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BotReSpawn 1.4.1

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ChardaZAR

Posted

I'm looking at adding custom maps to my wipe rotation
I'm worried about the bots though...
Will I need to set up custom spawn points for each custom monument?

  • Administrator
Steenamaroo

Posted (edited)

Hi,
In short, yes.

It's possible the map maker might include a BotReSpawn json set of pre-made profiles but you'd need to check that with them.
It's also possible someone in the community might share theirs.

Failing that, yes, at a minimum you'd probably want to go in and create new profiles at each of the non-vanilla monuments or points of interest.
You can just create a profile and set radius then let BotReSpawn spawn npcs at random points within that area,
or you can go in greater detail and create custom spawnpoints for the profiles - As with a vanilla map, that's up to you.

Everything can be done in the UI now, saving you from tedious json editing.

 

 

If the map maker is including vanilla monuments I think those should be detected as normal and should have automatically generated profiles,
but it would be good if someone else could confirm that - I don't have a lot of custom map experience.

If you go the route of setting up your BotReSpawn profiles in advance (I.E. before the actual wipe),
you'll want to make sure you set Disable_Non_Parented_Custom_Profiles_After_Wipe to false for all your profiles.

It's just a point of convenience - If you don't do that BotReSpawn will detect that there's been a wipe and turn off all the custom profiles you created.

Let me know if that answers your question. 👍

Edited by Steenamaroo
  • Love 1
ChardaZAR

Posted

That's excellent information, thanks Steen. You're a rockstar

  • Like 1
  • Administrator
Steenamaroo

Posted

My pleasure.
If you've any other questions don't hesitate. 👍

urbanviking

Posted

Pretty sure this will follow the same pattern as the previous question but I'll ask it anyway

Is it possible to set the profiles to custom monument names similar to how the default profiles are set. 

We use a lot of the same custom monuments on every map so it would save a lot of time to have them linked up.
 

  • Administrator
Steenamaroo

Posted

No, you're right - Same as previous.
BotReSpawn isn't aware of your monument or its name - The profile is just centred on a point in space and that's all it knows.

  • Like 1
urbanviking

Posted

4 hours ago, Steenamaroo said:

No, you're right - Same as previous.
BotReSpawn isn't aware of your monument or its name - The profile is just centred on a point in space and that's all it knows.

Thank you 

  • Like 1
PistOffBastd

Posted

I've cruised the forum, and didn't come across it, but anyone figure out how to make the melee only bots just chase your ass off?  Its like they chase for a few seconds, stop, tie their shoes, then chase again, then stop, make a sandwich and chase again.  Then if you turn and charge them, they stop and stare at the double rainbow. If that's how it is, then it is, what it is. Just hoping one of y'all had come across a tweak....

  • Haha 1
Malkizid

Posted (edited)

18 minutes ago, PistOffBastd said:

I've cruised the forum, and didn't come across it, but anyone figure out how to make the melee only bots just chase your ass off?  Its like they chase for a few seconds, stop, tie their shoes, then chase again, then stop, make a sandwich and chase again.  Then if you turn and charge them, they stop and stare at the double rainbow. If that's how it is, then it is, what it is. Just hoping one of y'all had come across a tweak....

Love the description 😆

AS for trying being helpful, I have not noticed this often, or exclusively with BotReSpawn. 
but I'm familiar with the description you gave and have seen it in various npc related plugins.  including Vanilla npc behaviours.

I believe this is fairly common when a bot loses LOS to their target or needs to switch weapon, or considers their target out of range. 
  It can depend on the weapo / items equipped.   Particularly if they are newly released weapons, the npc might not "know what to do with it" or there is no behaviour written for it.  

With melee weapons the attackrate of the weapon itself does seem to change how often they can attack.
I have noticed that all bots are generally abysmal at melee though, no matter the plugin. 

Sorry I don't have more useful facts or help though

The most fun workaround with BotReSpawn is to give them a ridiculously fast movement speed and really high melee damage, that will make players run the hell away, or rage quit.... but its very funny xD

Edited by Malkizid
pookins

Posted

3 hours ago, PistOffBastd said:

I've cruised the forum, and didn't come across it, but anyone figure out how to make the melee only bots just chase your ass off?  Its like they chase for a few seconds, stop, tie their shoes, then chase again, then stop, make a sandwich and chase again.  Then if you turn and charge them, they stop and stare at the double rainbow. If that's how it is, then it is, what it is. Just hoping one of y'all had come across a tweak....

I dont use melee bots but with all other bots i have the aggro range set just short of the roam range and the bots will continue to follow till they get to that range, . if fired upon with a ranged weapon they will move towards attacker even if it is out of aggro/roam range until they reach the attacker, sometimes if it is a long way (200/300) they will pause and lose interest unless fired upon again

  • Like 1
  • Administrator
Steenamaroo

Posted

8 hours ago, PistOffBastd said:

I've cruised the forum, and didn't come across it, but anyone figure out how to make the melee only bots just chase your ass off?  Its like they chase for a few seconds, stop, tie their shoes, then chase again, then stop, make a sandwich and chase again.  Then if you turn and charge them, they stop and stare at the double rainbow. If that's how it is, then it is, what it is. Just hoping one of y'all had come across a tweak....

I'll look into to that today. Some degree of stop/start is expected but it shouldn't be as bad as you describe.

The reason there's stop/start in a sprint chase is because npcs can't anticipate like real players.
They don't understand the environment and terrain so they can't guess where you're going, or cut a corner to gain on you.

They literally just set direction to where you are X times per second.

I'll test today and see about a couple of methods to smooth that out, if I can.

  • Like 2
PistOffBastd

Posted (edited)

I did notice yesterday that a monument parented melee bot would chase you directly and for a long time. But I didn't get much time to experiment. Here's one kit of a Roving Biome bot that is behaving as described. This bot was in the Arid Biome.

"Prim_Rover_Bat": {
      "Name": "Prim_Rover_Bat",
      "Description": "",
      "RequiredPermission": "",
      "MaximumUses": 0,
      "RequiredAuth": 0,
      "Cooldown": 0,
      "Cost": 0,
      "IsHidden": false,
      "CopyPasteFile": "",
      "KitImage": "",
      "MainItems": [],
      "WearItems": [
        {
          "Shortname": "bone.armor.suit",
          "DisplayName": null,
          "Skin": 0,
          "Amount": 1,
          "Condition": 100.0,
          "MaxCondition": 100.0,
          "Ammo": 0,
          "Ammotype": null,
          "Position": 2,
          "Frequency": -1,
          "BlueprintShortname": null,
          "Text": null,
          "Contents": null,
          "Container": null
        },
        {
          "Shortname": "deer.skull.mask",
          "DisplayName": null,
          "Skin": 0,
          "Amount": 1,
          "Condition": 100.0,
          "MaxCondition": 100.0,
          "Ammo": 0,
          "Ammotype": null,
          "Position": 1,
          "Frequency": -1,
          "BlueprintShortname": null,
          "Text": null,
          "Contents": null,
          "Container": null
        }
      ],
      "BeltItems": [
        {
          "Shortname": "syringe.medical",
          "DisplayName": null,
          "Skin": 0,
          "Amount": 1,
          "Condition": 0.0,
          "MaxCondition": 0.0,
          "Ammo": 0,
          "Ammotype": null,
          "Position": 1,
          "Frequency": -1,
          "BlueprintShortname": null,
          "Text": null,
          "Contents": null,
          "Container": null
        },
        {
          "Shortname": "mace.baseballbat",
          "DisplayName": null,
          "Skin": 0,
          "Amount": 1,
          "Condition": 200.0,
          "MaxCondition": 200.0,
          "Ammo": 0,
          "Ammotype": null,
          "Position": 0,
          "Frequency": -1,
          "BlueprintShortname": null,
          "Text": null,
          "Contents": null,
          "Container": null
        }
      ]
    },

Edited by PistOffBastd
  • Administrator
Steenamaroo

Posted

Oh, you're only seeing this behaviour with certain profiles?

Most likely it's something to do with that specific weapon then.

pookins

Posted

There is no reference to the settings for Roam, Aggro range, speed, etc which might have an effect on behaviour (?)

PistOffBastd

Posted

@pookins
"BiomeArid": {
      "type": 2,
      "Spawn": {
        "AutoSpawn": true,
        "BotNames": [],
        "BotNamePrefix": "",
        "Keep_Default_Loadout": false,
        "Kit": [
          "Prim_Roamer_Shovel",
          "Prim_Rover_Bat",
          "Prim_Rover_Eoka",
          "Prim_Rover_Hatchet",
          "Prim_Rover_Kitchen_Knife",
          "Spike",
          "FARMER.BLUNDERBUSS",
          "FARMER.CARROT",
          "FARMER.GRILLFORK",
          "FARMER.KITCHENKNIFE",
          "FARMER.MACHETTE",
          "FARMER.PITCHFORK",
          "FARMER.SHOVEL",
          "FARMER.SICKEL",
          "FARMER.SPEAR",
          "FARMER.WOODSWORD",
          "MECHANIC1_BAT_SMOKE",
          "MECHANIC1_WRENCH_BEANCAN",
          "MECHANIC2_DB_SATCHEL",
          "MECHANIC2_WRENCH_SURVEY"
        ],
        "Gender": 0,
        "SkinTone": 0,
        "Day_Time_Spawn_Amount": 30,
        "Night_Time_Spawn_Amount": 30,
        "Announce_Spawn": false,
        "Announcement_Text": "",
        "BotHealth": 70,
        "Bot_Take_Damage_Percent": 100,
        "Stationary": false,
        "Scale_NPC_Count_To_Player_Count": false,
        "Give_Scarecrow_Loadout": false,
        "FrankenStein_Head": 0,
        "FrankenStein_Torso": 0,
        "FrankenStein_Legs": 0
      },
      "Behaviour": {
        "Roam_Range": 400,
        "Aggro_Range": 100,
        "DeAggro_Range": 50,
        "Peace_Keeper": false,
        "Bot_Accuracy_Percent": 100,
        "Bot_Damage_Percent": 50,
        "Running_Speed_Booster": 16,
        "Roam_Pause_Length": 0,
        "AlwaysUseLights": false,
        "Ignore_All_Players": false,
        "Ignore_Sleepers": false,
        "Ignore_Wounded": false,
        "Target_Noobs": true,
        "NPCs_Attack_Animals": true,
        "NPCs_Defend_Against_Drones": false,
        "Friendly_Fire_Safe": true,
        "Melee_DamageScale": 1.0,
        "RangeWeapon_DamageScale": 1.0,
        "Rocket_DamageScale": 1.0,
        "Assist_Sense_Range": 110,
        "Victim_Bleed_Amount_Per_Hit": 1,
        "Victim_Bleed_Amount_Max": 100,
        "Bleed_Amount_Is_Percent_Of_Damage": false,
        "Target_ZombieHorde": 0,
        "Target_HumanNPC": 0,
        "Target_Other_Npcs": 2,
        "Respect_Safe_Zones": true,
        "Faction": 0,
        "SubFaction": 0,
        "Dont_Fire_Beyond_Distance": 3
      },
      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 10,
        "Lock_Death_Crate_To_Killer_Player": false,
        "Corpse_Duration": 4,
        "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": "ROVERNPC",
        "Respawn_Timer": 1,
        "RustRewardsValue": 0.0,
        "XPerienceValue": 0.0
      },
      "Other": {
        "Chute": false,
        "Invincible_Whilst_Chuting": false,
        "SamSite_Safe_Whilst_Chuting": true,
        "Backpack_Duration": 10,
        "Suicide_Timer": 30,
        "Die_Instantly_From_Headshot": false,
        "Require_Two_Headshots": false,
        "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Fire_Safe": false,
        "Grenade_Precision_Percent": 5,
        "Disable_Radio": true,
        "Marker_Enabled": false,
        "Marker_Visible_When_NPCs_Are_Dead": true,
        "Marker_Main_Colour": "#ffffff",
        "Marker_Outer_Colour": "#000000",
        "Marker_Opacity_Percent": 50,
        "Marker_Radius_Percent": 20,
        "MurdererSound": false,
        "Immune_From_Damage_Beyond": 400,
        "Short_Roam_Vision": false,
        "Off_Terrain": false,
        "APC_Safe": false,
        "WeaponTrap_Safe": false

eov-dev

Posted

Hi !

Love the plugin, but just one question : i cannot seem to make map markers work correctly, are there any other configs as the "marker_visible" and "marker_visibe_when_npcs_are_dead" ? 

When I reload the plugin, the map markers show, but they do net seem to persist with players : it will only show for players online, any player connecting after the plugin reload will not see the map markers. Also, even if the player was present when the marker was created, when the player leaves and then comes back online, the marker will not show for that player anymore.

I am testing this on my local server so I cannot be sure what the behavior is with multiple players (I will know with forced wipe in a few hours when I'll deploy the plugin on my live server). 

Did I miss something ?

Thanks

pookins

Posted

With over 460 active bots on the map i find that the markers just dont work for me. 

eov-dev

Posted (edited)

1 hour ago, pookins said:

With over 460 active bots on the map i find that the markers just dont work for me. 

The problem I mentioned above occurs while I have 3 bots with markers enabled

Edited by eov-dev
  • Administrator
Steenamaroo

Posted

Hi,
I don't think anyone's reported this before so I'll look into it and get it sorted.

Thanks for letting me know.

  • Love 1
  • Administrator
Steenamaroo

Posted

2 hours ago, pookins said:

With over 460 active bots on the map i find that the markers just dont work for me. 

You mean it's not practical or they literally don't work?

Covfefe

Posted (edited)

nevermind

Edited by Covfefe
  • Like 1
pookins

Posted

10 hours ago, Steenamaroo said:

You mean it's not practical or they literally don't work?

just too many when you have them for mapmyplayer, dangeroustreasures, guarded crate etc, I use proximityalert to warn players when they get in range of an enemy , 

Its just a function of this excellent plugin i dont use, does not detract from other functions or gameplay

  • Like 1
Deicide

Posted

Since theres some talk about the markers, i LOVE the idea of the markers but can it be made a bit more configurable with colors and sizing? maybe even the ability to place the bots name on it?

  • Like 1
  • Administrator
Steenamaroo

Posted

@Deicide there are options for colour and radius already.

  • Like 2
Kaj Van der Hallen

Posted

Do you know if there is a way to create custom navmeshes for the NPC's to use? I use this plugin to create dungeons with NPC's (they are floating in the sky in buildings) but if I want to let them walk around I of course get the message: 

[BotReSpawn] Skipped 1/1 custom spawnpoint for profile <profile> as stationary is false and there's no navmesh.

Which makes total sense, so not a problem with the plugin (I love it, been using it for years now) but I was wondering if you maybe know a way how I could achieve this.

  • Like 1

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