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BotReSpawn 1.2.9

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Would it be possible to add extra bots to cargo ship?  I'm able to add extra entities using the monument addons plugin so thought maybe it could be possible.  I am dying to make cargo ship a much more difficult event.

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It's possible but it's not as simple as with on-land profiles.
I've been meaning to look into it.

If you aren't using it already, you can use NPCKits to make them have better weapons and greater health, if you want,
but i agree it would be cool to be able to add more!

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Hi. Smd can explain this settings ?

Spawn_Hackable_Death_Crate_percent
Death_Crate_lockDuration
 

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4 minutes ago, Yastreb said:

Hi. Smd can explain this settings ?

Spawn_Hackable_Death_Crate_percent
Death_Crate_lockDuration
 

Spawn_Hackable_Death_Crate_percent

 -- When the NPC is killed do you want a locked crate to spawn? if yes set a number here (50% = 50/50 chance it will spawn, 100% = it will always spawn, ect)

Death_Crate_lockDuration

-- If you have a value set in Spawn_Hackable_Death_Crate_percent  this setting will controls the timer for the crate to unlock once hacked. 15 is default. 

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15 minutes ago, Zoreeno said:

Spawn_Hackable_Death_Crate_percent

 -- When the NPC is killed do you want a locked crate to spawn? if yes set a number here (50% = 50/50 chance it will spawn, 100% = it will always spawn, ect)

Death_Crate_lockDuration

-- If you have a value set in Spawn_Hackable_Death_Crate_percent  this setting will controls the timer for the crate to unlock once hacked. 15 is default. 

Thank you, bro!  Very grateful!

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Again, me )

Another problem. Trying to give custom loot to npc made by botrespawn

Here are my settings in both plugins

3C7utWs


3PpGtWx


3piVXki

But bot with profile "zombak" always empty.

Lootable with name zombie_loot exists.

Wthats wrong here?

Thx

 

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Hi,
Rust_Loot_Source option and CustomLoot plugin are two unrelated things.

Rust_Loot_Source allows you to choose a loot profile out of the ones that exist in the game.
If you selected an oil barrel from that list, then your npcs will have the same loot as an oil barrel would, for example.
You could make high-tier npcs have the same loot profile as a hackable locked crate...That kind of thing.



CustomLoot is totally separate - It can replace the loot in all kinds of npcs/crates/barrels, including BotReSpawn npcs, but you have to make up the loottables for it yourself.
There are no settings in BotReSpawn relating to CustomLoot - If you choose to use CustomLoot to give these npcs customised loot, all the work is done at the CustomLoot end.

Let me know if you need any more detailed info on how to do that. 👍

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Hi,

I am trying to spawn the Rust scientists at a few monuments instead of npcs with custom loadouts.  Is there a way to spawn the different types of scientists?  The ones spawning now always seem to carry the LR300.

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By default BotReSpawn doesn't apply any kit so what you get is a default scientist with hazmat suit and LR300 or mp5, as far as I know.

What you'd want to do is set Keep_Default_Loadout for your profiles to false,
then create a kit, with Kits.cs plugin, which contains the clothing and weapons you'd like the npcs to have,
then select that kit for the profile in BotReSpawn UI.

The kit you make could contain the hazmat suit for regular scientist appearance, but also whatever weapons you like.

Edited by Steenamaroo
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57 minutes ago, Steenamaroo said:

By default BotReSpawn doesn't apply any kit so what you get is a default scientist with hazmat suit and LR300 or mp5, as far as I know.

What you'd want to do is set Keep_Default_Loadout for your profiles to false,
then create a kit, with Kits.cs plugin, which contains the clothing and weapons you'd like the npcs to have,
then select that kit for the profile in BotReSpawn UI.

The kit you make could contain the hazmat suit for regular scientist appearance, but also whatever weapons you like.

Okay I see what you mean thanks.

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thanks for help. Really, I'm not sure how to replase loot.

Like I said I made lootable with name zombie_loot

But this loot profile is not used by my bot. Bots are empty. 

And I cant understand why (

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Hi @damnpixel- to what end?
The behaviour is custom and unique to the plugin so really using a different prefab would just change health and/or inventory,
both of which can be customised already.

@Yastreb - Custom loot isn't straight forward, If I'm honest.
I'll DM you and talk you through it.

@Tabmorine - No problem. Don't hesitate to ask if you need to know anything.

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4 minutes ago, Steenamaroo said:

Hi @damnpixel- to what end?
The behaviour is custom and unique to the plugin so really using a different prefab would just change health and/or inventory,
both of which can be customised already.

We use BotReSpawn. You have default profiles that you can edit and then you have custom profiles that you can create yourself. The trouble with that is. The Default Rust NPCs are still there and aren't going away.
So I thought I'd get a plugin and let the default NPC remove.
Certain NPCs have the same names as BotReSpawn's assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab and that's why the BotReSpawn NPCs are gone too.

That's why I'm asking if you could use other scientists like assets/rust.ai/agents/npcplayer/humannpc/banditguard/npc_bandit_guard.prefab

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Ah, I see.
There's another approach - I have a free plugin called NPCKits which you can use to kit out, and adjust the health for, vanilla npcs by location.
It's not what you asked for, but I think a lot of people use it to make the vanilla npcs blend in with nearby BotReSpawn ones.

Alternatively if the plugin you have that's killing off default npcs is free / has permission for modifications, I can make it ignore BotReSpawn npcs for you.

Edited by Steenamaroo
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6 minutes ago, Steenamaroo said:

Ah, I see.
There's another approach - I have a free plugin called NPCKits which you can use to kit out, and adjust the health for, vanilla npcs by location.
It's not what you asked for, but I think a lot of people use it to make the vanilla npcs blend in with nearby BotReSpawn ones.

Alternatively if the plugin you have that's killing off default npcs is free / has permission for modifications, I can make it ignore BotReSpawn npcs for you.

Yes I understand what you mean. and also understand that it makes no sense to change BotReSpawn just because of me. No idea if you can edit it or not but the plugin is from Umod and is called Anti Entity.

I'll take a look at NPC kits thank you

 

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That plugin is free and has MIT license so there's no issue with making modifications to it.
I'll DM you a copy now that should spare BotReSpawn npcs.

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13 minutes ago, Steenamaroo said:

That plugin is free and has MIT license so there's no issue with making modifications to it.
I'll DM you a copy now that should spare BotReSpawn npcs.

wow what a support. Am thrilled. Keep it up

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2 hours ago, Steenamaroo said:

That plugin is free and has MIT license so there's no issue with making modifications to it.
I'll DM you a copy now that should spare BotReSpawn npcs.

So I tried it with your file. Unfortunately does not work. as soon as you include "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_roam.prefab" in the AntiEntity plugin, those from BotReSpawn are gone too 😞

 

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Oh? Ok. I didn't think I needed to test that...it was pretty simple.
I'll get back to you with a tested copy.

Edit : Update sent.

Edited by Steenamaroo
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Hello,

Would there be any foreseen issues with having the spawns have a Bone Knife or Combat Knife in their belt? -- when I add this it appears to spawn with no weapons and gives me the message in console. The bots do spawn with their clothing but no weapon. 

Any help appreciated. Thank you.

Update: Can confirm guns do show on the NPC, but still states no weapon. Knifes do not show - and again no weapon notification.

Edited by Sveervoox
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Hello,

Love this plugin and having a blast creating some fun PVE setups at my monuments.  The one thing I would love to see is more options for the "Edit Overides" on custom spawn points.  I would like to individually adjust the accuracy, damage, speed boost, agro range, etc per spawn.  I want to make a couple of spawns "boss scientists".  For example I have 8 spawn points 1 of which has a override with more health and a specific kit at water treatment.  I spawn 5 NPC's there so sometimes the Boss will spawn and sometimes not.  This is currently working I just want to be able to adjust him a bit more than what we can do currently.  

 

Thanks again for this really enjoying it.

Edited by highmark9090
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i've equipped some of my NPC with miner hats and they do not toggle on and off for night, is there anyway this can work like flashlights? on weapons?

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I am assuming you have tried the Lights On mod? There is a setting in there that should trigger them. If you don't have it. You should and it's even free.

Hope this might help.

                                          Dave

 

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