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BotReSpawn 1.3.2

$40.00
   (39 reviews)

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  • Administrator

Hi,
Not, not really. The new location is taken from the command-issuing player's location.
If you were to issue this command from rcon or console it would just fail because it would find no player.

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Thats how UI Buttons work... And no.. as it wont parse the needed information from the UI

EDIT: UFFFFFFFFFFF..... Didn't see steen replied on the next page

Edited by MikeHawke
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"zhuanshu": {
      "type": 1,
      "Spawn": {
        "AutoSpawn": true,
        "Radius": 5,
        "BotNames": [ ],
        "BotNamePrefix": "【zs】·",
        "Keep_Default_Loadout": false,
        "Kit": [
          "葫芦娃"
        ],
        "Day_Time_Spawn_Amount": 7,
        "Night_Time_Spawn_Amount": 0,
        "Announce_Spawn": true,
        "Announcement_Text": "...",
        "BotHealth": 2000,
        "Stationary": false,
        "UseCustomSpawns": true,
        "ChangeCustomSpawnOnDeath": false
      },
      "Behaviour": {
        "Roam_Range": 5,
        "Aggro_Range": 30,
        "DeAggro_Range": 40,
        "Peace_Keeper": true,
        "Bot_Accuracy_Percent": 40,
        "Bot_Damage_Percent": 40,
        "Running_Speed_Booster": 10,
        "AlwaysUseLights": false
      },
      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 10,
        "Corpse_Duration": 3,
        "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,
        "Respawn_Timer": 60,
        "RustRewardsValue": 0.0
      },
      "Other": {
        "Chute": false,
        "Suicide_Timer": 9999,
        "Die_Instantly_From_Headshot": false,
        "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Disable_Radio": true,
        "Location": {
          "x": 1464.57813,
          "y": -0.764595866,
          "z": -946.7309
        },
        "Parent_Monument": ""
      }
    }
  },

The regeneration time of NPC after death only takes 5-20 minutes, which is not calculated according to the 60 minutes I wrote

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  • Administrator

Hi,
It's more likely BotReSpawn is spawning a new npc to make up numbers due to the changes between day/night/day.

When you have one of those at 0, respawn times longer than the day/night interval aren't going to work, because the plugin would kill all remaining npcs moving into night, then spawn 7 fresh ones moving in to day.

 

If you'd like some npcs to be able to be killed during day, for example, and have a respawn timer that could make them respawn at night, or the next day, you'd need to increase the night population above zero, so that there should be nps (the same npcs) throughout that time period.

 

Hope that makes sense.

Edited by Steenamaroo
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After the launch, bots took at least 150 server fps. is it possible to make them static. let's say they are standing, but within a radius of the player they are just starting to walk

После запуска боты брали не менее 150 fps сервера. можно ли сделать их статичными. допустим стоят, но в радиусе от игрока только начинают ходить

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Limit your server FPS to 70, anything over thats a waste of resources... also if your dropping that much on the server consider reducing the number of NPCs you have spawning.

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2 minutes ago, Razor14150 said:

Ограничьте свой сервер FPS до 70, все, что выше, это пустая трата ресурсов ... также, если вы теряете так много на сервере, подумайте об уменьшении количества NPC, которые у вас появляются.

in the raid bases plugin. such feature is installed. the bots stay until the player enters the dome. The PVE server requires a large number of bots. it would be ideal if they don't just walk around if there are no players nearby
в плагине рейдовых баз. такая функция установлена. боты остаются до тех пор, пока игрок не войдет в купол. Сервер PVE требует большого количества ботов. было бы идеально, если бы они не ходили просто так, если поблизости нет игроков

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  • Administrator

Hi,

I think performance should be improved a bit in the next update, but the server ai_dormant setting will also be respected.
Thanks for the info!

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can you make bots not spawn in certain topologies? I've marked all my arenas and safe areas as cliff but bots still spawn there and, well, it ruins the purpose of such areas

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4 hours ago, 0xid said:

can you make bots not spawn in certain topologies? I've marked all my arenas and safe areas as cliff but bots still spawn there and, well, it ruins the purpose of such areas

You can disable spawning in biomes and restrict roam range of monument bots but as FP keeps adding more and more monuments it makes it difficult as you would also have to disable the bots in the biome you want clear or make them "standing" only

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17 hours ago, pookins said:

You can disable spawning in biomes and restrict roam range of monument bots but as FP keeps adding more and more monuments it makes it difficult as you would also have to disable the bots in the biome you want clear or make them "standing" only

that would stop them from spawning on entire biomes which isn't really the best option since the arenas are roughly 1 grid each and the map is 3k big (21x21 grids) so a huge chunk of the map would be devoid of bots. But your idea leads to another one. disabling the biome spawns and replacing them with location specific spawns within the biomes. bit of extra work and a few more bot profiles though, when we could just tell the bots "hey don't spawn at roads/buildings/cliffs/other topologies".
From a map maker point of view, this is a great approach because by doing this we can already prevent certain prefabs from spawning, like resources, junkpiles, loot crates, etc.

I don't rely much on default monuments and I don't mind bots roaming out a bit. It's the bots spawning where they shouldn't that really annoys me. Imagine playing a team deathmatch on a closed arena and a bot sneaks from behind and kills you. it's not fair for any of the teams

Edited by 0xid
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  • Administrator

Hi,
Honestly, I don't know much at all about map making but I'm open to making changes to help with this.
I'll talk to a few people and see if there's something we can do.

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13 hours ago, Steenamaroo said:

Hi,
Honestly, I don't know much at all about map making but I'm open to making changes to help with this.
I'll talk to a few people and see if there's something we can do.

Put simply, there are invisible map layers that define what a specific spot does. imagine a bunch of black spots where stuff should be and white spots where it shouldn't.

cliff topology suppresses all spawns. it's used to avoid spawning things inside rocks, for example. so in this layer, black would be "ignore spawns" and white "use other layer's rules"

more info:
https://wiki.facepunch.com/rust/Topology

you could probably edit the "if" condition that checks if a spawn point is valid with an extra condition to check the if the underlying topology is "cliff" or not.

pseudocode:
 

if topology == cliff
do nothing

else
spawn bots

 

Edited by 0xid
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26 minutes ago, Richard Armbruster said:

The Respawn Timer.  is that in Seconds or Minutes?

minutes

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I have aggro and deaggro set to 30/40, for example. Why is it, that when I fly away from the monument on a mini, the bots will continue to shoot at me from over 150m away? Did I miss another setting somewhere? 

Similar situation -- I was approaching a monument because I heard a fight there. A rival player got shot and killed. the moment the bot no longer aggro'd on the other player, it turned and started shooting at me blindly -- I was 100m away. 

 

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  • Administrator

Hey @Rezanow
The first is because there's a deaggro duration built in.
If there wasn't people could activate/deactivate npcs by just finding that boundary.
They should stay locked on to you for around 20 seconds or so, regardless of distance, then ignore you if you're outside their deaggro range.

The second - That shouldn't happen any more as of the next version. (1.0.7)
I've put a bit of work into their targeting and made some improvements there.

Thanks for pointing these out!

Edited by Steenamaroo
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  • Administrator

Hi,

Entries for all the default monuments on your map are created automatically when you install the plugin.

Any custom profiles you'd like to add are added by using the chat command `/botrespawn add SomeNameHere`,
which then creates the needed info in the appropriate data file and opens the UI for you to edit that new profile.

Almost everything is then customised through UI - The only exceptions are text entry options so, in short, you should only ever need to manually edit json files if you want to add custom text such as custom npc names, or spawn announcements.

 

From a fresh setup the bare minimum you need to do to get spawning npcs

  • /botrespawn - Open the UI
  • Click 'default profiles'
  • Click a monument name
  • Click 'AutoSpawn' true
  • Click reload profile


All other customisations, bar noted exceptions, can be made via UI in the same way,
but none is essential for getting basic npcs to spawn.

Edit Also note, by default night time spawn amount is zero so either test during the day, or turn that up above zero.

Edited by Steenamaroo
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Like the original version you have to add the bots to what monuments/biomes you want them to populate plus you have to create kits for the bots to use, they work best with projectile weapons (except for rocket launchers) , it does take some time especially if you want a variety of bots with differing weapons/clothing/behaviour/aggro range/health.

here is an example of one monument config

"Abandoned Cabins 0": {
      "type": 0,
      "Spawn": {
        "AutoSpawn": true,
        "Radius": 100,
        "BotNames": [
          "Murdered Settler"
        ],
        "BotNamePrefix": "",
        "Keep_Default_Loadout": false,
        "Kit": [
          "Ghoul"
        ],
        "Day_Time_Spawn_Amount": 15,
        "Night_Time_Spawn_Amount": 25,
        "Announce_Spawn": false,
        "Announcement_Text": "",
        "BotHealth": 150,
        "Stationary": false,
        "UseCustomSpawns": false,
        "ChangeCustomSpawnOnDeath": false
      },
      "Behaviour": {
        "Roam_Range": 100,
        "Aggro_Range": 30,
        "DeAggro_Range": 40,
        "Peace_Keeper": false,
        "Bot_Accuracy_Percent": 70,
        "Bot_Damage_Percent": 90,
        "Running_Speed_Booster": 10,
        "AlwaysUseLights": false
      },
      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 10,
        "Corpse_Duration": 6,
        "Weapon_Drop_Percent": 0,
        "Min_Weapon_Drop_Condition_Percent": 100,
        "Max_Weapon_Drop_Condition_Percent": 100,
        "Wipe_Main_Percent": 0,
        "Wipe_Belt_Percent": 0,
        "Wipe_Clothing_Percent": 0,
        "Allow_Rust_Loot_Percent": 100,
        "Respawn_Timer": 8,
        "RustRewardsValue": 0.0
      },
      "Other": {
        "Chute": false,
        "Suicide_Timer": 8,
        "Die_Instantly_From_Headshot": false,
        "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Disable_Radio": true
      }
    },

 

And as usual Steen beat me to it !! (while i was typing out the above)

Edited by pookins
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I will add that bots using Pythons are ruthlessly powerful. Bolty/L96 fires semi-automatically like the M39/SAR. Nailguns are ridiculously powerful, despite the low dmg. The bots struggle hard with the bows/xbow. They are also trash with a shotgun since they have no sense of range and fire buckshot at extreme distances (they'd rock indoors, though, if that was more reliable). 

I eventually made all my bots resemble vanilla scientists (hazmat suit, m9, m39, mp5, LR) because that setup of defense and weapons seem to operate far more predictably in regards to dmg, rate of fire, and hit percentage. 

 

To be fair, I haven't tested many of these since BotSpawn -- once I determined certain concepts weren't ideal, I stopped trying to make them work. Would love to know if some of these work differently now. 

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  • Administrator

Thanks for the feedback.


This is all stuff I worked on for this update.

Hopefully, the balance across all weapons should be much better now. There should no longer by any OP weapons.

However, I realise that some server owners liked having OP long range weapons or melee weapons, so I've added in options to increase the damage of melee/long range, to allow for that.

Bows were never supported but are in the next update, along with a lot of other weapons.
Shotguns are now categorised as short-range weapons, because it makes more sense.

I've made changes so no npc should use a short range weapon for long range.
If the npc doesn't have a bolty or l96, he should start running towards the victim player to get closer, before firing.

Bolty/l96, and bows, also have a brief pause-before-fire that they never had before, which should be much more natural,
as if they're taking a moment to aim.

I've DMd you about testing, before release.

Edited by Steenamaroo
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got this error in my web console.

Failed to run a 0.20 timer in 'BotReSpawn v1.0.6' (NullReferenceException: Object reference not set to an instance of an object)
  at BaseCombatEntity.DoHitNotify (HitInfo info) [0x00083] in <c184ff0dee494c95a073d7472d509abd>:0
  at BaseCombatEntity.OnAttacked (HitInfo info) [0x00014] in <c184ff0dee494c95a073d7472d509abd>:0
  at BasePlayer.OnAttacked (HitInfo info) [0x000e4] in <c184ff0dee494c95a073d7472d509abd>:0
  at ScientistNPC.OnAttacked (HitInfo info) [0x00000] in <c184ff0dee494c95a073d7472d509abd>:0
  at Oxide.Plugins.BotReSpawn+RoamState+<MeleeAttack>c__AnonStorey1.<>m__0 () [0x001b9] in <d8c933c08c484572b91e029aed805250>:0
  at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <dfcb48ea05694263bbc08e62a39c274c>:0

 

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  • Administrator

Hi,
I'm looking into this. Thanks for reporting.
Did it just come up once or are you seeing it often?

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