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BotReSpawn 1.3.2

$40.00
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@Stark
That's not something I can really answer as I don't have BetterNpc experience, but maybe some users of both will comment here.

I can say that much effort has gone in to making setup and maintenance as easy as possible, with almost everything being configurable via UI, and I haven't had queries or reports about performance issues in quite some time.
Every npc plugin will have limits, as will every server, but reports overall seem to be pretty good these days.

@Dad Frog
No worries. Just let me know if you have any other questions.
There's an update due for release which gives in-UI descriptions of every single option.
I'll try to get that released sooner rather than later.

Edited by Steenamaroo
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I have BotRespawn and my players love it, but they are now asking for Zombie Hordes. Ideally I'd love to not have two "NPC plugins" and was wondering if there's a way I can replicate/create zombie hordes using BotRespawn?

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8 hours ago, Stark said:

Is this better than BetterNpc? Easier Config? Less Resource Consumption? 

Please look at the reviews. I have not tried BetterNPC because I had this first, and it has everything I need. When I do my daily restart it loges the CPU usage of each plugin, this is not even in the top 10 (mind you, I run over 200 plugins).

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1 hour ago, Country_Sass said:

I have BotRespawn and my players love it, but they are now asking for Zombie Hordes. Ideally I'd love to not have two "NPC plugins" and was wondering if there's a way I can replicate/create zombie hordes using BotRespawn?

Hi,
Not really, I'm afraid. I used to get requests to make them roam in hordes from time to time but, really, that's what ZombieHorde does so I never wanted to go down that path,
and also BotReSpawn was always about having NPCs tied to a certain area.

You can enable biome profiles and have npcs spread far and wide, so they don't really have a home, as such, but no...there's no roaming in groups I'm afraid.

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12 hours ago, Steenamaroo said:

Hi,
Not really, I'm afraid. I used to get requests to make them roam in hordes from time to time but, really, that's what ZombieHorde does so I never wanted to go down that path,
and also BotReSpawn was always about having NPCs tied to a certain area.

You can enable biome profiles and have npcs spread far and wide, so they don't really have a home, as such, but no...there's no roaming in groups I'm afraid.

That said, I sometimes run a Paratrooper event where they parachute down all over the map, causing Chaos.  A lot of fun.  With a bit of creativity, you will be surprised what you can do with BotSpawn. 🙂

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8 hours ago, Mals said:

That said, I sometimes run a Paratrooper event where they parachute down all over the map, causing Chaos.  A lot of fun.  With a bit of creativity, you will be surprised what you can do with BotSpawn. 🙂

I like this idea!!! Different than the typical zombies so many servers use! I like the unique! I'll have a look at it! 

Which Paratrooper plugin do you use?

Edited by Country_Sass
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MalS can answer but I imagine BotReSpawn - It has parachute options for all profiles, including biome.

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2 hours ago, Country_Sass said:

I like this idea!!! Different than the typical zombies so many servers use! I like the unique! I'll have a look at it! 

Which Paratrooper plugin do you use?

You don't need one, just turn on Parachutes.

kits_data.json invasion-DefaultProfiles.json

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The plugin that keeps on giving! 😂

@Country_Sass - You'll find it there for every profile, under the 'Other' tab in UI,

Edited by Steenamaroo
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This plugin have parachute options? YO

YO. Please tell me theres an option for NPCs to ride horses? There's only two plugins in the world that I know of that can do that and one of them is broken now thanks to that invisible seat thing and TBH I don't want two NPC plugins just for one specific trait. 

 

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Hello,
I put the bots in peacekeeper mode but when we hit with a hatchet or other on the wooden planks of the supermarkets and Gas station the bots attack.
Is there a way to avoid this?
Similarly, killing an animal close to them is impossible without them attacking.
In fact, the ideal would be that they attack only if they are shot or hit.

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On 2023. 03. 11. at 16:31, Viktorvill said:

Helló!

Lehetséges, hogy a Loot Table & Stacksize bővítményt az npck zsákmányának beállításához hasonló opcióként az Alpha loothoz?

Van hozzá egy horog:

(objektum) OnCorpsePopulate(LootableCorpse holttest)

Ezt a horgot minden alkalommal hívják, amikor egy npc holttestet zsákmánnyal akarnak benépesíteni. A nem nulla érték visszaadása megakadályozza, hogy a bővítmény zsákmányt hozzon a holttestbe.

Hello

Do we know anything about this?

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I will not answer your question directly but we can put whatever we want the players to loot in the kit.

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9 hours ago, Dad Frog said:

Hello,
I put the bots in peacekeeper mode but when we hit with a hatchet or other on the wooden planks of the supermarkets and Gas station the bots attack.
Is there a way to avoid this?
Similarly, killing an animal close to them is impossible without them attacking.
In fact, the ideal would be that they attack only if they are shot or hit.

I'll look into that. Shouldn't be too difficult to give a global option for how peacekeeper works.
Right now it's based on Rust hostility so what you're describing makes sense.

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13 hours ago, Steenamaroo said:

I'll look into that. Shouldn't be too difficult to give a global option for how peacekeeper works.
Right now it's based on Rust hostility so what you're describing makes sense.

Thx Steenamaroo.
Maybe one option would be that we can't do damage to the bots with a melee weapon and the bots ignore us.

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That's how it used to be in BotSpawn but it often raised eyebrows - People didn't understand why they couldn't hurt the npcs with melee.
I think your first suggestion makes the most sense, making the npcs ignore completely unless you actually hurt them.

I'd probably just add PeaceKeeper_Follows_Hostility : true/false, with the default true so, by default, nothing changes,
then if you set that to false it would work based on whether you've hurt the npc or not.

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2 hours ago, Steenamaroo said:

That's how it used to be in BotSpawn but it often raised eyebrows - People didn't understand why they couldn't hurt the npcs with melee.
I think your first suggestion makes the most sense, making the npcs ignore completely unless you actually hurt them.

I'd probably just add PeaceKeeper_Follows_Hostility : true/false, with the default true so, by default, nothing changes,
then if you set that to false it would work based on whether you've hurt the npc or not.

Very good solution 😉

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Peacekeeper_Uses_Damage will be a new option in the next up date.
With the setting false, Peacekeeper functions as it does in the current version.
With it set to true, peacekeeper npcs should ignore you until you actually hurt one of them.

Thanks for the suggestion! 👍

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Hello!

Is it possible to change the timer when the npc throws the grenade?
Because most of the time grenades explode in the air.

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I can probably increase it with distance.
Thanks for pointing that out. 👍

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A while back I mentioned BotRespawn wasn't working after a restart and I had to go in game and reload the profiles. You said something like navmesh true. Well the problem comes back sometimes in weird ways. default monument bots weren't spawning but the custom ones were.

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