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BotReSpawn 1.3.3

$40.00
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  • Administrator
Steenamaroo

Posted

Hi,
What kind of thing do you mean?
You can kit them out with armours as well as any weapon (I think) in the game, and flashbangs, grenades etc.
You've also got control for the amount of damage they deal and options to make nearby npcs assist, so they kind of gang up on you.

Wammerl26

Posted

OK, what do I have to activate for my bosses? I meant that you should add options for the bots' abilities to this plugin. There are many different abilities

pookins

Posted

5 hours ago, Wammerl26 said:

Features suggestion for botrespawn:

Settings for each profile so that you can give the custom bots a lot of different effects, superpowers, etc. e.g. for bosses, because when you create bosses you can only set HP and kit if you want to make them difficult. With boss effects e.g. like with Bossmonsters plugin, real effects. That would be incredibly good for this

So you want the plugin rewritten to match another plugin ? , You can not only set hp and kit but also


        "Aggro_Range":  "DeAggro_Range":  "Peace_Keeper": "Bot_Accuracy_Percent":  "Bot_Damage_Percent":  "Running_Speed_Booster":,
        "Roam_Pause_Length":   "AlwaysUseLights":   "Ignore_All_Players":  "Ignore_Sleepers": "Target_Noobs":   "NPCs_Attack_Animals,        "Friendly_Fire_Safe":  "Melee_DamageScale":  "RangeWeapon_DamageScale":  "Rocket_DamageScale":  "Assist_Sense_Range":
        "Victim_Bleed_Amount_Per_Hit":   "Victim_Bleed_Amount_Max":  "Bleed_Amount_Is_Percent_Of_Damage":  "Target_ZombieHorde":
        "Target_HumanNPC":  "Target_Other_Npcs":  "Respect_Safe_Zones":  "Faction":  "SubFaction":  "Dont_Fire_Beyond_Distance":
       "Spawn_Hackable_Death_Crate_Percent":  "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration":  "Corpse_Duration":
        "Weapon_Drop_Percent":  "Min_Weapon_Drop_Condition_Percent":   "Max_Weapon_Drop_Condition_Percent"      "Wipe_Main_Percent":   "Wipe_Belt_Percent":   "Wipe_Clothing_Percent":   "Allow_Rust_Loot_Percent":   "Rust_Loot_Source":
        "RustRewardsValue":  "XPerienceValue":   "Chute":  "Invincible_Whilst_Chuting":   "SamSite_Safe_Whilst_Chuting":   "Backpack_Duration":  "Suicide_Timer":  "Die_Instantly_From_Headshot":   "Require_Two_Headshots":  "Fire_Safe":
        "Grenade_Precision_Percent":   "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Disable_Radio":  "Use_Map_Marker":   "Always_Show_Map_Marker":   "MurdererSound":  "Immune_From_Damage_Beyond":
        "Short_Roam_Vision":   "Off_Terrain":

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  • Administrator
Steenamaroo

Posted (edited)

Ok,
I had to watch the videos to find out what these abilities are, unfortunately. That should be in listed in the description.

 

Melee only
Fire ammo

You can do these at present within your kits setup

Slow down players with fire.
It's not the same but you can give BotReSpawn npcs incendiary ammo, molotovs, or even flame throwers.
With molotovs in their belt they'll switch to, and throw, only when line-of-sight is briefly broken,
which means they'll use it in a sort of tactical way and still mainly rely on their main weapon - Whatever you give them.


Flame thrower is treated as a close-range weapon, like melee, so you can combine it with a rifle to have the npc
use fire up close, then switch to bullets at slightly longer range.

The npcs (with guns) do periodically increase, and decrease, their distance to their target, rather than just stick to the target like glue,
so this setup can get interesting.

Summon other npcs

You can sort of do this with the assist range settings, causing nearby NPCs to get involved and help out another.
Again, it's not exactly the same thing...I appreciate that.


Radiation
I could see adding in a radiation element. It's been requested before and in keeping with the vanilla game.
Whether it's the npcs themselves which have a radiation radius or their attacks which inflict it,
that's something that was requested and considered a long time ago.


Summon wolves
Invisibility
Freeze
Electric shock

Honestly, I'd be reluctant to pursue any of these.
These appear to be the qualities which make that particular plugin different.
To incorporate or, let's call it what it is, copy those isn't something I'd want to do.

I appreciate the suggestions, though.

Edited by Steenamaroo
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Wammerl26

Posted

it would be very good if you add a total of 10 to 20 different boss skills, because I have a boss at every major monument

Wammerl26

Posted

e.g. for boss monsters there are 12 boss skills, maybe you can think of 8 more skills, that would be cool

it would be very nice if you added that
because that makes the plugin even more efficient

so please, please add that

Wammerl26

Posted

um the bossmonsters plugin is just an example

pookins

Posted

AND a Christmas tree with lights of course

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  • Administrator
Steenamaroo

Posted

I'm sorry, I'm not going to take all of the unique points from some other plugin and integrate them in to mine.
I'm always open to suggestions and ideas but, in my opinion, that's a scummy move.

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pookins

Posted

No tree   😞

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Papa Bear

Posted (edited)

Hello Steenamaroo,

Have a request.  Using your plugin, NPCKits, I have the option of setting both the Corpse Duration and the Backpack Duration.  Love this feature.  On Oil Rig, I can increase the duration of the bags, but at the same time, despawn the corpses quickly.  Really helpful considering we have 55 heavies with the Big Rig Wave Event plugin we are using.  But, BotReSpawn doesn't have this feature.  When I shorten the Corpse Duration, it just wipes all the loot. 

I feel this feature would be very helpful.  I tried using a plugin called Body to Bags from UMod, but it doesn't work with BotReSpawn and frankly against NPCKits either.  But, at least with NPCKits, I can set it and eliminating needing another plugin for this function.

As always, appreciate your plugins, and thanks for your consideration of this addition to this plugin,

Papa Bear




BotReSpawn
 "Corpse_Duration": 30,


NPCKits
"Corpse_Minutes": 1,
"Backpack_Minutes": 30

Edited by Papa Bear
  • Administrator
Steenamaroo

Posted

Hi,
BotReSpawn has both Backpack_Duration and Corpse_Duration

Corpse_Duration is under Death tab and Backpack_Duration is under Other.

  • Like 1
Malkizid

Posted (edited)

On 8/1/2024 at 5:47 AM, Lei_Wong said:

It would be great if the bots could open the doors like the bots in the Artic Research base, underwater lab or trainyard do.
It would be a complete change in the way we would fight them, since we would have nowhere to hide, like we do with real people. It's like the maximum difficulty level.
I can already imagine myself running and trying to heal myself while the bot chases me through the monuments, until the end.

I would pay extra for this,... if necessary.

They can open doors and do, Like Steenamoroo previously said its not written into the plugin, its default NPC behaviour.
I've witnessed this while playtesting many times.

its defined by a default server variable:
ai.npc_door_trigger_size   1.5  is the default value
(npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it)

Edited by Malkizid
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Lei_Wong

Posted

On 8/27/2024 at 8:19 AM, Malkizid said:

They can open doors and do, Like Steenamoroo previously said its not written into the plugin, its default NPC behaviour.
I've witnessed this while playtesting many times.

its defined by a default server variable:
ai.npc_door_trigger_size   1.5  is the default value
(npc_door_trigger_size defines the size of the trigger box on doors that opens the door as npcs walk close to it)

Where do I put that command modified with, I don't know... 2.0 or 3.0
In the server config?, in the server console?
So how do I make that take effect?

Malkizid

Posted

15 hours ago, Lei_Wong said:

Where do I put that command modified with, I don't know... 2.0 or 3.0
In the server config?, in the server console?
So how do I make that take effect?

Hi Lei, Happy to try help you.

its a server variable, also known as a convar.
Measurements in rust are usually in meters. so 1.5 is probably that distance.
So increasing it to 3.0 would double the range at which the NPC can open the door.

If you're not familiar with server variables, the values represented or how to modify them I wouldn't mess with them too much. 

Yes they are stored and written in your server.cfg file. 
They usually require a server to be restarted to take effect.  
They can be issued via rcon or via the in-game console if you have the correct admin priveliges assigned.
I wont go into this topic further as it has nothing to do with Steenamaroos plugin.
but I recommend reading tutorials on this site, also this is a list of most server variables www.corrosionhour.com/rust-admin-commands/

good luck and have fun.

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pookins

Posted

when you add commands to the commandline cfg make sure you add a + in front of it so  +ai.npc_door_trigger_size   1.5 

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Papa Bear

Posted

On 8/26/2024 at 2:07 PM, Steenamaroo said:

Hi,
BotReSpawn has both Backpack_Duration and Corpse_Duration

Corpse_Duration is under Death tab and Backpack_Duration is under Other.

Bad news.  I just tried this, at the default 10 min and then at 30 min for Backpack, and the corpse disappeared after I had set it for 1 min, but didn't leave a backpack.

Then, I moved the Corpse Timer to 5 min, stayed with the corpse, watched it as it "Flashed into a Backpack" but disappeared in a fraction of a second.

When you have a moment, can you take a look at this?

Thank you very much.

Papa Bear

  • Administrator
Steenamaroo

Posted

There's a global Remove Backpacks Percent in the global settings menu.
Make sure that's set to zero and you should be good

  • Love 1
Roofer

Posted

Hello, I am currently on a modded map. Before the wipe the npc was well placed and in the monuments. Now after wipe they stay outside. Rust, map or BotRespawn problem?

INFINITY-Z

Posted

You may have used custom profiles and now you would have to adjust their custom spawns.
Hard to tell without more info.

Roofer

Posted

Yes it's a custom config on a custom monument. But before the wipe on my test server no worries.

 

INFINITY-Z

Posted

Check their custom spawns that you set up - I'm not sure why they would be moved. Did not have that issue myself.

Roofer

Posted

Even if I place them myself, they stay outside

Stark

Posted

Check the NavMesh

 

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