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BotReSpawn 1.3.3

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  • Administrator
Steenamaroo

Posted

You don't have to switch. You can continue to use your BetterLoot setup for whatever you use it for, then just use CustomLoot exclusively for npcs,
or exclusively for BotReSpawn npcs.

No, there's no indepth guide or tutorial. Just the plugin overview on Codefling and AMA with Steenamaroo. 😛

  • Like 1
KingSizeKevin

Posted

1) Can we get a limit to # of grenades & medsticks an npc can use from their belt?  Like if it it is more than 1 in inventory then it will only use that many?  ie 3 grenades and 3 med sticks.

2) Can some kind of aggressive/passive value be added per profile?  They seem to run away and hide a lot right now which is a cool way to fight them.  Maybe an alternative setting could be their aggressiveness and how much they pursue close combat instead?  Then it could be customized per profile on a scale of 1 to 10.

3) For the value changing arrows in the config gui, maybe a double arrow button added to each one for different increments?  So a double arrow would increase by 10 and single arrow by 1.  Or it could be double arrow 1 and single arrow 0.1 (respective to their needed scale).    ⏮️ ◀️ 10 ▶️ ⏭️

4) Would it be possible to add underground train tunnel prefabs as profiles?  and oil rigs?

  • Like 1
KingSizeKevin

Posted (edited)

edit: resolved

Edited by KingSizeKevin
Lei_Wong

Posted

Hi, Steenamaroo.
Before the big update of Version 1.0.7, the aggressiveness of the bots was very good, they attacked you very well, even flanking you while advancing.
But now they are very elusive, you have to chase them down to kill them.

Another thing is the ""Bot_Accuracy_Percent": 60," before the update I had it at 95 but I lowered it to 50 to level, but it doesn't seem to work when you're behind a wooden barricade, because they go through the barricade with an aimbot from the 100%.

From already thank you very much

 

  • Administrator
Steenamaroo

Posted

Hi @Lei_Wong,
Thanks for the comments.
Looks like I made a mistake in the pursuit logic. I intended for them to hold their ground if they're using a long range rifle but it looks like I did the opposite.
That will be fixed in the next update which, hopefully, shouldn't be too long as it's small fixes rather than big changes.


As far as I know accuracy had some big issues prior to V1.0.7.
Accuracy was terrible with certain weapons, regardless of settings.
V1.0.7 aimed to level out accuracy, and damage amounts, across all weapons, so that nothing should be extreme in either direction.

As such I think a lot of people will find themselves having to pull back their accuracy settings, so what you're describing sounds normal.

The wooden barricade part may not be normal, though. Are you saying with 50% accuracy setting, and hiding behind a wooden barricade, the npc hits you 100% of the time?

If so I'll get that sorted for the next update too.

Thanks again!

Lei_Wong

Posted

2 hours ago, Steenamaroo said:

Are you saying with 50% accuracy setting, and hiding behind a wooden barricade, the npc hits you 100% of the time?

Yes, More or less,... let's see if I can explain myself better, in the 50% radius where, 50% misses and 50% hits, all the hits hit the target, because they shoot you through those little spaces between the wood. it's like you don't put anything.

Steven Kane

Posted

Is there a way to create a entirely custom loot profile/container type, so instead of having to change for example, TunnelDweller in customloot.json, I could make an entire new type of profile/container type, and have it have a custom name and with it's own loot profile? I don't want to have to override an already existing NPC/container type to change the loot of different AI profiles.

I tried just adding a new entry in customloot.json, and then manually adding it to the custom profile in botrespawn in notepad++, but no luck

Hi im billa

Posted

Hello,
I have the following problem with Day Time Respawn. If you kill the bots at night and they have a 30 minute cooldown, that will be ignored by daybreak. Why is there not the possibility to spawn the bots and they ignore the day and night time. This is a big problem I have on my server right now, is there a solution for this?

image.png.049b2031383298845777dffe84409667.png

My second question is how does server time relate to respawn time? Do I have to disable the server time to tell the bot to respawn every 30 minutes? What I want on my server is that the bots have an absolute respawn time and this is not affected by anything. What do I have to do to achieve this?
image.png.1abe293dd1d9a995eda7bc2c67b3211c.png
 image.png.d7006dd61f34bada35e88920043ac800.png

  • Administrator
Steenamaroo

Posted (edited)

Hi,
The server time option is for using the server's built-in default day/night checks which, I think, maybe take into account seasons  / sunrise/sunset time.
That's an alternative to setting fixed times for day start and night start.

 

In your example you shouldn't be able to kill npcs at night because night population is set to zero.
BotReSpawn should kill them all off itself fairly promptly.

You're right, though - You can create scenarios where respawn time doesn't work or is meaningless by, for example,
setting day pop to 1 and night pop to zero, then killing that day npc.
If his respawn time happens to fall during night he will not respawn, because the profile is calling for 0 night npcs,
then when it turns day he (an npc) will spawn, because the profile asks for 1 day npc.

If you want a profile's respawn timer to work without exception, you'd need to have day and night population amounts the same, so that there's always space, so to speak, for each npc to respawn.
Hope that makes sense.
If not, please let me know. 🙂

Edited by Steenamaroo
  • Administrator
Steenamaroo

Posted

On 4/7/2022 at 3:03 AM, Steven Kane said:

Is there a way to create a entirely custom loot profile/container type, so instead of having to change for example, TunnelDweller in customloot.json, I could make an entire new type of profile/container type, and have it have a custom name and with it's own loot profile? I don't want to have to override an already existing NPC/container type to change the loot of different AI profiles.

I tried just adding a new entry in customloot.json, and then manually adding it to the custom profile in botrespawn in notepad++, but no luck

Hi Steven,
Sorry for missing this - I don't get notifications for discussion tab.

The loot container options in BotReSpawn Ui are there to let you choose an alternative vanilla source, which is in play if Allow_Rust_Loot_Percent is greater than zero.
You can set this to zero to totally disable the default vanilla loot, then use CustomLoot to make a totally custom loot profile either for all BotReSpawn npcs, or per profile.
All of the set up for the latter approach is done in CustomLoot - Not in BotReSpawn.

BotReSpawn doesn't 'know' anything about CustomLoot, if that makes sense.

  • Administrator
Steenamaroo

Posted

On 3/31/2022 at 3:17 AM, KingSizeKevin said:

1) Can we get a limit to # of grenades & medsticks an npc can use from their belt?  Like if it it is more than 1 in inventory then it will only use that many?  ie 3 grenades and 3 med sticks.

2) Can some kind of aggressive/passive value be added per profile?  They seem to run away and hide a lot right now which is a cool way to fight them.  Maybe an alternative setting could be their aggressiveness and how much they pursue close combat instead?  Then it could be customized per profile on a scale of 1 to 10.

3) For the value changing arrows in the config gui, maybe a double arrow button added to each one for different increments?  So a double arrow would increase by 10 and single arrow by 1.  Or it could be double arrow 1 and single arrow 0.1 (respective to their needed scale).    ⏮️ ◀️ 10 ▶️ ⏭️

4) Would it be possible to add underground train tunnel prefabs as profiles?  and oil rigs?

Missed this too, Kevin, although I know I've answered some of this in DM.
1: Grenades/meds...Yes. Great idea. 🙂 Thanks.

2: This behaviour is a bug which is fixed in the next update but I guess I could make it a user configurable option.
That would be pretty cool.

3: Is there a need for this, now? Any particular setting which is a pain?
I tried to make everything go up/down in larger increments, the bigger the number gets.

4: I was thinking about creating the option to replace the npcs from vanilla spawners, such as the underground airfield guys, excavator, etc.
I realise a lot of people use BotReSpawn, then use NPCKits to make the vanilla guys blend in a bit better, but it would be pretty easy to offer an option to disable vanilla npcs (by area), or even replace them with BotReSpawn npcs.
It's something I'll be looking into, certain. OilRig *might* be a no-go for now. Fairly sure there's no navmesh there so it's a bit more work,
but I'll certainly keep it all in mind.

  • Like 1
Rubiks-Q-Bert

Posted

Havent seen anyone post about it but a couple things with MurdererSound. When turned on, some will have it, some will not. If they don't, they will start it once you're already in combat. They also keep making the noise for about 5 seconds after death.

  • Like 3
0xid

Posted

thanks for the update, with all the work in factions I suppose we could assign names to factions because keeping track of numbers is a headache .
would also be a cool feature if we could assign ranks in profiles - sub profiles that can have different kits and HP, etc., but use the same spawn logic as their parent. 
if you're willing to go the extra mile and do group behaviors that would be awesome

DJ-NYRO

Posted

 image.thumb.png.c5370b3d2f9439fd794dfa206af7fedb.png

Hi this keeps spamming my in game chat every X amount of minutes, like once the bots spawn after killing it shows a message also one by one, i'm fine with that one, but this one does send all bots i have set on the map in a row, any solution?

 

  • Administrator
Steenamaroo

Posted

On 4/12/2022 at 11:28 PM, 0xid said:

thanks for the update, with all the work in factions I suppose we could assign names to factions because keeping track of numbers is a headache .
would also be a cool feature if we could assign ranks in profiles - sub profiles that can have different kits and HP, etc., but use the same spawn logic as their parent. 
if you're willing to go the extra mile and do group behaviors that would be awesome

Hi,
There'll definitely be some expansion upon the factions thing in future.
I hadn't considered string faction names but I suppose it could be done.
The sub-profiles idea is sort of in place already, if you're using custom spawn points.
Any custom spawnpoint will use the profile's settings by default but also has some override options to make that spawnpoint unique.
Override options do include kit and health.

  • Like 1
  • Administrator
Steenamaroo

Posted

11 minutes ago, DJ-NYRO said:

 image.thumb.png.c5370b3d2f9439fd794dfa206af7fedb.png

Hi this keeps spamming my in game chat every X amount of minutes, like once the bots spawn after killing it shows a message also one by one, i'm fine with that one, but this one does send all bots i have set on the map in a row, any solution?

 

Hi,
Yes, I'm afraid that's how that is at the minute. It was originally requested by people who use boss profiles, so there's only ever 1 npc spawning.

DJ-NYRO

Posted

No wait i'm not having any issue with the bots spawning one by one and the message sending to the in game chat.
this from the screenshot is not about that process, it is apart from that.
it does send every message in a row, but there are no bots re/spawning atm, so why does it send this message all the time every X time of minutes?

pinoysaboteur

Posted

NYRO- That is a feature you can turn off. I don't have all my npc announcing when they spawn. They announce it only when they spawn in the day time. I have it set for BOSSES only not default Npc's. Night time they don't spawn so everyone see's it only once when day comes. Just turn off announce for that bot. Hope this helps.

 

  • Like 1
DJ-NYRO

Posted

@pinoysaboteur
Ofcourse i'm always happy about every help i get
So you are talking about this setting from .cfg to turn off?
But than there doesn't come any message once they respawn right?

 

  • Administrator
Steenamaroo

Posted

1 hour ago, DJ-NYRO said:

but there are no bots re/spawning atm, so why does it send this message all the time every X time of minutes?

Most likely it's happening at the switchover between day and night.
if your profile is set up for different quantities of npcs during day and night then you'll see that message for every npc spawned at the switchover time.

 

  • Administrator
Steenamaroo

Posted

35 minutes ago, DJ-NYRO said:

@pinoysaboteur
Ofcourse i'm always happy about every help i get
So you are talking about this setting from .cfg to turn off?
But than there doesn't come any message once they respawn right?

 

Yes, if you were to set "Announce_Spawn" to false then there'd be no more chat announcements. for that profile.

DJ-NYRO

Posted

Yes but is set everything intentionally to 0 bots spawning at night since the beginning because i use timeofday plugin and have skip nights turned on
image.png.af15b5d08e1703f848ed002ebbd21d8a.png
So i guess the only solution is to turn all the message options off 😞
Thanks anyways for your the  effort 😉

 

KingSizeKevin

Posted

Suggestion: Option to choose other NPC profiles as the loot source, such as scientist_ full_any, gunner, etc and scientistnpc_ heavy, peacekeeper, roam, patrol, junkpile, etc etc

  • Confused 1
Rubiks-Q-Bert

Posted (edited)

Been having some NPC's at the Abandoned Military Base wandering way outside where the should be, Currently movement is set up like this and has not changed in quite some time. Only been happening since the last botrespawn update. Edit: Actually, seems to be all monuments. See outpost zombies way out of where the should be, harbor, etc. DeAggro may be broken.

 

image.png.827b45c8c3aa913e7dd37bedd7149f09.png

Edited by Rubiks-Q-Bert

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