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BotReSpawn 1.3.3

$40.00
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  • Administrator
Steenamaroo

Posted

Hi,
Yes, the various targeting/ignoring options are something I want to be working on very soon.
It's a major thing on my list but, until now, I had prioritised other fixes and features.


Ideally I'd probably have a 'faction' or 'group' number that can be assigned for each profile.
Npcs of the same faction or group, regardless of profile, wouldn't attack each other, giving you a lot more control that way.

With regard to heli/bradley I don't know for certain but I'd guess it's just a vanilla thing that these vehicles don't target npcs at all.
These things, plus safe-zone npcs/turrets, are all things I'd want to be working on soon.

0xid

Posted

Well, the thing is, turrets work fine. I'm even working on a tower defense mechanic with the newly added toplayer commands. 

Bradley targets zombie hordes, no problem. But drives by bots as if nothing was there and it's confusing the heck out of me, especially because every plugin that spawns npcs treats them differently. Some count as players, others don't, like there's no standard for spawning AI

  • Administrator
Steenamaroo

Posted

I understand. It makes sense that different plugin npcs would have different behaviours, as each dev is likely doing different things.

There is an APC_Safe option in BotReSpawn at present - I don't actually know if the default behaviour is for APC to target npcs but, if it is, setting APC_Safe to false would allow that.

If that's not the default behaviour, I'd have to make it so.
Either way, I'll be looking at these things in the near future. 🙂

Agonos

Posted

Hello,
I have established a bond of trust with Steenamaroo which I consider serious therefore I bought his plugin :). Happy New Year by the way ...

Agonos

Posted

Hello,
I have established a bond of trust with Steenamaroo which I consider serious therefore I bought his plugin :). Happy New Year by the way ...

  • Administrator
Steenamaroo

Posted

Hi Agonos.
Thank you for that! Happy New Year to you, too.

You know to hit me up if you have any issues or questions. 🙂

0xid

Posted

1 hour ago, Steenamaroo said:

I understand. It makes sense that different plugin npcs would have different behaviours, as each dev is likely doing different things.

There is an APC_Safe option in BotReSpawn at present - I don't actually know if the default behaviour is for APC to target npcs but, if it is, setting APC_Safe to false would allow that.

If that's not the default behaviour, I'd have to make it so.
Either way, I'll be looking at these things in the near future. 🙂

Well, so you have a better picture, my Bradley runs loose on a very long patrol route. Vanilla npcs are not targeted, Botspawn npcs are not targeted (even with the apc safe option) and only zombie hordes get shot at. While this is fun and convenient, it raises the question of whether it really works and if some other plugins are tampering with this functionality. 

I wish there was some kind of common dependency for npc plugins, so we knew beforehand that such AI set would actually work with the hundreds of plugins out there. 

I do appreciate your efforts and regret having doubts about the whole Botspawn thing. Looking through the code of several NPC plugins made me realize how hard of a job it is to even find a valid spawn point on a navmesh (something other plugins lack greatly) so now I'm here to give you technical and functional feedback, based on mine and the server's collective experience. 

Your plugin is like a vertebra in our backbone. The month without Botspawn was horribly quiet and no other plugins came to match what you have achieved here. It should be the basis of other NPC spawners and I wish more people realized that. 

  • Administrator
Steenamaroo

Posted

Thanks for the info.
If vanilla npcs are not target then yeah, I'll have to make modifications to have the APC, and other vehicle AI, target my npcs.

I'm not expecting there should be a problem - Just haven't got to that part of my to-do list yet. 😂

 

Thank you for saying that ^. I appreciate the support and, of course, any+all feedback and suggestions.

RobJ

Posted

Could I double check what these two do exactly please
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  • Administrator
Steenamaroo

Posted (edited)

Hi Rob.
Allow_Rust_Percent allows you to enable/disable the default loot that Rust places on corpses.
Setting to 0 would result in no vanilla corpse loot on the corpse, and 100 would mean there's always vanilla corpse loot on the corpse.

Wipe_Main_Percent happens before this - It does the same thing except it would only apply to items you've placed in npc inventory main container via your kit.

Some people like to place 'loot' items in the kit main container, but I got requests to add probability to the appearance of these items, so that's what Wipe_Main_Percent is for.

Edited by Steenamaroo
  • Love 1
RobJ

Posted (edited)

Thanks 

Edited by RobJ
0xid

Posted (edited)

@Steenamaroo
One issue I'm running into is bots not attacking any other NPC, vanilla or mod
forget that. it's not just BRS breaking

Edited by 0xid
Iron

Posted

4 hours ago, Steenamaroo said:

Hi Rob.
Allow_Rust_Percent allows you to enable/disable the default loot that Rust places on corpses.
Setting to 100 would result in no vanilla corpse loot on the corpse, and 0 would mean there's always vanilla corpse loot on the corpse.

Wipe_Main_Percent happens before this - It does the same thing except it would only apply to items you've placed in npc inventory main container via your kit.

Some people like to place 'loot' items in the kit main container, but I got requests to add probability to the appearance of these items, so that's what Wipe_Main_Percent is for.

It may just be me, but in my world

Always = 100 and Never = 0

Therefore Allow (Always) Rust Loot should = 100 not 0

What am I missing?

  • Administrator
Steenamaroo

Posted

You're quite right, I just wrote it backwards.
Editing it now.

  • Like 1
  • Administrator
Steenamaroo

Posted

@RobJ- See last two posts.

0xid

Posted

do you have plans to include support for more weapons? I've tried almost all of them.

Bow, Crossbow, Grenade Launcher, Rocket Launcher, tools don't work
compound bow partially works. it hitscans the victim before the arrow is even close.

would be cool to have toplayer bots that destroy bases if players fail to defend

  • Administrator
Steenamaroo

Posted

Hi,
Yes, I do have plans to support those weapons.

Not sure about bases but certainly I want to get them using those weapons, plus flamethrowers and dropping grenades/satchels.

 

  • Like 1
  • Love 1
0xid

Posted

I tried a bunch of bots with explosive ammo and they wrecked a wooden 2x1. but only when I opened the dor and they saw me

  • Administrator
Steenamaroo

Posted

Yeah, that sounds right.
At present the only target players. If they happen to hit your walls or doors, that's just because they missed you. 😉

0xid

Posted

Would be cool if you explained the particularities of the "type" parameter for bots. with some experimentation I figured out what it does and how it affects what you can do with bots and how they spawn/despawn, but it's a very superficial understanding of what might actually be a powerful option for very specific cases

RobJ

Posted (edited)

Hello mate, tiny request if possible     Hackablecrate-hackstart could I have a delay timer option please say like player starts hacking and 10 seconds later bots spawn not instantly.    
 

One last suggestion about the hackable crate are the bots able to respawn twice or more?   E.g   Limit respawn to a number say 2 times but let respawn timer work every 6mins. 

Edited by RobJ
  • Administrator
Steenamaroo

Posted

Hi Rob,
Thanks for the suggestions. I'll take a look at that.
Probably wouldn't take much to add an optional delay to all the event profiles.

Respawn's a little trickier just because of how things are structured, but maybe for all events I could add

Spawn_Delay: 0 seconds
Repeat_Spawns: 0
Repeat_Spawns_Delay: 300 seconds

Sound good?

 

RobJ

Posted

2 hours ago, Steenamaroo said:

Hi Rob,
Thanks for the suggestions. I'll take a look at that.
Probably wouldn't take much to add an optional delay to all the event profiles.

Respawn's a little trickier just because of how things are structured, but maybe for all events I could add

Spawn_Delay: 0 seconds
Repeat_Spawns: 0
Repeat_Spawns_Delay: 300 seconds

Sound good?

 

Sounds good does that replace the current re-spawn or in addition ?

  • Administrator
Steenamaroo

Posted

Respawn_Timer isn't a usable setting for Events as those npcs spawn once when the event is triggered, and do not respawn after being killed.


I was going to say it isn't an option for events but just realised it is actually shown in the UI,
so I've remedied that. It won't be visible in the next version.

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