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BotReSpawn 1.3.3

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  • Administrator
Steenamaroo

Posted (edited)

Hi,
There are no steps required at the BotReSpawn end - It's all done from CustomLoot.

CustomLoot just treats the npc corpses like any other loot container.

There's a CustomLoot config option - corpseTypePerBotReSpawnProfile.
This tells it whether to show a 'BotReSpawn' config entry, covering all BotReSpawn npcs,
or to show a separate entry for each profile of BotReSpawn npcs.

Other than that, you just pick out the npc profile you want to populate with loot (in CustomLoot config),
and assign a loot table name to it, the same way you would for barrels or crates.

If you need more info hit me up.

Edited by Steenamaroo
Pojarnik

Posted (edited)

Hi! Am I setting up bots correctly? Will they appear automatically when changing the map in the same places?

That is, to bind automatically to the monuments?

 

Edited by Pojarnik
  • Administrator
Steenamaroo

Posted

Hi,

Almost...
If you want your custom profile and spawnpoints to follow a monument when the map changes
you need to 
1: Create the new custom profile
2: Set Parent_Monument (Other tab) to the desired monument,
3: Add your custom spawn points.

 

It needs to be done in that order to work.
Set Parent Monument then add spawn points.

 

I think there might be an open issue relating specifically to the harbours - I think I need to differentiate between large and small otherwise there's the possibility of them getting mixed up and the custom spawn points not really making sense,
but other than that there should be no issue.

I should be looking into this before the next update.

  • Like 1
Rubiks-Q-Bert

Posted

Possibility of adding Cave Large Sewers Hard to the default list? Think it would be neat to have some npc's inside the entrance silo and outside. 

pookins

Posted

18 hours ago, Steenamaroo said:

Hi,

Almost...
If you want your custom profile and spawnpoints to follow a monument when the map changes
you need to 
1: Create the new custom profile
2: Set Parent_Monument (Other tab) to the desired monument,
3: Add your custom spawn points.

 

It needs to be done in that order to work.
Set Parent Monument then add spawn points.

 

I think there might be an open issue relating specifically to the harbours - I think I need to differentiate between large and small otherwise there's the possibility of them getting mixed up and the custom spawn points not really making sense,
but other than that there should be no issue.

I should be looking into this before the next update.

Same with the fishing villages, you have a large one and at least one small one, If they are described in config as large or small (as with old harbor/fishing village config) it is easier to select amount of bots for that area

  • Administrator
Steenamaroo

Posted

I wasn't aware of that - Thank you Pookins!
I'll get that sorted.

BetterDeadThanZed

Posted

I hate to be a pain in the ass, but are we going to get the ability to edit the possible loot the AI drops? I tried that other plugin to manage the loot and it's overly complicated. A section of the BotReSpawn config, where we can define "loot tables" for them would be a perfect solution. 

BTW - Thanks for the recent update. Things are looking great with the plugin!

  • Administrator
Steenamaroo

Posted

Hi,
I don't have an eta but it is on the immediate to-do list.
The majority of things in updates so far have been bug fixes or adding things which should have been there at the start.

Things seem pretty smooth right now, (hope forced wipe goes well!!) so hopefully I can turn attention more to new features moving forward. 🙂

  • Like 2
BetterDeadThanZed

Posted

Probably should put this in a support ticket, but I just got this when starting my server with the new Rust version:

Failed to call hook 'OnEntitySpawned' on plugin 'BotReSpawn v1.0.6' (KeyNotFoundException: The given key was not present in the dictionary.)
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <eae584ce26bc40229c1b1aa476bfa589>:0
  at Oxide.Plugins.BotReSpawn.DoEvent (System.String name, UnityEngine.Vector3 pos) [0x00000] in <25db4cbb3f34479fa1154b77379bc970>:0
  at Oxide.Plugins.BotReSpawn.OnEntitySpawned (HackableLockedCrate crate) [0x0003d] in <25db4cbb3f34479fa1154b77379bc970>:0
  at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00763] in <25db4cbb3f34479fa1154b77379bc970>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <60c318df79ed41688ea59335e48d61ad>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <9882f28dc2204b4dba514a9ad18f5042>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <9882f28dc2204b4dba514a9ad18f5042>:0

 

  • Like 1
  • Administrator
Steenamaroo

Posted

All good. It's been reported and dealt with, but thank you very much for letting me know.

If it's only showing during initial server boot, which should be the case, then you can safely ignore it.

  • Like 1
Snivel

Posted

I think it has to do with the order of things on boot to do with kits/image library, or even steam item definitions not ready when botrespawn calls on something.

I also dont see it when I reload the plugin.

  • Administrator
Steenamaroo

Posted (edited)

It's just BotReSpawn trying to spawn npcs at the hackable crates which spawn by default when the server is being set up but that's too early - BotReSpawn itself isn't properly set up yet.
I've fixed it for next version but it's totally safe to ignore until then.

Thanks folks.

Edited by Steenamaroo
Tbird412

Posted

Imagine that, I listed out a detailed list of major issues.  I get jumped on by Steen and his wife MikeHawke.  Rather than them admitting those things WERE indeed issues they just insulted me, called me lazy and stupid, and were all around unprofessional .... and now ALL of those items I listed were in this patch as "fixed".  Imagine that .... imagine that ....

  • Love 1
  • Administrator
Death

Posted

53 minutes ago, Tbird412 said:

Imagine that, I listed out a detailed list of major issues.  I get jumped on by Steen and his wife MikeHawke.  Rather than them admitting those things WERE indeed issues they just insulted me, called me lazy and stupid, and were all around unprofessional .... and now ALL of those items I listed were in this patch as "fixed".  Imagine that .... imagine that ....

Yet here we are, still stirring the pot 😛 I won't get into your quarrel with steen but it's obvious they're trying to accommodate everyone as much as possible. Criticizing them for not, and when do, is a bit counterproductive.

Your feedback is very much appreciated, but perhaps don't attack someone for doing exactly what you wanted? I'm sure Steen and his wife are under a lot of stress handling support and feature requests.

  • Like 1
color

Posted

подскажите, как заставить ботов реагировать на игроков?

color

Posted

и тогда они реагируют только после удара ногой

UserLeftRust

Posted

@Tbird412 You were advised to stop rocking the boat.. that is all.. Continue to insult me and see where it gets you though! I have no issues showing everyone the actions you have taken from the moment go just because you had a poody that you now have to pay for a plugin.

  • Like 2
color

Posted

спасибо

 

Pojarnik

Posted

Hi! Please tell me how to disable the loss of skulls from bots? I think it's because they have names like the players. I use the plugin "AnimalLoot", "Mercury", "0.0.5" to obtain and regulate skulls and resources when butchering corpses and it turns out that I get more than 1-2 skulls, which in my opinion is not logical - one corpse - one skull should be. How to disable it?

scull.jpg

  • Administrator
Steenamaroo

Posted

Hi,

BotReSpawn does create and manually add a skull to the corpse dispenser.
It may be that doing this is no longer necessary. I'll check and let you know.

Thanks for reporting!

  • Administrator
Steenamaroo

Posted

Hi again,
This was the case. There's no longer a need for BotReSpawn to create and add skulls to the corpse,
so I've removed that code.
Thanks again for pointing this out.

  • Like 1
KingSizeKevin

Posted

New update is amazing! Thank you.  Really happy with all the new changes!  

Was augmenting cargo ship something that would still be possible ?

  • Administrator
Steenamaroo

Posted

Thanks for the feedback @KingSizeKevin
Very glad to hear that!

It's certainly something I want to look into.
Not sure how easy or hard that would be but it's on my list, for sure.

0xid

Posted

Is the previous "attack other profiles" option planned for a future release? 

I used it before with Botspawn and thanks to that I had two bot factions that would fight each other if they met. Kind of law vs outlaw battles that go well with pve and role play. 

 

Speaking of pve, I realized bots aren't being targeted by Bradley and heli. Could it be zone manager or truepve? 

  • Like 1

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