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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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Noblestruck

Posted

Hello! I just had a question and apologies I am still quite new to plugins and such. I was wondering if there was  a way to get premade templates for the Kits/settings and such to be easier to add so I wouldn't need to go through all of them individually! Just wanted to see before I spent the time, thank you 

  • Administrator
Steenamaroo

Posted

Hi,
I suppose try the different communities - Someone may reply here, or maybe post in some of the rust/oxide/codefling discords?
Realistically, though, you're probably better just setting it up yourself as there are so many options that suits one sever but may not suit yours.

I've tried to make BotReSpawn setup as easy as possible.
The vast majority of settings can be changed via UI without editing any files, and profiles can be reloaded individually to save you having to reload the entire plugin.

The default settings for things like health, spawn radius, damage dealt etc are all fairly sensible values,
so you can simply set autospawn true and reload a profile to have working npcs.

There's also a copy/paste option within the UI so if you find you want to set numerous things the same way across many profiles, you can use that.

Every option name in the UI is clickable, showing a brief description of what that option does - You might make use of that.

 

Oxide's free Kits.cs plugin does make kit making very easy - Again, all can be done via UI in a few clicks,
and selecting them or some profile within BotReSpawn is also just a matter of a few clicks.
 

Don't be afraid to ask if you've any questions but, hopefully, you'll find it's fairly quick and easy to get going. 👍

  • Like 3
Dr.D.Bug

Posted

Hi there, i have tested the new feature "Give_Scarecrow_Loadout". So far it works great. When i set the RUST loot source to ScarecrowNPC, also the loot is just fine. The only thing i have to mention is that the bots unfortunately have no individual names. They are all called scientist. 

  • Like 1
  • Administrator
Steenamaroo

Posted (edited)

Hi,
Thanks for letting me know.
Is this issue only since updating to 1.3.1?

I just tested to confirm - It's working fine here.

 

Do you see a message in console when you reload BotReSpawn,

[BotReSpawn] Automatically Harmony Patched...etc ?
 

Edited by Steenamaroo
Dr.D.Bug

Posted

Yes it's the newest version1.3.1

This is what i get in the console:

[Oxide] 01:56 [Info] Unloaded plugin BotReSpawn v1.3.1 by Steenamaroo
[Oxide] 01:56 [Info] [BotReSpawn] Automatically Harmony patched 'ScientistNPC.get_displayName_Patch1' method. (DisplayName)
[Oxide] 01:56 [Info] Loaded plugin BotReSpawn v1.3.1 by Steenamaroo

  • Like 1
  • Administrator
Steenamaroo

Posted

Continuing in DM.

  • Administrator
Steenamaroo

Posted

Resolved in V.1.3.2 👍

  • Love 1
dustyhansen

Posted

I see that this is not compatible with Carbon, but I have been running it on Carbon. What exactly doesn't work or isn't supported?

  • Like 1
EvilDips

Posted

So if you set custom spawns at monuments like airfield will they carry over wipe or do i have to reset them each wipe?

  • Administrator
Steenamaroo

Posted

10 hours ago, dustyhansen said:

I see that this is not compatible with Carbon, but I have been running it on Carbon. What exactly doesn't work or isn't supported?

It probably works just fine but I can't really advertise as Carbon compatible because I do all my writing and testing under oxide.

  • Like 1
  • Administrator
Steenamaroo

Posted

9 hours ago, EvilDips said:

So if you set custom spawns at monuments like airfield will they carry over wipe or do i have to reset them each wipe?

Yes. If you add custom spawn points to any of the default monuments, they will automatically be kept in the same place relative to those monuments,
no matter what map you're on.

 

If you change maps and there is no Airfield (for example) on your new one, that profile will just be ignored until the next time you fire up a map that does have it.

  • Love 1
phillip.van deventer

Posted

have been running this plugin on carbon and works absolutely brilliant, carbon has oxide backwards compatibility 

and as far as i can see on my usage of this plugin its def carbon compatible or useable in carbon.

 

  • Like 1
  • Administrator
Steenamaroo

Posted (edited)

Always great to hear.
Thanks for commenting, @phillip.van deventer

Maybe I'll mark it compatible but put a caveat at the start of the description that I don't personally write, or test, on Carbon.
To be honest, any time Carbon specific issues have come up I've reported them and Raul has sorted it, or I've made adjustments at my end to work around it.

Edited by Steenamaroo
MelodyZE

Posted

heya Steenamaroo!

i was wondering, if this plugin would ever go on sale any time soon? i would love to purchase but 40.00 is so much for me due to my very small income.

pookins

Posted

Save a few dollars a week

Ned Flanders

Posted

On 10/19/2024 at 6:27 AM, Steenamaroo said:

It probably works just fine but I can't really advertise as Carbon compatible because I do all my writing and testing under oxide.

Is there any chance you will be making it carbon compatible in the future? 

  • Administrator
Steenamaroo

Posted

As far as I know it is.
I just haven't used Carbon and haven't ticked the box because I can't personally stand over it.

  • Like 1
Lei_Wong

Posted

Hi Steenamaroo, I'm getting some errors in the server console, and when this error appears it immediately takes the player facing the NPC out of the game and closes the rust. What could be happening?

 

NullReferenceException: Object reference not set to an instance of an object
  at HumanNPC.AttackerInfo (ProtoBuf.PlayerLifeStory+DeathInfo info) (at <b754d37c7ff346549b12d89c51bd2745>:0)
  at BasePlayer.LifeStoryLogDeath (BasePlayer+DeathBlow& deathBlow, Rust.DamageType lastDamage) (at <b754d37c7ff346549b12d89c51bd2745>:0) entres idiota - Test server [Procedural Map]                                    204fps 131gc 2h36m40s
  at BasePlayer.OnKilled (HitInfo info) (at <b754d37c7ff346549b12d89c51bd2745>:0)                     0b/s in, 0b/s out
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseCombatEntity.Die_Patch0(BaseCombatEntity,HitInfo)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.Die_Patch0(BasePlayer,HitInfo)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BaseCombatEntity.Hurt_Patch0(BaseCombatEntity,HitInfo)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.Hurt_Patch0(BasePlayer,HitInfo)
  at BaseCombatEntity.OnAttacked (HitInfo info) (at <b754d37c7ff346549b12d89c51bd2745>:0)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.OnAttacked_Patch0(BasePlayer,HitInfo)
  at Carbon.Core.CorePlugin.IOnBasePlayerAttacked (BasePlayer basePlayer, HitInfo hitInfo) (at D:/a/Carbon/Carbon/Carbon.Core/Carbon.Components/Carbon.Common/src/Carbon/Core/Core.Hooks.Player.cs:26)
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.OnAttacked_Patch0(BasePlayer,HitInfo)
  at Oxide.Plugins.BotReSpawn+BotData.ServerUse (HeldEntity held, System.Single damageModifier) (at K:/RUST SERVER - CARBON/carbon/plugins/BotReSpawn.cs:3573)
  at Oxide.Plugins.BotReSpawn+BotData.TriggerDown () (at K:/RUST SERVER - CARBON/carbon/plugins/BotReSpawn.cs:3396)
  at InvokeHandlerBase`1[T].DoTick () (at <8e627b78b6e54efa8823e1b0fa070ae3>:0)
  at InvokeHandlerBase`1[T].LateUpdate () (at <8e627b78b6e54efa8823e1b0fa070ae3>:0)

Thanks

  • Like 2
  • Administrator
Steenamaroo

Posted

Thanks folks. I'll update shortly for this. 👍

  • Love 1
  • Administrator
Steenamaroo

Posted

I've posted a patch update but it its untested as I don't have client+server running right now.

Would you folks be so kind as to let me know if this solves the issue?
Thanks for reporting!

  • Like 1
KingSizeKevin

Posted

Would it be possible to make it so the NPCs that parachute do not shoot their guns until they hit the ground if they are marked invincible?  Players want time to get positioned before getting destroyed and they cant fire back

  • Administrator
Steenamaroo

Posted

Consider it done. 👍

  • Like 1
Todays Ambitions

Posted

Hi, when trying to create kits for the NPC's I am not getting a UI to edit these. 
Also is there a way to edit what they may drop with a probability or %?
For example Will need to add bots to Different biomes, Adjust gear sets, health, speed, accuracy, and amount. We don't want them to have too much loot but I thought maybe having a probability to drop BP's that may relate to their biome Instead of regular loot sometimes. EX: Artic Biome may drop  Heat Furnace BP

  • Administrator
Steenamaroo

Posted

Hi,
I'm not sure what you mean by "not getting a UI".
Is there an issue with the BotReSpawn UI, or the Kits plugin UI?

You'd use the free Kits plugin from uMod to make your kits.
Instructions are here - https://umod.org/plugins/rust-kits

then in BotReSpawn UI, every profile has an "Edit kits" button, where you can enabled whatever kits you want.
You assign them numbers, so that users can balance probability but if you're only dealing with one kit just find it and set it to "1".

 

For randomising the loot that's messy, if you use Kits.
You'd have to make multiple kits with slightly different loot and enable them all, so one is chosen at random for each npc.

Alternatively you could use my CustomLoot plugin which, being fair, isn't particularly user friendly but it does support all profiles of BotReSpawn separately.

As an other alternative, if you're an Alphaloot user, you can wait for the next BotReSpawn update which will allow you to type in an Alphaloot profile name for every/any BotReSpawn profile.

Let me know if that answers your questions. 👍

  • Like 1
  • Love 1

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