranges are you setting?
When they don't have a valid target the npcs stay within X meters of their original spawn point,
so they really shouldn't be doing that.

Even if a player baits a far away npc right to the safe zone, the npc should just give up after `Memory_Duration` seconds, and walk home.

Azami1213

Posted

36 minutes ago, Steenamaroo said:

What kind of roam ranges are you setting?
When they don't have a valid target the npcs stay within X meters of their original spawn point,
so they really shouldn't be doing that.

Even if a player baits a far away npc right to the safe zone, the npc should just give up after `Memory_Duration` seconds, and walk home.

It's 30-40m in the Temperate biome but the outpost is inside that biome so they happen to spawn all around it...

Azami1213

Posted

Oh also the MLRS cannot damage bots when "Pve safe" is enabled!

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