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BotReSpawn 1.2.9

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Yeah, looks like Target_Noobs:false and use of NoSash.cs don't play well together.


Having Target_Noobs:true as default would have been ideal but that ship has sailed, so in the next update I'm just going to have the Target_Noobs option ignored if NoSash is installed.

The result would be that noob players are targeted regardless of the setting, rather than the current setup where presence of NoSash (and Target_Noobs false) means all players get ignored.

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Excuse me, but I saw the update log and I still don't understand what it is for: "RangeWeapon_DamageScale 1.0"

Can someone be so kind as to explain it to me.

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How to get it to throw the nades? Got one nade and one syringe in belt.

The bot agros runs towards you then runs away when you move towards it. 

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2 hours ago, Lei_Wong said:

Excuse me, but I saw the update log and I still don't understand what it is for: "RangeWeapon_DamageScale 1.0"

Can someone be so kind as to explain it to me.

means how much damage you want them to do. 1.0 = 100% (normal) 2.0 would mean 200% damage.

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  • Administrator

@Lei_Wong- @Covfefeis correct - Thanks for that.

Melee weapons used to be OP, not by choice.
I've balanced out weapon damage across the board now so nothing's OP, but understand some people will still want greater than normal melee damage.
That's what that option is for.

 

@pookins- I could bring in CustomLoot profile as an option, for sure. The focus, for now, was other existing loot containers from the game, by request.
Thanks!

@Snivel- Use of grenades and meds are both automatic. The npcs will use them at strategic times, when line of sight is being broken/unbroken.

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After editing and checking Botrespawn i have found that latest version is not as good as the 1.0.7 version i was using !

Bots no longer follow when attacked but will shoot back in some instances, i walked into Hqm quarry through the bots and they totally ignored me and actually "pushed" me out of the way ??

Here are two screen shots and the config for the HQM quarry

elC1LJy.png?1
SRetEUV.png?1


},
    "HQM Quarry 0": {
      "type": 0,
      "Spawn": {
        "AutoSpawn": true,
        "Radius": 100,
        "BotNames": [
          "BHP Security"
        ],
        "BotNamePrefix": "",
        "Keep_Default_Loadout": false,
        "Kit": [
          "White"
        ],
        "Day_Time_Spawn_Amount": 5,
        "Night_Time_Spawn_Amount": 15,
        "Announce_Spawn": false,
        "Announcement_Text": "",
        "BotHealth": 150,
        "Stationary": false,
        "UseCustomSpawns": false,
        "ChangeCustomSpawnOnDeath": false
      },
      "Behaviour": {
        "Roam_Range": 100,
        "Aggro_Range": 50,
        "DeAggro_Range": 70,
        "Peace_Keeper": false,
        "Bot_Accuracy_Percent": 70,
        "Bot_Damage_Percent": 90,
        "Running_Speed_Booster": 10,
        "AlwaysUseLights": false,
        "Ignore_Sleepers": false,
        "Target_Noobs": false,
        "Melee_DamageScale": 1.0,
        "RangeWeapon_DamageScale": 2.0,
        "Target_ZombieHorde": 0,
        "Target_HumanNPC": 0,
        "Target_Other_Npcs": 0,
        "Respect_Safe_Zones": true,
        "Faction": 0,
        "SubFaction": 0
      },
      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 10,
        "Corpse_Duration": 6,
        "Weapon_Drop_Percent": 0,
        "Min_Weapon_Drop_Condition_Percent": 100,
        "Max_Weapon_Drop_Condition_Percent": 100,
        "Wipe_Main_Percent": 0,
        "Wipe_Belt_Percent": 0,
        "Wipe_Clothing_Percent": 0,
        "Allow_Rust_Loot_Percent": 100,
        "Rust_Loot_Source": "Default NPC",
        "Respawn_Timer": 8,
        "RustRewardsValue": 0.0
      },
      "Other": {
        "Chute": false,
        "Suicide_Timer": 8,
        "Die_Instantly_From_Headshot": false,
        "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Disable_Radio": true,
        "Use_Map_Marker": false,
        "Always_Show_Map_Marker": false,
        "MurdererSound": false
      }
    },

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  • Administrator

@pookins- That sounds like the NoSash conflict we were talking about there.
Either unloading NoSash, or setting `"Target_Noobs": true,` will solve.

In the next update I'll just make this option do nothing if NoSash is installed.

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9 hours ago, pookins said:

Why isnt Rust loot source selectable for custom loot which is enabled for Botrespawn bots ?

Hey, I think I misread, or misunderstood this.

You always had the option to allow, or disallow, rust's vanilla scientist corpse loot.
You also had the option to use CustomLoot to supply the corpse loot, or add to the existing vanilla scientist corpse loot.

The new option just allows you to change the loot type from vanilla scientist to some other vanilla container/barrel loot table, but it doesn't change the old mechanics at all.
If you want CustomLoot to be supplying the loot, with or without vanilla scientist loot, you can still do that.
If you haven't made any changes to the profiles, loot wise, everything should work exactly as it did before.

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4 minutes ago, Steenamaroo said:

Hey, I think I misread, or misunderstood this.

You always had the option to allow, or disallow, rust's vanilla scientist corpse loot.
You also had the option to use CustomLoot to supply the corpse loot, or add to the existing vanilla scientist corpse loot.

The new option just allows you to change the loot type from vanilla scientist to some other vanilla container/barrel loot table, but it doesn't change the old mechanics at all.
If you want CustomLoot to be supplying the loot, with or without vanilla scientist loot, you can still do that.
If you haven't made any changes to the profiles, loot wise, everything should work exactly as it did before.

I was initially confused at to the extra config option

 "Allow_Rust_Loot_Percent": 100,

  "Rust_Loot_Source": "Default NPC",

But once i had unloaded/edited/reloaded CustomLoot to take in the effects of new update and killed a few bots i realised that it was still using CustomLoot settings,

Everything is working pretty well once i changed the "target noods" to True but i am still missing one Wild Swamp and the Large fishing village,, i decided to only use the large substations and leave the others otherwise just too many spawn points on the map,

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@Steenamaroo  

Man, I have to tell you that your plugin is the best I have ever seen and played with. Thank you very much for the constant work.

Above I thought I saw a good idea, the incorporation of the CustomLoot profiles that are put on the NPCs, and I think it's great and I hope you can integrate it into the UI.

One idea I have is "Export_Global_Profile" or something like that.

The idea would be that we can export all the configurations of the NPC's, and give them names like: WipeNpc, MidWipeNpc,... HighNpc
And what I think is that in that way we could load the configuration that we want according to how long it has been since the WIPE.

For example, On Wipe Day, let "WipeNpc" be loaded with;
NPC's with the Bow Kits and with less life, and with the "Loot Profile" (If it is integrated into the UI) of someone who walks with a bow.

A couple of hours later I can load "MidWipeNpc." that would give him more life, better aim, with Weapon Kits such as Revolver, shotgun,... and a Loot Profile, according to that.

Well, you get the idea.

From already thank you very much.

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  • Administrator

Hi @Lei_Wong
I got a bit mixed up earlier with the CustomLoot question but CustomLoot is support for BotReSpawn npc corpse loot.
The management is done at the CustomLoot config end, though, since there are more options such as min/max item amounts, etc.
Would have been cool to pick a loot-table right in the BotReSpawn UI but since CustomLoot needs more info it wouldn't really work.

The preset export/recall is a great idea. I sort of have that in already, although not as ergonomically as you describe.
If you change DataPrefix in your BotReSpawn config file then reload the plugin, you'll be working with three new data files of that name.
As it stands you could set up a prefix for WeekOne, WeekTwo, etc,
although there's no UI method of switching between them.

That's something I should do ^. Great idea. 👍

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14 hours ago, Steenamaroo said:


@Snivel- Use of grenades and meds are both automatic. The npcs will use them at strategic times, when line of sight is being broken/unbroken.

So I get this when the plugin loads:

[BotReSpawn] A bot at articnade has no weapon. Check your kits.
 

I have the nade in belt and when I make kit I'm also holding one. Do I need to have another weapon in belt?

 

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8 hours ago, Snivel said:

So I get this when the plugin loads:

[BotReSpawn] A bot at articnade has no weapon. Check your kits.
 

I have the nade in belt and when I make kit I'm also holding one. Do I need to have another weapon in belt?

 

The Nade only triggers If the line of sign is broken. Its Not a Main weapon.

 

Give that Kit a normal weapon and also a nade in the belt.

 

AS soon as the NPC loose LOS he will launche the nade 🙂

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@Steenamarooone bug that has been present since BotSpawn is bots not recognizing traps and barricades, They just walk right through, taking damage from traps (barbed wire, spikes) and destroying barricades as they walk through them. High walls work fine unless they are spawned partially inside the terrain, in which case bots disregard them and walk right through taking damage from the barbed wire.
This doesn't leave us much choice in defense except  building a compound.

Watch this to see what I mean
https://youtu.be/i1f1sygLvFg

Edited by 0xid
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Wow didn't know they destroyed those solid barricades, but I do like that they walk into traps and barbed wire, because zombies are supposed to be that stupid. For my server anyways.

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I wasn't aware of that either! I'll have to take a look.

Not a proper solution but for anyone who doesn't know the PVE_Safe option toggles whether barbs and cacti should hurt the npcs.

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@Steenamaroo
I tested this with every kind of barricade. plain wooden barricades seem to work properly (maybe it's their height)
concrete and stone barricades as well as sand bags crumble as soon as a bot touches them

@Covfefe
yes for zombies is great, I even give players some plots with barbed wire they can build on and it works perfectly for that.  But everyone expects armed NPCs to be a bit smarter and navigate better

Edited by 0xid
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  • Administrator

Fair comment and thanks for the info. I'll have a look at this soon. 👍

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Which npc prefabs is botrespawn using? I'm trying to get my minicopter turrets to hurt the bots. Need the correct npc prefab to allow the autoturrets to hurt bots.

This is what I have so far for npc prefabs

Quote

      "name": "npcs",
      "members": "ch47scientists.entity, BradleyAPC, HumanNPC, NPCPlayer, ScientistNPC, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie, ZombieNPC",

 

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