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BotReSpawn 1.3.2

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Yeah, I turned off the Disable None Parented Custom Profiles After Wipe option, and the profiles are still enabled, but all of my bot spawnpoints are gone.  It's been that way after wipe for as long as I can remember.  Even the default profile spawnpoints have never stayed where I put them.

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That doesn't sound right.

BotReSpawn only wipes custom spawnpoints in cases where the user has changed the setting for "Parent_Monument",
just because of how it's written...setting parent monument needs to happen before spawnpoints are added.

 

Certainly for default monuments, and custom spawnpoints you add should be good forever.
If you set a bunch of custom spawnpoints for, say, the Airfield profile,
no matter what map you change to those npcs should always be in the right place, relative to the airfield.


Do you keep the same map wipe after wipe?

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No, we use new maps.  And I figured it out!  Apparently, the new spawn file is being created with the date at the end, which is forcing the mod to create a new blank json.  So all this time, I could have just been removing the date from the end of the file and deleting the new one it created.  I dunno if that's something in our server doing that or what, but I deleted the empty one, renamed the default-SpawnsData.json.07042024 to just default-SpawnsData.json, restarted the mod, and voila.  Problem solved.  So grateful, since that's like...something like 200 bots I now don't have to hand place.  I love this mod so much. ;-;

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Wow, that's a new one to me.
Why was that happening, do you know?

I'm relieved, lol.

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Steenamaroo

Posted (edited)

Strange. That has to be something external renaming the file.
Do you have any kind of automated backup system or something that could be doing it?

It's certainly not something BotReSpawn is doing, anyway,
but it makes sense that BotReSpawn would create a new blank file if something/someone renamed the old one.

Edited by Steenamaroo
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Yeah, that's kind of what I figured.  It didn't make sense to me, either, so I imagine it might be one of the server owner's backup systems doing it.  Either way, if that's all the issue is, that's a super easy fix once a month after wipe.  I'd rather just have to rename a file and restart the mod.  Believe me when I say I almost cried tears of joy when I figured it out and was able to fix it.  It irritates me knowing that's all I had to do for the past like...two years...but that's on me and the server, not on you. 😛

Anyway, thanks again for the quick answers and for trying to help all the same.  That's still some good info to have under my belt.  The more I learn about this mod, the more I love it and the more effective it makes me at setting it up.  Now I'm off to set the CustomLoot files for the new bosses...

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I'm glad you got a solution and thanks for sharing it.


Feel pretty bad that you've been doing all your spawnpoints manually every month for two years! I went to quite a bit of trouble to try to make it all as easy and seamless as possible. 

CustomLoot, on the other hand... Different story. 😂

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Lol, you did your best.  The mod itself isn't the problem, so it's not like you did anything to feel guilty over.  You can't fix stupid, and lord knows I've had plenty of moments.  Anyway, I didn't have a lot of them set up for custom spawns for that reason, and it was mostly just zombies milling about, so specific spawnpoints weren't as pertinent.  I just had to set my bosses and the handful of bots that needed specific spots like snipers, so I think it was under 30.  Now that I've added a bunch of groups and a bunch of bosses, however, placing all of them manually was going to be way too cumbersome.  There's something like 240 now, so thankfully, I figured out where the dumb was and fixed it.

Honestly, CustomLoot is really great just by itself.  The lack of a GUI makes it a bit clumsy to work with, but all-in-all, still way better than any other loot table mod I've played with.  The fact it works so seamlessly with BotReSpawn makes it invaluable to me and what we do on the server.  Everyone is raving about the new bots, so mission accomplished!

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Check your config,

None of mine are attacking each other or bots from other plugins (dangerous treasures, bradley , huntsman or guarded crate,

(from documentation)

Faction and Subfaction of 0 means this profile will not fight any other, and will not be attacked by any other.
Faction and Subfaction settings greater than 1 are used for configuring which profiles should be allies / enemies.

"Ignore_Factions": false - Makes all profiles fight all profiles if true.

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3 minutes ago, pookins said:

Check your config,

None of mine are attacking each other or bots from other plugins (dangerous treasures, bradley , huntsman or guarded crate,

(from documentation)

Faction and Subfaction of 0 means this profile will not fight any other, and will not be attacked by any other.
Faction and Subfaction settings greater than 1 are used for configuring which profiles should be allies / enemies.

"Ignore_Factions": false - Makes all profiles fight all profiles if true.

Thank you!

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I get server lags with bot respawn

I don't know if it's because of the number of NPCs

all custom NPCs on my server:

500 zombies (1 profile) + 500 scarecrows (1 profile) everywhere on the map without custom spawns and radius 8000

60 zombie bosses (1 profile) + 60 scarecrow bosses (1 profile) everywhere on the map with 80 custom spawns each that I set

60 (10x6 on the map) cultists (10 profiles) that are everywhere on the map with 6 custom spawns each

18 monument bosses with 2 to 4 guards and custom spawns each

military tunnel 4 roques with custom spawns, abandoned military base 4 roques, airfield 8 roques and launch site 10 roques each on the roofs

please help me

do I have to change the number of zombies and reduce scarecrows?

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Hi,

There's plenty of things that add up to affect performance, like overall number of entities, active furnaces/quarries, npcs, turrets, etc
but if you're experiencing performance issues with around 1300 npcs I'd certainly try reducing the numbers to see how that goes.

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My man has 1000 npcs and only 2 players. Lol 

I'm jk, I'm Jk. lol

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1 minute ago, Geralldo.RuLey said:

@Steenamaroo
why do my custom NPCs instantly explode upon spawning when I send them to players and airdrops? with or without chuting is the same result.

Suicide Timer

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Just now, Stark said:

Suicide Timer

nope. this is my monument boss who has 2 hour suicide timer. 

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Sounds like something outside of BotReSpawn is killing them, then.

Suicide timer would do that, if set to zero,
but it only applies to npcs which aren't part of a controlled + limited population,
like all the event profiles or npcs which were sent via another plugin making a call, or toplayer command.

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14 minutes ago, Steenamaroo said:

Sounds like something outside of BotReSpawn is killing them, then.

Suicide timer would do that, if set to zero,
but it only applies to npcs which aren't part of a controlled + limited population,
like all the event profiles or npcs which were sent via another plugin making a call, or toplayer command.

Thank you. I will attempt to recreate another custom NPC using BotRespawn, but only on a test server to determine if any plugins might be causing issues.

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I have reduced the custom bots from 1300 to 300, but I have noticed that the botrespawn plugin always causes the server to lag
if I remove botrespawn it no longer lags
please help me

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What's your server like?
Hostname, package type (shared/dedi), what hardware?
Average player count, entity count? Average server FPS?
How long is wipe cycle?
How often does server restart?

 

A couple of hundred npcs is hardly overkill but if your server is right on the edge that could push it over.

If you let your server run close to the end of your wipe cycle, when it's got the greatest amount of buildings and entities,
what is performance like with BotReSpawn unloaded? Any lag or player complaints? Server FPS steady? (not your client fps)

Edited by Steenamaroo
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Hetzner Root
System OS: Linux 6.1 Debian GNU/Linux 11 64bit
CPU Model: AMD EPYC 7401P 24-Core
Processor Cores: 48
Memory: 23GB
At the moment I'm the only one testing it, it's not yet being released, but that will take a while because my friend and I'm still building up our server network Entity Count: Botrespawn 330, Vanilla Entity Count is as it normally is on the Vanilla servers, when botrespawn is unloaded it doesn't lag anymore, there are just mini lags with botrespawn

It's always wiped when the server is public and there are players on it, monthly
We don't restart the server and just let it run
Sometimes it restarts on its own

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Oh, so it's really just a testing environment right now, with no players actively mass building or deploying?
Strange.  I'm pretty sure I could run a map on my local computer with more npcs than that without issue.

Is this only an issue when the server has been live for multiple days straight, or do you see a problem right from day one?

Usually people automate a server restart every 24 hrs, most often aiming for 4 or 5 am local where the player count is likely to be at its lowest.
It might be worth trying that and seeing how you go, if you're finding the server is fine at the start then progressively becomes bogged down.

Edited by Steenamaroo
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On 7/16/2024 at 6:29 PM, Stark said:

My man has 1000 npcs and only 2 players. Lol 

I'm jk, I'm Jk. lol

How did you manage to make it work so well for you?
Can you please help me?

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I have a bug with bot respawn. I have zombies and scarecrows all over the map and 8 kits for them (4 zombie kits and 4 scarecrow kits). The kits don't work anymore, scientists spawn instead of with the kits. Do you have this too? Can you help me fix it?

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