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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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humboldt.scott420

Posted (edited)

No offence but these bots do not act like the scarecrows they also require multiple kits to be made for them with scarecrows you can use plaguedNPC to dress them all at once no kits.

Edited by humboldt.scott420
pookins

Posted

5 hours ago, humboldt.scott420 said:

No offence but these bots do not act like the scarecrows they also require multiple kits to be made for them with scarecrows you can use plaguedNPC to dress them all at once no kits.

The answer is simple, use plagued NPC's  !!!

  • Administrator
Steenamaroo

Posted

I've added an option `Give_Scarecrow_Loadout` for the next update.
It will give out one of the four scarecrow loadouts, selected randomly.
 

The behaviour will remain the same, though, as that's custom.
The npcs will try to chase you down and melee attack, and will throw their thrown weapons if you try to hide from them.

  • Like 1
Viktorvill

Posted (edited)

Hello!

When is an update expected?

I'm mainly asking about minigun support 🙂

Edited by Viktorvill
  • Administrator
Steenamaroo

Posted

HI @Viktorvill
I don't think I tested mini gun support - I assumed it'd just work.
Does it not?

  • Administrator
Steenamaroo

Posted

Just tested - Seems to work perfectly.
Vanilla NPCs with NPCKits just fire constantly (which I might look at)
but BotReSpawn npcs with minigun fire in sensible bursts.

  • Like 1
Geralldo.RuLey

Posted

I just noticed that the NPC custom loot from 'kits' is missing its 'custom name' and uses its base item name. It does load the skin but gives the default base item name like paper, coal, or sticks.
 

  • Administrator
Steenamaroo

Posted

BotReSpawn relies on the free Kits.cs plugin from uMod.
If custom item names in your kits aren't being applied that'd be a question for the current maintainer of that plugin, I'm afraid.

Geralldo.RuLey

Posted

I tested claiming the kit for the bot manually from the kits menu, and it is working. However, when I killed the bot with that kit, all the custom item names reverted to their base item names.

  • Like 1
  • Administrator
Steenamaroo

Posted

Oh, Ok. I do have to store info on the items to recreate them for the corpse,
so maybe it's happening at that stage.

I'll add in the copying of item.name and item.text - That should probably sort it. 👍

  • Like 1
  • Love 1
Stark

Posted

Hey Quick Question. Are Bots not able to use Bows? 

  • Administrator
Steenamaroo

Posted

BotReSpawn npcs can use bows.

They can use bows, crossbows, nailguns, rocket launchers, flamethrowers, mgls, homing missiles...probably more.

MichuX

Posted

3 hours ago, Geralldo.RuLey said:

I tested claiming the kit for the bot manually from the kits menu, and it is working. However, when I killed the bot with that kit, all the custom item names reverted to their base item names.

same problem here, I was going to ask too but I saw a comment about it first. 
claim kits for the bot, the custom item comes with a name, when I kill a bot, custom item comes with default name.

Geralldo.RuLey

Posted

8 hours ago, Steenamaroo said:

Oh, Ok. I do have to store info on the items to recreate them for the corpse,
so maybe it's happening at that stage.

I'll add in the copying of item.name and item.text - That should probably sort it. 👍

Thank you 🙂

ClockworkCat

Posted (edited)

@Steenamaroo
Hey, I have a random stupid question.  Is there a way to set specific kit spawnpoints at a monument using custom spawns?  For example, at Airfield, I have 8 LR soldiers, 2 M249 heavies, and 4 snipers.  Obviously, I want the snipers on the towers and prefer to have the heavies in the hangars, but I can't seem to find any way to set them specifically to the towers.  I can set the points, but it appears to just be a weighted chance based on the numbering in the Edit Kits menu.  I've been on other servers where they had that kind of setup, but I don't have any way of knowing if they manually place them at wipe or they know something I don't.  I've been manually setting them each wipe, but I'd really kind of prefer to not do that anymore, as I plan to steer a bit away from zombies and more towards armed NPCs.

I absolutely love this mod and how well it interacts with other mods.  It's been a source of endless joy for me compared to the other options we've tried on our PVE zombie server.

EDIT:  I think I figured it out.  I enabled Parent Monument as Airfield on the custom profile's Other tab.  It wiped the spawnpoints, but if I don't have to keep setting them up manually each wipe, totally worth it.

Edited by ClockworkCat
  • Administrator
Steenamaroo

Posted

Hi @ClockworkCat
You found one solution.
As long as that new profile remains parented to Airfield, the npcs from that profile will always spawn where you placed them relative to the airfield,
so if you change maps and the airfield moves, that profile and its npcs will appear to be in the right place.

There is another way just using just one profile.

If you go into the UI and view the manually placed spawnpoints for the profile you should see an 'Edit overrides' button for each point.
In there you can choose a kit (and some other settings) which are different from the main profile's settings.

For example the main profile could be set to use kit 'soldier1' but one specific spawnpoint overrides that and uses 'soldier2', or whatever.
On a per-point basis you can override the settings for stationary, Kits, Health, and RoamRange.

If you need more control than that then the two profile approach is better. 👍

ClockworkCat

Posted

@Steenamaroo

Thank you so much for that extra information.  That's really helpful for further options for the less-complex monument setups.  Airfield is kind of the extreme example at the moment since I have multiple kits with specific places I want them to spawn.

Another question if I might...  I'm looking at Corpse Duration and Backpack Duration and trying to figure out how to get these to work properly.  I don't want the corpses sitting around too long, so I have it set currently on 2, which appears to be 2 minutes as one might expect.  I had Backpack Duration set for 30 assuming it meant 30 minutes after death, the bag would despawn, but that doesn't appear to be the case.  When the bot dies and the corpse despawns, there is no backpack left.  Am I not understanding these correctly?  For consistency, I'd prefer them to relatively match the way normal NPC corpses despawn.

Again, thank you for this amazing mod.  I've finally got the time to go in and clean up my profiles and everything as I'm overhauling the AI to have more varied bots to bump the server difficulty up somewhat.  Making sure I understand all the details of the mod properly will go a long way to helping me get it all sorted, but I already like the slight upgrades to my previous setup.

  • Administrator
Steenamaroo

Posted (edited)

My pleasure. Glad to help.

You've understood perfectly but there's an additional option in the global settings called Remove_BackPacks_Percent which may be set to 100.
If you set that to zero all your BotReSpawn corpses will then leave backpacks and your timers in minutes will apply.

You can use that Remove Percent option to make it that there's backpacks sometimes, and other times not, and balance it to your preference,
or just go with 0 so backpacks always spawn.

 

If you're gearing up to make them more difficult don't forget they can use (nearly?) every weapon.
Bots with MGL or flamethrowers, rocket launchers, and even grenades, beancans, satchels, or c4! as backup weapons when line of sight is broken can be great fun.

Edited by Steenamaroo
ClockworkCat

Posted

@Steenamaroo

Lol, at least I was most of the way there.  I bumped that variable down and now it works like a charm.  Thank you once again!  Good to know that option to alter the drop percent is there in case I want to switch up more valuable loot.  I've done that with the weapon drops, since I was using the loot tables to manage that, but opted for the more "authentic feel" of the bots dropping them on death.  For the bots that drop really good guns, I have that set for a percent, but didn't realize I could set RNG for the bags as well.

And thanks for the reminder on that!  My plan is to get them set up with a variety of weapons based on the difficulty of the monument they're on, with primlock bots at stuff like supermarket, pumps and revvies at higher monuments like harbor, then working up to customs and bolties at blue monuments like train depot, and full on soldiers at airfield, etc.  It's a lot of work, but I'm theming the bots like little clans and I think it's coming out nicely.  I'm working on setting up new bosses and revamping my old ones.  The boss in miltun has a minigun now instead of a 249, so that should be fun the first time someone wanders in there.  Gonna have a military flamethrower boss as a heli spawn, I think.  Should be a lot of fun.  I didn't realize they could use rockets and C4 (beancanes and grenades I knew), so that could be a nasty surprise for a boss!

One of the other server admins gave me an idea using DynamicConfig along with the existing mods to slow-build the enemies on the server up from all zombies, to bot players, up to military by wipe week, but that might be a few wipes down the line as I get this all sorted. 

Anyway, thanks for all the information and help understanding the settings and pointing out the stuff I was missing.  It's appreciated and again, thank you so much for the mod.  It's pretty damn epic.

  • Like 2
  • Administrator
Steenamaroo

Posted

Sounds like a great setup!
My pleasure, and thanks for the kind words.

Don't hesitate to ask if anything else comes up. 👍

  • Love 1
Geralldo.RuLey

Posted

Does this update fix the kits with custom item names?

  • Administrator
Steenamaroo

Posted

No,
I have a 'proper' update with quite a number of fixes and additions, but didn't want to push that for forced wipe,
so the most recent update is literally just a patch for Rust's update.

ClockworkCat

Posted

@Steenamaroo  Okay, new stupid question.  Is there a way to keep the spawnpoints from disappearing on wipe?  My bots spawned in random spots because the spawn points didn't carry over.  There's probably some setting that I missed, but having to manually place these every wipe is cumbersome.  Also means my stupid players get easy loot until I have it all fixed. >:T

  • Administrator
Steenamaroo

Posted

Hi,
It depends what you mean.

Custom spawnpoints added for default profiles (monuments) should never need to be updated or redone,
because those spawnpoints will automatically move to where the monument is when you change to a new map.

For Custom profiles with custom spawnpoints, BotReSpawn automatically disables these profiles when you change maps,
because those spawnpoints will no longer make sense on a new map.
The exception here is servers which recycle the same map over and over where, of course the points will make sense,
so I provided the option Disable_Non_Parented_Custom_Profiles_After_Wipe for those users to set to false.

 

For Custom profiles that you've added which are meant to supplement default profiles - I.E. additional profiles at the airfield, dome, etc,
you should set "Parent_Monument" for your custom profile to the name of the default profile it's meant to be near.
That can be done with clicks in the UI.


If you do that, then add your custom spawnpoints to the custom profile afterwards,
that custom profile will act just like a default one, meaning the custom spawnpoints and profile will always relocate to where the monument is on your new map.

Basically default profiles are set and forget,
custom profiles parented to default ones are set and forget
and custom profiles "in the wild" will need to be redone if/when you change your map.


Does that answer what you're asking, or are your circumstances different?
Let me know. 👍

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