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BotReSpawn 1.5.1

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Lei_Wong

Posted

Hi Steenamaroo
Is there a configuration that allows NPCs to defend themselves against turrets? I mean, the turrets can fire at them, but they can counterattack by destroying the turrets with missiles (assuming the missiles are included in the kit).
I've been testing various configurations and I can get them to fire at the turrets. I think I saw something about drones... I'm not sure.

  • Administrator
Steenamaroo

Posted

Hi,
No, there's no option for that right now.
I could look in to it - It'd be similar to the drone defence, code wise.

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Shiiira

Posted

Hey ! 
Any plans to add Deep Sea Island & Ghost Ships ? 

  • Like 3
pinoysaboteur

Posted

Hey Steen, Feb wipe/patch I noticed that the players Turrets cant harm the APC_Kill (bradley bots). WeaponTrap Safe is [False]. we didn't change any settings it was suddenly immune to player turrets. Please Advice.

 

  • Administrator
Steenamaroo

Posted

I'll take a look into this.
A few people have reported it but I'm pretty sure I didn't change anything relevant,
so maybe FP did in the last update.

Thanks!

  • Like 2
Stark

Posted

I have a question about Oil Rigs and Cargo -

I don't understand why there isn't a default profile for these? 

I see one thing for Oil Rig (small), but I have to enable it, then set up spawn points for it. Adding to this, does that mean I would have to constantly make new spawn points every wipe for Oil? 

 

  • Administrator
Steenamaroo

Posted (edited)

No, Stark.

OilRig isn't a default profile or, at least, isn't permanently enabled,
because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary.

The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe,
because some people wanted that.

Cargo profile doesn't exist because there's no navmesh there and it's a moving location.
All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.

Edited by Steenamaroo
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  • Administrator
Steenamaroo

Posted (edited)

18 hours ago, pinoysaboteur said:

Hey Steen, Feb wipe/patch I noticed that the players Turrets cant harm the APC_Kill (bradley bots). WeaponTrap Safe is [False]. we didn't change any settings it was suddenly immune to player turrets. Please Advice.

 

Working perfectly here.
Tested with user-placed Autoturret and APC_Kill profile,
using current public version, just to be sure.

Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc.
With ignore false, the autoturret fired at, and killed, the npc.

Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.

Edited by Steenamaroo
  • Like 2
Stark

Posted

5 hours ago, Steenamaroo said:

No, Stark.

OilRig isn't a default profile or, at least, isn't permanently enabled,
because there's no navmesh there and, as such, it requires BotReSpawn npcs there to be stationary.

The option to enable it exists so that you can make custom spawn points once and have them automatically reused every wipe,
because some people wanted that.

Cargo profile doesn't exist because there's no navmesh there and it's a moving location.
All of BotReSpawn's spawning is based on a known fixed point and known rotation. Cargo doesn't have that.

I'm just curious. I'm only asking. 

How is it that Betternpc have these profiles then?

  • Administrator
Steenamaroo

Posted

I'm not intimately familiar with that plugin but it's not that putting npcs there isn't possible,
it's that it's not really compatible with how BotReSpawn operates.

 

  • Like 1
pinoysaboteur

Posted (edited)

3 hours ago, Steenamaroo said:

Working perfectly here.
Tested with user-placed Autoturret and APC_Kill profile,
using current public version, just to be sure.

Toggling WeaponTrap_Safe worked as expected, making the turret ignore, or fire at, the npc.
With ignore false, the autoturret fired at, and killed, the npc.

Maybe look at other plugins which might have been updated - Anything governing zones, rules, pve, pvp, etc.

So I did noticed that the Turrets were nerfed bigtime, but only on botrepawn npcs not on zombie horde npcs.  I even updated the TruePVE list of NPC's just in case that's the issue in the beginning. 

      "members": "ch47scientists.entity, BradleyAPC, CustomScientistNpc, ScarecrowNPC, HumanNPC, NPCPlayer, ScientistNPC, scientistnpc_roam, TunnelDweller, SimpleShark, UnderwaterDweller, Zombie, ZombieNPC, scarecrow_dungeon, Paratrooper, scarecrow, SnakeHazard",

They are dying now (slowly) but the further they are from the turret 20 meters or so less damage. Not the same for Zombie Horde which dies quickly. I know it's different npc's used. But it's odd....

 

Edited by pinoysaboteur
  • Administrator
Steenamaroo

Posted (edited)

I didn't see anything like that in my testing.
I didn't test extreme ranges but a few were within a couple of foundations distance,
and a few were maybe 5-10 foundations distance away.

They all seemed to be killed in around the same number of shots - It was rapid...like maybe 5 or 6 ak shots to take down a default-profile npc.

BotReSpawn does have a Bot_Take_Damage_Percent which you can adjust, but it's global.
If it's already at 100 I'd leave it alone.

It doesn't input any over-distance reductions, in terms of the npc taking damage.

Edited by Steenamaroo
  • Like 1
pinoysaboteur

Posted

"Bot_Take_Damage_Percent" I didn't see that in Global nor config?

 

  • Administrator
Steenamaroo

Posted

It's there, in the 'Spawn' section, per profile.

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