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BotReSpawn 1.3.3

$40.00
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Lc7king

Posted

My PVE server, where weapons can have additional attack power. I want to add more health robots, but if it exceeds 2 billion, there will be errors.

 

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pookins

Posted

8 minutes ago, Lc7king said:

My PVE server, where weapons can have additional attack power. I want to add more health robots, but if it exceeds 2 billion, there will be errors.

 

When you consider that most "heavy" bots have 1000 health  i still think that 2 billion does not make any sense. but good luck with it

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  • Administrator
Steenamaroo

Posted


Yeah, it's going to be limited to 2.147 billion by the data type chosen by FP.
Sometimes developers are short sighted with data types and don't think ahead (millennium bug?) but I'm not sure 2 billion health npcs falls into that category. 😂

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Papa Bear

Posted (edited)

Removed by Papa Bear

 

Edited by Papa Bear
ClumsyZombie

Posted

I have a question. Can I use this mod to spawn more zombies that attack players at night? Like just between set hours more come out and attack players? Does anyone have a example of a config like that? Were just have like 150 show up extra on the map at a set time spawn and roam the map so I can make my own night event? but not touch any of the other 40 setups I have going?

  • Administrator
Steenamaroo

Posted (edited)

Hi,
You can set different spawn amounts, per profile, for day and night and you can also set what hours you want to be day start and night start.
There are biome profiles you can use for full map coverage or you can always create a custom profile in the middle of the map and make the spawn radius huge

If you set night + day start hours to whatever suits you in BotReSpawn settings, via UI,
then created a profile (standing at map centre) and set its radius to half your map size, and day spawn amount 0, that should achieve what you want.

Edited by Steenamaroo
pookins

Posted

7 hours ago, ClumsyZombie said:

I have a question. Can I use this mod to spawn more zombies that attack players at night? Like just between set hours more come out and attack players? Does anyone have a example of a config like that? Were just have like 150 show up extra on the map at a set time spawn and roam the map so I can make my own night event? but not touch any of the other 40 setups I have going?

Also consider that if you have a "skip night vote" type of plugin that will affect the spawning of the night bots

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humboldt.scott420

Posted

is this the zombies RustEZ uses if not anyone know what they use?

  • Administrator
Steenamaroo

Posted

I can't say for certain but most likely they've written a custom plugin for their server.

dylanstar12

Posted

Can you create packs of NPC's that roam together? Like Zombiehorde type thing, except want the customization of Botrespawn

  • Administrator
Steenamaroo

Posted (edited)

Hi,
I get that quite a bit but that was never really on the roadmap for BotReSpawn.
As you say, that's what ZombieHorde does.
BotReSpawn was always about placing bots to protect or defend their spawnpoint.

Edited by Steenamaroo
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dustyhansen

Posted

Any reason for changes in loot after last update? Players are complaining that patrol heli and bradley scientists that spawn are giving low tier loot suddenly the past day or two.

  • Administrator
Steenamaroo

Posted

Hi,
The only loot handling BotReSpawn does is if you're manually selecting an alternative container/source type for their vanilla loot.
If Facepunch removed or renamed some container that would  cause a problem, most likely reverting back to vanilla scientist loot.

If "Rust_Loot_Source" option is something you use for those profiles, check them in BotReSpawn UI to make sure they're what you expect them to be.

If you use some other loot plugin to give these npcs their loot then, most likely, something has changed over there.

  • Like 3
dustyhansen

Posted

On 10/16/2023 at 2:59 AM, Steenamaroo said:

Hi,
The only loot handling BotReSpawn does is if you're manually selecting an alternative container/source type for their vanilla loot.
If Facepunch removed or renamed some container that would  cause a problem, most likely reverting back to vanilla scientist loot.

If "Rust_Loot_Source" option is something you use for those profiles, check them in BotReSpawn UI to make sure they're what you expect them to be.

If you use some other loot plugin to give these npcs their loot then, most likely, something has changed over there.

I hear what you are saying, but something is not adding up here. For months now they have been getting good loot from these NPCs and have not complained at all.

Then suddenly, over the past couple days something changes and they start getting hammers, building plans, food, etc. out of nowhere in the loot. They also started getting MLRS rockets and modules, which I removed from the loot table using Alpha Loot.

I check the settings and Rust Loot Source is set to "Random" and Allow Alpha Loot is set to "false". Nobody on my team has changed these settings, but yet somehow the loot is different?

I tried changing Allow Alpha Loot to "true", but then the NPCs had no loot on them at all for some reason. I tried selecting alternative loot sources, but they are still getting MLRS rockets and modules and complaining that the loot isn't as varied and good as it was a few days ago.

Why did "Random" suddenly start including food crates and low tier loot?
How can I force the loot to respect my Alpha Loot tables so no MLRS items are given out?

For the record, I have made no recent changes to Alpha Loot either. 

  • Administrator
Steenamaroo

Posted (edited)

I'm not sure what to tell you.
Maybe some other plugin is putting loot on these npcs?

Saying that, "Random" as your selection isn't the best for determining that something has changed.
When it's set to Random the npc could get loot normally found in literally any container/barrel in the game,
so they could have top tier guns and ammo on one corpse and junk on the next.

I haven't checked but maybe Facepunch have added new loot container types, or changed some of the loot tables?
BotReSpawn would catch that and add them to the list automatically.

Certainly it's not something I've changed or, indeed, can change.

The Rust Loot Source option is just a selector, letting you pick a different type of vanilla loot,
but it is vanilla loot as issued by the game.
BotReSpawn doesn't get involved in loot tables or balancing or any of that.

Making changes in AlphaLoot wont affect the vanilla loot I've been talking about above ^, as far as I know.
That would only affect the loot on the corpse if AlphaLoot is putting it there,
and that would only be the case if Allow AlphaLoot is true, and you've got AlphaLoot set up to put loot on scientistnpc_roam.

Edited by Steenamaroo
  • Like 1
dustyhansen

Posted

2 hours ago, Steenamaroo said:

Making changes in AlphaLoot wont affect the vanilla loot I've been talking about above ^, as far as I know.
That would only affect the loot on the corpse if AlphaLoot is putting it there,
and that would only be the case if Allow AlphaLoot is true, and you've got AlphaLoot set up to put loot on scientistnpc_roam.

I do have the loot source scientistnpc_roam in my AlphaLoot loot table. Any idea why turning AlphaLoot to "true" would result in no loot at all?

GangstaPichu

Posted

I got a question. Will the spawns you set with this stay even with a map wipe? Normally the map stays about the same, just with tweaks and such. Looking for an alternative option for handling the bots on our server.

pookins

Posted

2 hours ago, GangstaPichu said:

I got a question. Will the spawns you set with this stay even with a map wipe? Normally the map stays about the same, just with tweaks and such. Looking for an alternative option for handling the bots on our server.

yes

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  • Administrator
Steenamaroo

Posted (edited)

Thanks Pookins.

Just to elaborate, custom spawn points set for vanilla/default monuments will transfer properly even if you change maps so if, for example,
you place a custom spawnpoint right at a specific doorway in LaunchSite and then you change maps and the Launch Site is now far away from where it used to be, that npc will still spawn in the exact spot you placed him, relative to the launch site.

 

For custom made profiles it's tricker - If the profile you've made is meant to be at or near a particular default monument, you should set "Parent_Monument" to that monument before adding your spawn point,
then BotReSpawn will treat it like a default profile and automatically migrate the profile, and custom spawn points, if/when the monument moves due to map change.
You must set the parent for a custom profile before creating your spawnpoints, if you want to do this.

If you think you've ever likely to change map but will want your custom profiles and their spawnpoints (placed at or near vanilla monuments) to migrate automatically,
then you may want to use the parent option now to save more work later.


Directly answering your question, though, when recycling the same map everything should just work automatically across wipes.
Just don't wipe any of the BotReSpawn data and be sure to set 'Disable_Non_Parented_Custom_Profiles_After_Wipe' to false in the global settings page.

 

Edited by Steenamaroo
  • Like 2
Malkizid

Posted

On 9/11/2023 at 4:00 PM, Steenamaroo said:

I'll take a look at that. I'm sure it could be moved.
Thanks for the suggestion.

Hi there, did you get a chance to take a look at an "APC Safe" per profile setting? As opposed to a Global toggle only.
 

william long

Posted

hi mate best plug in it needs one thing added tho which i found players doing to bypass the bots is just to run them over so could u posilby make a toggle for that ???

also have you got some sort of info to say what every single thing means like arrgo then deaggro  and stuff like that 

  • Administrator
Steenamaroo

Posted

@william long - Sorry, I overlooked your support request.
I've replied now. 👍

  • Administrator
Steenamaroo

Posted

@Malkizid- Yes, this shouldn't be a problem.
I'll include it in the next update.

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Malkizid

Posted

19 hours ago, Steenamaroo said:

@Malkizid- Yes, this shouldn't be a problem.
I'll include it in the next update.

I hope you get around to it, thank you! Still my favourite plugin of the year, with or without this option.

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