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BotReSpawn 1.4.1

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laodu

Posted

1 hour ago, Steenamaroo said:

Is that a custom monument or a copy/paste?

copy/paste

laodu

Posted

It was built by the player themselves.

Papa Bear

Posted (edited)

Here is one that I've been sitting on, but it hasn't been addressed and now I would like this feature to actually work.  I'm using BotReSpawn to create a fast paced Zombie Fest within Rad Town.  I want only Slow loading, crossbows to be the only weapon that you can headshot, 2 shot kill these bots.  You have a setting in the UI that says

"Instant Death From Headshot  Allowed Weapons" Manage

But, when I use this selection, it's taking me to the Bot Name Manager.  And, it is naming my bots Crossbow, so it isn't allocating weapons, but renaming my bots. It's actually the same screen. So, as shown below, I went into the config and tried, but it doesn't work there either.

I'm assuming if I have these settings, then all weapons will damage the bots but not instantly kill them unless I use a Crossbow.  Is this correct?

"Die_Instantly_From_Headshot": true,

        "Require_Two_Headshots": true,

        "Fire_Safe": true,

        "Grenade_Precision_Percent": 80,

        "Instant_Death_From_Headshot_Allowed_Weapons": [

       "crossbow"

        ],



Please help me when you have the chance to,

Thanks,

Bear



 

Edited by Papa Bear
  • Administrator
Steenamaroo

Posted

Hi,
I'll take a look at that right now.
Thanks for reporting it.

  • Like 1
Papa Bear

Posted

So, I got it to work, but the UI is still wrong.  It doesn't show up there (because its for bot names) but effectively, it works, allowing only the crossbow.  But, I had to do it through the config to make it work. The UI didn't help me.

Thanks

 

  • Like 1
  • Administrator
Steenamaroo

Posted

I understand.
I have it sorted now.

There'll be a an update on or before Thursday, for Jungle biome,
so the fix will be in there.

Thanks again for reporting. That was just pure oversight.

  • Like 1
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Papa Bear

Posted (edited)

I read on a previous post about Bots clipping.  It happened to me today.  It was on a Procedural Map, Rad Town monument.  First time this has happened and I've been running Bots here for two months now. 

They chased me into the building.  This is the first time I seen them enter a doorway in Rad Town.  But, that's not the issue.  I was in a room and they clipped through the windows from the outside. When I went upstairs, they clipped from downstairs and I had three or four follow me upstairs.  No issues on the roof.  This was inside the building.  In particular, the center building on either side.

I'm going to do some more testing tomorrow.  I'm not sure if it's something I did in the settings myself or the plugin.  I'll report back to you tomorrow -

Bear

 

 

 

Edited by Papa Bear
  • Like 1
  • Administrator
Steenamaroo

Posted

Don't worry about doing any more testing.
I looked into this with a few other users and got to the bottom of it a few days ago.

That'll also be addressed in the next update.

If it's an issue, until then, you can run 1.3.9 without issues. 👍

Thanks for the info!

  • Like 2
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Lei_Wong

Posted

Hi Steenamaroo, one question. I've enabled the drone defense feature in a custom profile. In the drone conditional ask if it's a turret. However, when the turrets fire at the npcs, they don't defend themselves, they don't even shoot at them. Am I missing something?
I built them a kit with a rocket launcher and missiles, and nothing. They just shoot at players.
(I clarify that I don't have the plugin that gives the drone a turret; they're just regular autoturrets.)

Thanks for always being there.

Kaj Van der Hallen

Posted

Since this month's update the NPC's do not drop any loot anymore. My config looks like this:

 

"Death": {
  "Spawn_Hackable_Death_Crate_Percent": 0,
  "Death_Crate_CustomLoot_Profile": "",
  "Death_Crate_LockDuration": 10,
  "Lock_Death_Crate_To_Killer_Player": false,
  "Corpse_Duration": 1,
  "Corpse_Has_Skull": true,
  "Weapon_Drop_Percent": 0,
  "Min_Weapon_Drop_Condition_Percent": 50,
  "Max_Weapon_Drop_Condition_Percent": 100,
  "Wipe_Main_Percent": 0,
  "Wipe_Belt_Percent": 100,
  "Wipe_Clothing_Percent": 100,
  "Allow_Rust_Loot_Percent": 100,
  "Rust_Loot_Source": "Default NPC",
  "Remove_Vanilla_Scrap": true,
  "AlphaLoot_Profile": "",
  "RustRewardsValue": 0.0,
  "XPerienceValue": 0.0
}

 

I am on BotReSpawn version 1.4.1

MelodyZE

Posted

i tried the new update, and none ofthe bots are spawning 0_o
it shows all the profiles but none of them spawn in, tried reloading, unloading and loading
 

TwoShoes

Posted

Constant spam in console  Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BotReSpawn - True (Boolean), ArmoredTrain (False (Boolean)

I set the "Enable Targeting Hook to False" but still get the console flood  I've reloaded both plugins and still have the flood what am I doing wrong..

I've also tried ACP Safe in APC_kill true and false and still floods console with Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BotReSpawn - True (Boolean), ArmoredTrain (False (Boolean)

 

Also tried Off Terrain true and false  same deal 

  • Administrator
Steenamaroo

Posted

@Kaj Van der Hallen - Thanks for letting me know.
I'll check very shortly and see what's going on.

@MelodyZE - Hi, I'm not seeing an issue here.
Have you used `bot.count` command in console to 100% confirm?
It gives you the total number of spawned npcs.
`bots.count`, with the 's', gives you a per-profile breakdown.

Also type nav_wait into console and see what the result is. It should be true.
If it's false it means navmesh gets created after the server boots up,
which means there's no navmesh for npcs at startup and you'd need to reload the plugin X minutes later.

@TwoShoes - You've got APC_Safe set to false for some profile that's near a Bradley.
Doesn't necessarily have to be a Bradley even or Launch site profile. It could be airdrop or a biome or...any profile that's close enough to an APC.

  • Administrator
Steenamaroo

Posted

@Kaj Van der Hallen - Hi again.
I just checked and they're getting vanilla Rust loot just fine over here.
I had a profile on Default NPC and it gave me some pistol bullets and stuff,
then I changed to Beehive and it gave me honey so all looks good.

Maybe you've got some other loot plugin wiping the loot for these npcs?

If you're struggling to track it down it might be worth unloading any plugins that manage loot (whether they're meant to affect npcs or not),
then testing again.

  • Administrator
Steenamaroo

Posted

16 hours ago, Lei_Wong said:

Hi Steenamaroo, one question. I've enabled the drone defense feature in a custom profile. In the drone conditional ask if it's a turret. However, when the turrets fire at the npcs, they don't defend themselves, they don't even shoot at them. Am I missing something?
I built them a kit with a rocket launcher and missiles, and nothing. They just shoot at players.
(I clarify that I don't have the plugin that gives the drone a turret; they're just regular autoturrets.)

Thanks for always being there.

Hi @Lei_Wong
I'd need to look into this.
I never actually tested drone defence first hand - I had someone else testing and reporting back.

  • Love 1
Kaj Van der Hallen

Posted

@Steenamaroo thank you for the quick response. I've followed your advice and did some tests with unloading plugins and once I unload AlphaLoot they have loot again - so it must have to do something with AlphaLoot or my config on that one (but I didn't touch that one in a long time)

  • Like 1
  • Administrator
Steenamaroo

Posted

Thanks for doing that and letting me know.
For the vanilla loot profiles (Rust_Loot_Source) BotReSpawn does check if you have AlphaLoot and, if so, it does make a call to AlphaLoot to get its version of the loot for that particular source.

`DefaultNPC` would be scientistnpc_roam so I guess maybe Alphaloot is set up to give them nothing?
You could either make changes in Alphaloot to make sure that npc type gets loot,
or change the `Rust_Loot_Source` to something else in BotReSpawn UI. 👍

TwoShoes

Posted

for the  Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BotReSpawn - True (Boolean), ArmoredTrain (False (Boolean)

But isn't "Enable Targeting Hook to False" allow other plugin to control botrespawn? or an I looking into this the wrong way..
I've gone through my setting and have watched the armored train on the opposite side of the map from launch site still throw this.. if i don't set apc safe then Bradley non stop shoots at npc's and for some reason all the npc's and immune to Bradley if i could set it so Bradley can kill the npcs I'm all for that.. I want Bradley to treat those NPC's like I treated Dth's momma last night.

  • Administrator
Steenamaroo

Posted

Nah, Enable Targeting Hook isn't related.
That's a BotReSpawn call to let other plugins decide to let / not let BotReSpawn attack their npcs.

 

 

CanBradleyApcTarget
BotReSpawn - True (Boolean) 

 

Your BotReSpawn settings are saying that APC can target BotReSpawn npcs.
That means you have APC_Safe false somewhere.

You probably want it set to true.

  • Like 1
MelodyZE

Posted

12 hours ago, Steenamaroo said:


@MelodyZE - Hi, I'm not seeing an issue here.
Have you used `bot.count` command in console to 100% confirm?
It gives you the total number of spawned npcs.
`bots.count`, with the 's', gives you a per-profile breakdown.

Also type nav_wait into console and see what the result is. It should be true.
If it's false it means navmesh gets created after the server boots up,
which means there's no navmesh for npcs at startup and you'd need to reload the plugin X minutes later.

was weird 0_o it had disabled the "auto spawn" thing for some reason after i had updated to this version, after going back, through all 100 profiles manually i turned them all on and everythings 100% good again 🙂

ty for the reply Steen! 

  • Administrator
Steenamaroo

Posted

Are they all custom profiles?
Custom profiles automatically disable themselves when wipe is detected,
on the assumption that their locations wont make sense on the new map.

If that was the case but you recycle maps and don't want this to happen,
you can set Disable_Non_Parented_Custom_Profiles_After_Wipe to false.

pookins

Posted (edited)

got two of these should i rename one of them "1" or delete it ?


"Jungle ruin 0": 
"Jungle Ruin 0": 
"jungle swamp 0": 
 

Edited by Steenamaroo
  • Administrator
Steenamaroo

Posted (edited)

Hi @pookins
The upper and lowercase r show they are two independent entries.

I'm loading up a jungle map this afternoon to check a few things about but those should be two different locations.

Edited by Steenamaroo
pookins

Posted

So i dont need to change to "1" (i AM a bit slow  🙂  )

  • Administrator
Steenamaroo

Posted

No,
the data profiles are automatically maintained by BotReSpawn.
Making changes to, or adding new,  profile names wont mean anything to BotReSpawn.


On my map I have just Jungle ruin 0/1/2/3 profiles...all with lower-case 'r'.
I don't have any with upper case r but maybe that's just luck of the draw or something.


If you open up BotReSpawn UI, go to these two profiles ( Jungle ruin 0 and Jungle Ruin 0 ) and click the "TP me there" button,
I expect they'll be two different locations.

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