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BotReSpawn 1.2.9

$40.00
   (39 reviews)

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  • Administrator

Ah, ok. If there's still line of sight that makes sense.
I'll see about resetting the npc memory when their target dies.

 

Thanks for the info.

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Hello, I can't spawn bots when a hackable crate is open, yet I configure the CH47 part but no bots appear, even in manual when I put the "spawn codelockedhackablecrate" command. Can you help me because the old version of Botspawn during the hackable crate event they appeared. Thank you in advance for your help.

Edited by machinehead
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  • Administrator

Hi,
Sorry - The CH47 profile was included in the original release by mistake.
It's not actually hooked up yet.

I will be enabling it, and hopefully others, in the next update.
Sorry about that!

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To be fair I didnt read through the whole thread here but I just need to add my two cents to all the pleople, who are crying because they have to pay for the plugin.

Are you guys not familiar of how the world works? If you want something, you have to give something in exchange. If you dont want to give something, you gotta do it on your own. You cant do it on your own because you dont know how it works? Well...guess what...you gotta give something to someone in exchange for him doing the stuff you cannot do. 

You cannot walk to the dealer if you want a new car and tell him "Hello good sir, I dont know how to build a car, but you do. So give me one for free because I dont want to pay". Sorry fellas, thats not the way it works on the world we live in.

Sure, 40 Dollars isnt cheap but to set up a plugin of that caliber isnt easy aswell. Yes, there are also some "bugs" here and there but what would you guys prefer: No plugin at all for the next weeks and having to shut down your servers because they rely to them or having a working plugin with minor bugs but you can keep your server running?

 

Well, sorry for putting in my two cents here but it really wants to make me puke of all the choosing beggars who want everything for free and complain if something doesnt work the way they expect it.

Edited by Alexander Koroschetz
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It looks like the guards/turrets at Bandit aren't shooting the zombies that I spawn with this plugin. Config is set so that they aren't safe from turrets.

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  • Administrator

Hi,
Yeah, I don't think compound/bandit npcs/turrets target any npcs at all.
That would be expected behaviour.

The Turret_Safe option is more for preventing player-placed turrets from targeting BotReSpawn npcs.

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1 hour ago, Steenamaroo said:

Hi,
Yeah, I don't think compound/bandit npcs/turrets target any npcs at all.
That would be expected behaviour.

The Turret_Safe option is more for preventing player-placed turrets from targeting BotReSpawn npcs.

I know that the outpost turrets target the zombies. 

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  • Administrator

They do?
I'll have to get on a map with compound and bandit camp and see what's up, then.
Thank you.

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Suggestion: Support for timed profiles.  For example at start of wipe I want it to be easier.  After 7 days since wipe, it will load a 2nd profile that is more difficult.  After another 7 days it gets harder.  The last week of the month is insanity mode.  End user could configure X amount of profiles and then set the time into the wipe each one should initiate.  Would be a great addition for people who want to add progressive difficulty over time.

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well for the turrets at bandit and outpost they do target Murderers and zombies i believe this plugin Uses NPC based AI now. so they shouldn't target new Bots. I am going to purchase this mod. but idk I'm anal retentive my only request is Can someone post a YouTube video of the bots in action and in game UI? just a quick snippet of how this runs? ever since i found @Steenamaroothrough SrtBull a while back I've liked all his Plugins. i don't use anything to mod loot or boost loot as i like to hear people cry. And $40? are you for real? that's a deal if you ask me. that's half of what a regular person pays a "Night Worker" when They  gets upset at their Others headache thats lasted a week. anyways I'm probably gonna have this purchased right after i post this but would still love a youtube video. it does draw peoples attention. and yes i will be naming all my bots after Penises and serial Killers.  

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Is there any update on returning the sounds to the zombies and editing the loot? Was there a practical reason for switching to all scientist AI for this? I liked having the scarecrow AI. Now, my zombies move back and forth when targeting a player, like a scientist.

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  • Administrator

Hi,
Those are on my list of things to be looking at for upcoming updates.
The practical reason for switching to scientist AI only is that Scarecrows and murderers don't exist in game anymore.
Technically scarecrows do but, as far as I know, it's pretty much a placeholder type, also based around the newest AI.
The scarecrow, as you know it, is gone, as is the murderer.

As long as the asset remains in-game I can add back in the old murderer sound effect, and offering alternative corpse-loot options shouldn't be a problem.

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For npcs to behave properly again, what would it take? For plugin devs to to learn the new scientist AI or does Rust have to do something on their end?

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25 minutes ago, Covfefe said:

For npcs to behave properly again, what would it take? For plugin devs to to learn the new scientist AI or does Rust have to do something on their end?

My bots (which are all scientists) behave as before, very aggressive and will chase you for quite a distance, its only those who want murderers and scarecrows that seem to have a problem,

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  • Administrator

Hi,
There's API so other plugin makers can make calls to spawn BotReSpawn npcs, using existing profile names,
and there's the UI button for spawning npcs toplayer, but no console commands.

I think the only thing missing that was in BotSpawn is a console command for toplayer. I can add that back in.

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7 hours ago, Steenamaroo said:


I think the only thing missing that was in BotSpawn is a console command for toplayer. I can add that back in.

That'd be great if you could add that back in. We're trying to set up a boss fight event where the player has to talk to an NPC and give an item, then the NPC runs the toplayer command to start the fight. 

idk if it's supported for commands by default, but if you could make it so that it supports something like "playerID" or %STEAMID% that would be perfect. 

Example:

botrespawn toplayer playerID profile1

 

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8 hours ago, Covfefe said:

Someone just released a BetterNpc plugin that's very similar, but can also raid your base and use grenade launchers.

https://lone.design/product/betternpc/?swcfpc=1

Did they basically copy this plugin? They feature custom skins and such, but we already have that.

I doubt they copied this plugin. Kpuc has been developing plugins that center around spawning custom NPCs for a while now. Compete with this plugin? likely so, but straight up copy it? nah it doesn't look like it to me.

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  • Administrator

Oh, they attack sleepers?
I'd have to write in an option to prevent that. I'll do it soon.
Thank you!

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