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BotReSpawn 1.3.3

$40.00
   (39 reviews)

10 Screenshots

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RobJ

Posted

With that said this would be brilliant in event bots   

Spawn_Delay: 0 seconds
Repeat_Spawns: 0
Repeat_Spawns_Delay: 300 seconds

kpoha_ehot

Posted

Hello, I put a similar number of bots, as with the last plugin but the load on the server at times more!
Is it you can fix it?
(google translator)

 

  • Administrator
Steenamaroo

Posted

Hi,
I've not really had many solid reports with regard to overall performance but I think it's inevitable it'll be different to BotSpawn.

The AI being used is very different and probably more complex.

There may be minor changes here and there from my end which affect performance some amount but, for the most part, it is what it is - I think users with very high numbers will probably just need to adjust to taste, as they did with BotSpawn.

kpoha_ehot

Posted

13 hours ago, Steenamaroo said:

Hi,
I've not really had many solid reports with regard to overall performance but I think it's inevitable it'll be different to BotSpawn.

The AI being used is very different and probably more complex.

There may be minor changes here and there from my end which affect performance some amount but, for the most part, it is what it is - I think users with very high numbers will probably just need to adjust to taste, as they did with BotSpawn.

can you advise something that would not be a heavy load with a large number of NPCs?

  • Administrator
Steenamaroo

Posted

I'm not really aware of any tricks or tips for tweaking performance right now, other than just balancing the number of npcs somewhere comfortable.

I'll take a look through the convars and see if tickrates can be adjusted or something like that.
Maybe someone else knows?

MooDDang

Posted

20220116070346_1.thumb.jpg.9b657c21179d50062cf7063dcfa1f571.jpg

20220116065922_1.thumb.jpg.6a21671a11927a18c43751135a2fac80.jpg

Hello.

The amount of bots in the my config is 36, which is the same as the number of spawns.

My server has 200 plugins, so it may be a conflict.

But some spawn regions work fine,
As shown in the screenshot above, there is a problem that the npc is not spawned properly.

This is a problem that has been going on since last month,
I was hoping an update would fix it, but the problem persists.

Can you possibly fix this?

  • Administrator
Steenamaroo

Posted (edited)

Hi MooDDang,
I'm not sure I'm following - Are you saying you have 36 spawn points and ask for 36 npcs, but not all of them spawn?
If that's the case most likely some of those spawn points are too far from navmesh.

At present there's no way to tell when creating spawnpoints with BotReSpawn, other than finding out the hard way when they don't spawn, so I intend to add a button + command which checks if where you're standing is a valid place or not.

If I've misunderstood, please just let me know. 🙂

Edited by Steenamaroo
MooDDang

Posted

Thank you for quick response!

I am not good at English, so I will write a little more about my current situation.

There are several custom hunting grounds on my server.
NPCs are summoned in quite a few places (about 400-500 npc)

And about 200npc has spawn points specified.

I was specified the exact same XYZ axis as like before was used at BotSpawn,

But sometimes it spawns properly, sometimes it doesn't.

like you said,
It would be nice to add be able to check if the location is a valid location!

  • Administrator
Steenamaroo

Posted

I've just added a UI button and a bindable console command to check for navmesh.
I've also made it that 'Show spawnpoints' shows red for points which have no navmesh, and green for those which do.

The checks are a little tighter than they were in BotSpawn, which might explain the npcs you're missing, so hopefully these will help in confirming.

Thanks for reporting this, @MooDDang

  • Love 1
MooDDang

Posted

Thank you very much. If we encounter any problems, 
I will report the bug in as much detail as possible.

Thanks for the quick fix and interest as always XD

  • Like 1
Covfefe

Posted

Anyone have issues with airdrop scientists now despawning? Everyday I find like 100’s of airdrop scientists then I have to reload the plugin to get rid of them. They should be despawninf according to the despawn timer

Lei_Wong

Posted

Is this normal?
 

sdafgasf.png

Snivel

Posted

Only when the server is starting up. The topic came up in another thread, and will be addressed in the next update. It's harmless. If you reload the plugin after the server is fully booted, you'll notice the error doesn't come up, but it's not necessary to reload. 

  • Like 1
  • Administrator
Steenamaroo

Posted

@CovfefeI haven't had any other reports or seen any issues, so far.

Suicide_Timer is the one which governs npcs in triggered events, like airdrop, and the timer is in minutes.
Do you have it set very high, to keep them alive for longer?

Lei_Wong

Posted (edited)

On 1/20/2022 at 8:47 AM, Steenamaroo said:

@CovfefeI haven't had any other reports or seen any issues, so far.

Suicide_Timer is the one which governs npcs in triggered events, like airdrop, and the timer is in minutes.
Do you have it set very high, to keep them alive for longer?

I have it in 30 min, But I have it turned off, because I can get it to work, I've been fiddling with the settings for hours and I can't get the NPCs to appear when the airdrop drops fall or is called.

Edited by Lei_Wong
Rezanow

Posted

21 minutes ago, Lei_Wong said:

I have it in 30 min, But I have it turned off, because I can get it to work, I've been fiddling with the settings for hours and I can't get the NPCs to appear when the airdrop drops fall or is called.

Here's what I have for the airdrop section as listed in the default profiles .json

 

    "AirDrop": {
      "type": 3,
      "Spawn": {
        "AutoSpawn": true,
        "Radius": 10,
        "BotNames": [
          "Scientist"
        ],
        "BotNamePrefix": "",
        "Keep_Default_Loadout": false,
        "Kit": [
          "SciM3"
        ],
        "Day_Time_Spawn_Amount": 4,
        "Night_Time_Spawn_Amount": 0,
        "Announce_Spawn": true,
        "Announcement_Text": "<color=red>Elite marksmen</color> are temporarily protecting the airdrop. Don't let them see you.",
        "BotHealth": 100
      },
      "Behaviour": {
        "Roam_Range": 10,
        "Aggro_Range": 100,
        "DeAggro_Range": 120,
        "Peace_Keeper": false,
        "Bot_Accuracy_Percent": 65,
        "Bot_Damage_Percent": 50,
        "Running_Speed_Booster": 10,
        "AlwaysUseLights": false
      },
      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 600,
        "Corpse_Duration": 5,
        "Weapon_Drop_Percent": 5,
        "Min_Weapon_Drop_Condition_Percent": 1,
        "Max_Weapon_Drop_Condition_Percent": 25,
        "Wipe_Main_Percent": 0,
        "Wipe_Belt_Percent": 100,
        "Wipe_Clothing_Percent": 100,
        "Allow_Rust_Loot_Percent": 100,
        "RustRewardsValue": 0.0
      },
      "Other": {
        "Chute": true,
        "Suicide_Timer": 15,
        "Die_Instantly_From_Headshot": false,
        "Instant_Death_From_Headshot_Allowed_Weapons": [],
        "Disable_Radio": false
      }
    },

4 of them spawn. They don't roam more than 10 meters from the airdrop (they will chase players if shot). They'll suicide in 15 minutes. They have the same health as players (100), they drop whatever weapon they're using 5% of the time. 

  • Like 2
pookins

Posted

I think all settings are in minutes (although i might be in error) so

"Death_Crate_LockDuration": 600,

might need editing

  • Like 1
  • Administrator
Steenamaroo

Posted

The reply you've quoted was to someone else, with a different issue.
You're having trouble getting airdrop npcs to spawn?

Open the UI and go to default profiles > airdrop,
Then make sure that AutoSpawn is set to true and that day + night spawn amounts are greater than zero,
then click to reload the profile.

Once that's done npcs should spawn at your server-called airdrops, as long as the crate falls on suitable terrain.
If, for example, the crate fell at sea or on an oilrig or something, the npcs wouldn't spawn, but anywhere on open terrain should be fine.

Whether or not they spawn for player-called supply drops (using supply grenade) is governed by the global setting - Supply_Enabled.

  • Administrator
Steenamaroo

Posted

@pookins- You're quite right. The locked crate duration is in minutes.

Rezanow

Posted

6 hours ago, pookins said:

I think all settings are in minutes (although i might be in error) so

"Death_Crate_LockDuration": 600,

might need editing

It defaulted to that, but it doesn't matter. 

"Spawn_Hackable_Death_Crate_Percent": 0,

 

Jeff.Thibault1

Posted

i have gotten the same error as Lei_Wong did.

This happened after my server rebooted at 16h00.

BotReSpawn v1.0.6

16:06 [Error] 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 <50a8a879853345feac069cd322e33510>:0
  at Oxide.Plugins.BotReSpawn.OnEntitySpawned (HackableLockedCrate crate) [0x0003d] in <50a8a879853345feac069cd322e33510>:0
  at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00763] in <50a8a879853345feac069cd322e33510>: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 <12678b905a6d43c3a9cc366104306651>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0

16:06 [Error] 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 <50a8a879853345feac069cd322e33510>:0
  at Oxide.Plugins.BotReSpawn.OnEntitySpawned (HackableLockedCrate crate) [0x0003d] in <50a8a879853345feac069cd322e33510>:0
  at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00763] in <50a8a879853345feac069cd322e33510>: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 <12678b905a6d43c3a9cc366104306651>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <12678b905a6d43c3a9cc366104306651>:0

 

  • Administrator
Steenamaroo

Posted

@Lei_Wong@Jeff.Thibault1
You can 100% ignore this until the next version. It's of no consequence at all,
but thank you for reporting it.

  • Like 1
Rubiks-Q-Bert

Posted (edited)

Derp. Wrong plugin...

 

Edited by Rubiks-Q-Bert
Covfefe

Posted (edited)

On 1/20/2022 at 6:47 AM, Steenamaroo said:

@CovfefeI haven't had any other reports or seen any issues, so far.

Suicide_Timer is the one which governs npcs in triggered events, like airdrop, and the timer is in minutes.
Do you have it set very high, to keep them alive for longer?

Mine are set to 1800 seconds (30 mins) but I also have santa coming out once per game day (spawn santa)

Edited by Covfefe
  • Administrator
Steenamaroo

Posted

Timers are in minutes so your 1800 setting would be keeping them alive for over a day.
Set it to 30 and that should solve the problem.

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