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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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  • Administrator
Steenamaroo

Posted

Hi,
The advice would have been to ensure that nav_wait is true.
If it's false then the server starts up fully before navmesh generation is complete, so then there's nowhere for the npcs to spawn at first.

It wouldn't apply to any profiles where Stationary is set true, as those npcs don't move and don't need navmesh.

Viktorvill

Posted

Hello!

Is it possible that no NPCs appear when shooting down the vanilla patrol helicopter?

Should they only appear when the custom helicopter tiers are shot down?

  • Administrator
Steenamaroo

Posted

I don't see any API for identifying helis from that plugin but I can take a punt that it's adding a custom component and/or changing OwnerID.
I'll send you something for testing, if you're willing.

Viktorvill

Posted

I would appreciate it 🙂

Country_Sass

Posted

Is there a way to make it were say 4-5 bots roam in a group together? 

  • Like 1
  • Administrator
Steenamaroo

Posted

@Country_SassNot really, no.
Each npc chooses random points to walk to, within the roam range of his spawn point.

ZombieHorde does that, though.

Country_Sass

Posted

19 hours ago, Steenamaroo said:

@Country_SassNot really, no.
Each npc chooses random points to walk to, within the roam range of his spawn point.

ZombieHorde does that, though.

Okay! No worries! Thank you! Want to just use BotReSpawn to it's max capability :D

  • Like 1
liuyan1220

Posted

Is it possible to customize the map marker style

TheEye

Posted

Just put in the update. But getting this in panel. I have reloaded it and...same thing. Is this the one I heard you have to Wipe ALL your previous json/data because it has a New one? And everything has to be redone? I know  I've never had issues with this plugin before. Love it! And it has always been "my friend"!

| Failed to call hook 'GetKitInfo' on plugin 'Kits v4.4.0' (KeyNotFoundException: The given key was not present in the dictionary.)

at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <fb001e01371b4adca20013e0ac763896>:0

Does anyone have an idea as to why this is happening? Right now my Players are Farming events I'm sure!

Thank for any Help.                 Dave

  • Administrator
Steenamaroo

Posted

@TheEye
I know you solved this in NPCKits support but just so you know, I try to make it so you never have to wipe any config or data files. 👍
The only 'from-scratch' update I can think of in recent memory was from BotSpawn to BotReSpawn.

  • Like 1
  • Administrator
Steenamaroo

Posted

15 hours ago, liuyan1220 said:

Is it possible to customize the map marker style

At present, no. Although it is on my list of things to-do. 👍

  • Moderator
Mals

Posted

Getting this a lot with the latest version:

assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab failed to sample navmesh at position (1676.7, 0.4, -1357.4) on area: Walkable

  • Administrator
Steenamaroo

Posted

I'm afraid that's not me, @Mals
BotReSpawn doesn't use, or do anything with, scientistnpc_heavy.

  • Administrator
Steenamaroo

Posted

Maybe TP to 1670,0,-1350 - That might give you a clue who's causing the problem. 👍

  • Love 1
Jacob Rain

Posted

How to support npc set the trigger "NPCAutoTurret" on individual configuration files? Setting guards seems to be unreliable, All npc will not be hurt in the safe zone.

Jacob Rain

Posted (edited)

Sorry for repeating my reply. for StaticTurret

Edited by Jacob Rain
  • Administrator
Steenamaroo

Posted

11 hours ago, Jacob Rain said:

How to support npc set the trigger "NPCAutoTurret" on individual configuration files? Setting guards seems to be unreliable, All npc will not be hurt in the safe zone.

Hi,
You want the Vanilla safe-zone npcs/turrets to attack BotReSpawn?
I'm afraid I don't have an option for that in the current version.
I'm pretty sure those turrets and npcs treat BotReSpawn like vanilla npcs, totally ignoring them.

I'll double-check and see what I can do. 👍

  • Like 1
Mikro

Posted

any way to have event manager trigger bots off during a pvp event?

Malkizid

Posted (edited)

Hello and good day,

We are running Convoy and Armored train which depend on NPCspawn, but are considering adding BotReSpawn to our server for extra NPC functionality and diversity.

Has anybody tried this, would the two plugins conflict in some areas, even if NPC spawn was only utilised from within Armored Train and Convoy configurations?

Many thanks for any advice.

Edited by Malkizid
Luuxen

Posted

56 minutes ago, Malkizid said:

Hello and good day,

We are running Convoy and Armored train which depend on NPCspawn, but are considering adding BotReSpawn to our server for extra NPC functionality and diversity.

Has anybody tried this, would the two plugins conflict in some areas, even if NPC spawn was only utilised from within Armored Train and Convoy configurations?

Many thanks for any advice.

I have the same plugins on my server, and there is no conflicts at all 🙂

  • Like 3
Malkizid

Posted

Thank you for the prompt reply!
(Adem also confirmed this for me)

  • Like 1
Sean

Posted (edited)

Does this plugin require any dependencies like NPCSpawn?

I'm curious because I keep getting this message in my console:

assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/npc_underwaterdweller.prefab failed to sample navmesh at position (-756.7, -0.9, 1356.2) on area: HumanNPC

Edited by Harambe
Luuxen

Posted

59 minutes ago, Harambe said:

Does this plugin require any dependencies like NPCSpawn?

I'm curious because I keep getting this message in my console:

assets/rust.ai/agents/npcplayer/humannpc/underwaterdweller/npc_underwaterdweller.prefab failed to sample navmesh at position (-756.7, -0.9, 1356.2) on area: HumanNPC

Nope it works right out of the box 🙂
Its likely you use a Custom map? those messages can be ignored. if you want to hide them i suggest to filter "assets/rust.ai/agents/" and you wont notice the spam from the RustEdit bots anymore.

  • Like 3
  • Administrator
Steenamaroo

Posted

+1 to that. There are no dependencies for the AI.
BotReSpawn doesn't use the npc_underwaterdweller.prefab, so that message is coming from somewhere else, I'm afraid.

Lei_Wong

Posted

Hello Steenamaro. 

I wanted to know if it is possible for bots to enter the monuments, for example the supermarket, inside. since they stay outside. Or that in water treatment, they go up the stairs and attack you in the recycler. things like that.
And another thing aside, and I know that this is very difficult but they can move inside the construction of the base if possible and spawn inside to defend it. if you do it as an extension of the plugin.
I would love to pay it.

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