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BotReSpawn 1.2.9

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hey @Steenamaroo- I want to have multiple NPCs with the same kit spawn at a single monument (in this case astronauts at Satellite Dish) with different bot names and drop varieties. To do this I:  

  1. configured the kits by adding quantity of kit 5 npc-astronaut (kit name)
  2. went into the data config file and specified 5 different bot names… one for each of the npc-astronaut kits
  3. updated the data file to the server
  4. reloaded the BotReSpawn

The NPCs are spawning correctly in terms of quantity I configured BUT they all have the first name only (no randomization). What am I doing wrong?

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If the all have the same kit just set the value for kit to '1', then the names should be picked randomly.
That should sort it out.

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52 minutes ago, Mals said:

Version 1.1.1

Odd, I see that as set up for Heli and CH47 and I do not recall doing this. Perhaps I am getting senile.  Now Disabled.

 

I have set them off (blush)

I'll have to have a look at that, Mals. V1.1.1 shouldn't have printed that debug for an event, as far as I know.
I must have made a mistake somewhere.
Thanks!

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47 minutes ago, Steenamaroo said:

We're all getting there pal. It's just a question of speed! 😂

I went screaming past there a few years ago    😱

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45 minutes ago, Steenamaroo said:

If the all have the same kit just set the value for kit to '1', then the names should be picked randomly.
That should sort it out.

Great - I will try this later today. Thanks again!

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After years of trying to save up $ so I can invest in your great work, I finally could get one and what better time than when you made BotSpawn even better than ever!

Thank you so much for everything you do and I hope to be able to join you all on Fridays again if you are still doing it. 

ON TOPIC: Can you help explain in your own words each of the Global Settings? 
                    I do not see much of it mentioned in the Description page and searching would be hell. 

BotReSpawn-GlobalSettings.png

Thank you!

P.S. I am sure I can test things and figure it out by ruling them all out, but I thought many others would also love a blurb on each of them to give confidence they are setting the right one without having to do a lot of trial and error.

Edited by ASWeiler
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7 hours ago, LizardMods said:

found this little bug last night

 

At least yours fall kinda normal mine just just show up on the ground dead 

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What would @Razor need to do to keep your bots from spawning on BaseCall? BaseCall is a plugin that skins a survey charge. When a player throughs the skinned survey charge an the ground it will call in a cargo plane and drop a supply crate. when the supply crate hits the ground it past in a base and looks cool as shit. the problem is when the supply crate drops the bots spawn as well. is there a why to prevent this?

Edited by LizardMods
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Hey man,
I don't know that plugin but if he's spawning the crate himself he'd have an ID or some reference to it?
If so, he can use
 
object OnBotReSpawnAirdrop(SupplyDrop drop)
{
    if (drop != null & IsOneOfHis(drop))
        return true;
    return null;
}

 

If he doesn't have a reference to the crate itself then I guess he could use that same hook but do something with position?
Presumably he knows where it's going to land so he could check if drop X/Y are close to expected/called drop point?

Edited by Steenamaroo
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Hello, my bots have been walking thru the walls from my custom monuments is there anything I can do about that?

 

Thank you.

 

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Hi,
I think there is but I don't really know much, or anything, about map making I'm afraid.
Do you know other map makers you could ask? If not, maybe someone in CF discord might know?

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17 minutes ago, Steenamaroo said:

Hi,
I think there is but I don't really know much, or anything, about map making I'm afraid.
Do you know other map makers you could ask? If not, maybe someone in CF discord might know?

Hi,

Yeah I can ask some other map makers, but I didn't have this problem before and there are prefabs also used by game devs

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36 minutes ago, Maxime Gr said:

Hi,

Yeah I can ask some other map makers, but I didn't have this problem before and there are prefabs also used by game devs

I suspect the map's navmesh does not respect the placed prefabs, check with the author of the map.

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Since the last update, I am having an issue where my bots at Ranch 0 are loading up as scientists (not pulling in their kits). Other monuments seem to be loading correctly. I looked through the config in the GUI as well as in the code and I'm not seeing any issues. 

Names are loading up correctly... it's just the skins. And the skins/kits are able to load at other monuments where they are selected using BotReSpawn. Any idea why this might be? Here's my code for Ranch 0:

 


    "Ranch 0": {
      "type": 0,
      "Spawn": {
        "AutoSpawn": true,
        "Radius": 60,
        "BotNames": [
          "Ozzy Omlette",
          "Sparkplug Witwicky",
          "Cooter",
          "Buford T. Justice",
          "Angry Beaver",
          "Foghorn Leghorn",
          "Clarabelle"
        ],
        "BotNamePrefix": "Ranch",
        "Keep_Default_Loadout": true,
        "Kit": [
          "npc-egghead",
          "npc-mechanic2",
          "npc-mechanic1",
          "npc-sheriff",
          "npc-beaver",
          "npc-chicken",
          "npc-cow"
        ],
        "Day_Time_Spawn_Amount": 3,
        "Night_Time_Spawn_Amount": 2,
        "Announce_Spawn": false,
        "Announcement_Text": "",
        "BotHealth": 150,
        "Stationary": false,
        "UseCustomSpawns": false,
        "ChangeCustomSpawnOnDeath": false
      },
      "Behaviour": {
        "Roam_Range": 60,
        "Aggro_Range": 30,
        "DeAggro_Range": 40,
        "Peace_Keeper": true,
        "Bot_Accuracy_Percent": 25,
        "Bot_Damage_Percent": 50,
        "Running_Speed_Booster": 10,
        "AlwaysUseLights": false,
        "Ignore_Sleepers": true,
        "Target_Noobs": true,
        "Melee_DamageScale": 1.0,
        "RangeWeapon_DamageScale": 1.0,
        "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": 5,
        "Corpse_Duration": 10,
        "Weapon_Drop_Percent": 5,
        "Min_Weapon_Drop_Condition_Percent": 50,
        "Max_Weapon_Drop_Condition_Percent": 100,
        "Wipe_Main_Percent": 80,
        "Wipe_Belt_Percent": 80,
        "Wipe_Clothing_Percent": 80,
        "Allow_Rust_Loot_Percent": 100,
        "Rust_Loot_Source": "foodbox",
        "Respawn_Timer": 10,
        "RustRewardsValue": 0.0
      },
      "Other": {
        "Chute": false,
        "Suicide_Timer": 10,
        "Die_Instantly_From_Headshot": true,
        "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Disable_Radio": true,
        "Use_Map_Marker": false,
        "Always_Show_Map_Marker": false,
        "MurdererSound": true
      }
    },

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Hi @Flint Monkey
Nothing stands out to me there.

Do those kits show up marked as '1' in BotReSpawn UI for that profile?
If so, could you do `/botrespawn info` when looking at one of the un-kitted npcs, just to confirm with certainty that they are from that profile?

Sometimes people see overlap from profiles close to each other, or event npcs.

If getting close to one to do the chat command is too difficult, but some of the un-kitted npcs in your view and use the BotReSpawn UI to reload the Ranch profile.
If that npc doesn't disappear, he's from some other profile.

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On 7/31/2022 at 4:17 PM, Steenamaroo said:

Hi @Flint Monkey
Nothing stands out to me there.

Do those kits show up marked as '1' in BotReSpawn UI for that profile?
If so, could you do `/botrespawn info` when looking at one of the un-kitted npcs, just to confirm with certainty that they are from that profile?

Sometimes people see overlap from profiles close to each other, or event npcs.

If getting close to one to do the chat command is too difficult, but some of the un-kitted npcs in your view and use the BotReSpawn UI to reload the Ranch profile.
If that npc doesn't disappear, he's from some other profile.

Hi @Steenamaroo,

The kits are marked with a 1 in the BotReSpawn GUI, and they are generated by BotReSpawn. I had to set up a hotkey, but I eventually was able to do a '/botrespawn info' to get info on the NPC.  I am attaching screenshots here.

Any other ideas on what might be going on? This is the only monument I've seen an issue at.

Thanks,

Flint

botrespawn_kit_issue.jpeg

botrespawn_ranch_0.jpeg

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Hey,

Oh, I think I know what it is.

The npc is getting the kit, but by default they have a hazmat so moving in the clothes is failing,
in the same way it'd fail if you put on a hazmat then try to drag on a tshirt, for example.

 

Just set 'Keep_Default_Loadout' to false for that profile. That should sort it.

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I had a similar problem with my bots but it turned out to be that i had kit name in caps in kits config and small caps in BotReSpawn , might be something as simple as that,

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52 minutes ago, Steenamaroo said:

Hey,

Oh, I think I know what it is.

The npc is getting the kit, but by default they have a hazmat so moving in the clothes is failing,
in the same way it'd fail if you put on a hazmat then try to drag on a tshirt, for example.

 

Just set 'Keep_Default_Loadout' to false for that profile. That should sort it.

This worked - I cannote believe I missed that as it's not set for any of the other monuments. Thanks!

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Hi Steenamaroo, I'm here to tease you with a few questions.

1). Have you been able to solve how to put bots in the Cargo event and in Oilrig?

2). By solving the previous one, will it be possible to put the bots in structures, with the "CustomSpawn" of the UI?

Note: I use the "Custom Profile" with the "Copy paste" Plugin and make bases raidable, but I would like the bots to defend them not only from the outside but also from the inside, for example putting bots in the "Widepeak" of the base or inside taking care of the loot.

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hello i saw you said the "fire safe" option.
when i can see this option?

NPCs are immune to fire now

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Hi,
Honestly, I forgot about this but it's a quick/easy one - I'll do it tomorrow and DM you a copy.
Thanks for the reminder!

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