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BotReSpawn 1.5.1

$40.00
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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 2
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.

  • Like 1
pinoysaboteur

Posted

5 hours ago, Steenamaroo said:

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

Yup it is there and it's set at 100. Funny coz we didn't change anything this month. Suddenly i don't think turrets are hurting them. only botrespawn npcs.

 

  • Administrator
Steenamaroo

Posted

idk, all I can suggest is just unloading everything then loading BotReSpawn on its own and testing.

If there's no problem, then some plugin is governing the damage.

  • Like 1
Painfully Ordinary

Posted

Hi,

Is it possible to create a custom profile that would have the bots never respawn that will remain persistent through server restarts?

I am putting in a map with custom monuments that can be built on. I'd like for the player to not have to deal with killing bots in their house every day. 

Thanks

  • Administrator
Steenamaroo

Posted

Not really, no.
There are workarounds, I guess.

You could set up and enable the profiles with extremely high respawn timer, making them never respawn,
then manually disable them at your first server restart.
It could be prepared in advance so you have two custom profile jsons and it's just a case of switching them while the server is down.

Sorry...There's no automatic way.


 

  • Like 1
Painfully Ordinary

Posted

I thought I might be asking a bit more than possible. Regardless, I love the plugin. Changed from another npc plugin and the difference is ridiculous. Thanks for the quick response.

 

  • Administrator
Steenamaroo

Posted

The good kind, I hope!
Just ask, if anything else comes up. 👍

 

  • Like 1
Painfully Ordinary

Posted

27 minutes ago, Steenamaroo said:

The good kind, I hope!
Just ask, if anything else comes up. 👍

 

Well, better doesn't always mean better if that makes any sense. 

  • Like 1
Painfully Ordinary

Posted

By the way. Just noticed Botrespawn is not supposed to be Carbon compatible. Running perfectly on my carbon servers. Maybe I'm just lucky.

  • Like 2
  • Administrator
Steenamaroo

Posted (edited)

Thanks for the info.
There shouldn't be any problem as I believe Carbon is meant to be compatible with all oxide plugins,
and any time there have been issues they've updated to address them.

I didn't tick the box simply because I use oxide when writing and testing so I can't personally stand over Carbon compatibility.

Edited by Steenamaroo
  • Like 1
Painfully Ordinary

Posted

4 minutes ago, Steenamaroo said:

Thanks for the info.
There shouldn't be any problem as I believe Carbon is meant to be compatible with all oxide plugins,
and any time there have been issues they've updated to address them.

I didn't tick the box simply because I use oxide when writing and testing so I can't personally stand over Carbon compatibility.

Seems just fine here, Thanks again for the great plugin.

  • Like 1
Malkizid

Posted (edited)

 

1 hour ago, Painfully Ordinary said:

Seems just fine here, Thanks again for the great plugin.

Yes it works fine. 
I've stress tested the hell out of a server with hundreds active highly customised BotReSpawn npcs, profiles, calls and hooks firing everywhere in Carbon, performs perfectly imo.
Plus its been runing in a live Carbon setting for couple months, without issue   

I forgot to mention, as an alternative you could probably use something like TimedExecute to spawn or remove npcs, using the console commands.

See the available commands on the description page,
under console commands.
Can enable / disable certain profiles
One example of many, there are several sueful small plugins to trigger commands.

Edited by Malkizid

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