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BotReSpawn 1.4.1

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Papa Bear

Posted

2 hours ago, Steenamaroo said:

I'm not 100% certain on Facepunch TOS changes but it *seems* like it's fine for npcs to have such items and skins, as long as they don't fall in to the hands of players who aren't entitled to them.
If anyone can confirm or correct that, it'd be very welcome.

This is what I understood as well.  But, given the fact that even if I use Workshop Skins, eventually they will get picked up (my fault for getting the creame de la creame) - and the fact that I really enjoy that everyone has an opportunity to get a weapon/armor drop from a kill, I personally would appreciate it.  

Again, either way, this is your plugin, and I'm not sure how serious this TOS really is, but a lot of servers are crashing out over this subject in the Modded community.  And, this just makes BotReSpawn (NPCKits too) the best plugins I own, bar none.

 

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Steenamaroo

Posted

Feature added - testing now.
I'll do the same in NPCKits. 👍

PistOffBastd

Posted

My NPCs are traveling great distances from their spawn monuments, exceeding their allowed roam range, I've tried restricting them to 10spawn 10 roam and in a few hours I find them 2-3 grids from their parented monument. So i did a test. I spawned 10 into RADTOWN, 1 in particular I stripped naked after it spawned in, used monument addons to trap them in there and set the suicide timer to 5 minutes. 2 hours later there all still there and the naked is doing just fine.  I don't think the suicide timer is working, they just wander forever. Anyone else finding them on walkabout?

  • Administrator
Steenamaroo

Posted

Hi,
Thanks for reporting.

There's a known issue in some cases with deaggro which is patched for the next update.
It would have resulted in NPCs remaining aggressive towards players for too long and, potentially, chasing them farther from spawn than they should.

I'm not aware of anything affecting idle / non-aggressive state npcs, though.

 

Suicide timer only applies to populations which aren't maintained,
which would include all the event profiles (Airdrop, crate hack, etc), and ToPlayer calls.

For example, there's nothing to stop you having airdrops every few minutes on a 10 pop server.
Most likely that would eventually result in thousands on npcs, so suicide timer kills them off after a suitable period.

Regular custom and default location based profiles are population maintained and, so, there's no need for this.

pookins

Posted

35 minutes ago, Steenamaroo said:

Hi,
Thanks for reporting.

There's a known issue in some cases with deaggro which is patched for the next update.
It would have resulted in NPCs remaining aggressive towards players for too long and, potentially, chasing them farther from spawn than they should.

I'm not aware of anything affecting idle / non-aggressive state npcs, though.

 

Suicide timer only applies to populations which aren't maintained,
which would include all the event profiles (Airdrop, crate hack, etc), and ToPlayer calls.

For example, there's nothing to stop you having airdrops every few minutes on a 10 pop server.
Most likely that would eventually result in thousands on npcs, so suicide timer kills them off after a suitable period.

Regular custom and default location based profiles are population maintained and, so, there's no need for this.

The default profiles do however have a suicide timer option which was initially (i think) included so that they would roam for the set time then respawn as the monument (set) to stop excessive roaming (?) 

This is from one of the monument settings

  "Other": {
        "Chute": false,
        "Invincible_Whilst_Chuting": false,
        "SamSite_Safe_Whilst_Chuting": true,
        "Backpack_Duration": 10,
        "Suicide_Timer": 8,
        "Die_Instantly_From_Headshot": false,
        "Require_Two_Headshots": false,
       

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  • Administrator
Steenamaroo

Posted (edited)

No, it's always been how I described.
The reason all profiles have this option is because you can specify any existing profile when making a ToPlayer call, or when some other plugin makes a call to spawn npcs somewhere.

As with the airdrop (etc) problem, there's nothing to stop someone, or some plugin, making this call dozens or hundreds of times, resulting in countless npcs, with no guarantee they'll be killed by anything.
So in cases where npcs are spawned outside of regular maintained + controlled populations, suicide timer is engaged.

 

Roam distance is just managed by Roam_Range setting, but is completely ignored when an npc is agressive to a player.
When aggressive Aggro_Range and Memory_Duration are used together to determine when the npc should give up,
and when it gives up it goes back to respecting roam range (from initial spawn point).

The known issue is with expiration of Aggro. There are cases where a player can bait an npc right across the map and it never gives up,
but that's patched for the next update. 👍

Edited by Steenamaroo
  • Like 1
Malkizid

Posted (edited)

Any news about Facepunch returning access to removed or altered audio prefabs, for example the Murderer sound?
I believe FP will need some pushing on this topic, as to not forget ordisregard it.  

I think Razor contacted some staff, for the same reasons but about a different set of audio prefabs, also for NPC's
So I am hopeful still that they might return access to developers.

 

Edited by Malkizid
Malkizid

Posted (edited)

All I noticed is, 

_if_ NPC prefab path is "scarecrow"
-# "assets/prefabs/npc/scarecrow/scarecrow.prefab" then  
paudio prefab "murderer" (assets/prefabs/npc/murderer/sound/breathing.prefab)    does not cause an error

(I know why the npc prefabs are not scarecrow, typically in BotRespawn or NpcSpawn, even ZombieHorde, for example)

But im wondering why the below is the case:  

if the Npc prefab is "scientist" as in the case with BotReSpawn or other plugins that use custom logic  or alternate Npc prefab types, the client-side red spam error occurs:

Prefab 'assets/prefabs/npc/murderer/sound/breathing.prefab' requires asset scene 'AssetScene-props' to be loaded first.

scarecrow1.jpg

scientist2.png

Edited by Malkizid
  • Administrator
Steenamaroo

Posted

It's not something I'm pursuing myself - I'm just aware that fairly often Facepunch reverse decisions or roll things back.
Maybe Razor has some info?

Regarding the npc prefab, I doubt it's relevant as the sound effect is run as a separate thing.
The npc is really only used for location.

  • Like 1
Malkizid

Posted

9 minutes ago, Steenamaroo said:

It's not something I'm pursuing myself - I'm just aware that fairly often Facepunch reverse decisions or roll things back.
Maybe Razor has some info?

Regarding the npc prefab, I doubt it's relevant as the sound effect is run as a separate thing.
The npc is really only used for location.

Heya, thanks for the message.

Yeah that's fair enough and understandable.
Razor will let us know if he gets any info from FP on that too.

About the prefab, interesting - when a plugin that spawns an npc prefab that can already use the sound "natively" (such as a scarecrow npc prefab)  it works without these errors, however when its added to an npc prefab that does not natively use it, like a scientist npc prefab, the errors occur.
I thought it might be something to look into.

Anyway, no worries and yes I hope FP sort it out.

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