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BotReSpawn 1.2.9

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Hi @Rubiks-Q-Bert,
Aggro range of 150 is quite big. The npcs will only respect their roam range while they don't have a valid target,
so if they're picking up on targets and pursuing them, that could lead them out of their area.

Maybe try setting aggro and deaggro to something smaller, to see if that solves it?
Thanks for the report.

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15 minutes ago, Steenamaroo said:

Hi @Rubiks-Q-Bert,
Aggro range of 150 is quite big. The npcs will only respect their roam range while they don't have a valid target,
so if they're picking up on targets and pursuing them, that could lead them out of their area.

Maybe try setting aggro and deaggro to something smaller, to see if that solves it?
Thanks for the report.

Abandoned Military Base has been set at that for months with no issue. Just seemed to start after we updated last weekend. Here is Mining Outpost for example. Found a couple 4 grids away.

image.png.cb615135e206e56e3bc0c0035fc34873.png

Edited by Rubiks-Q-Bert
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Also staying aggrod on to people that are way out of the area. Like I've got a zombie aggrod onto a player half the map away. Might have something to do with it. Def feels like something to do with DeAggro not resetting. 

Edited by Rubiks-Q-Bert
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  • Administrator

Ok, thank you for the info.
I've been doing some work on BotReSpawn so there should be some updates coming soon.
If you're interested in testing in advance of release, please let me know.
Thanks for reporting!

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steen if i make a custom and I set the spawn points out in the wild all around the map for like a running boss would I have to change the spawn point every white or will they spawn on a map no matter what

 

 

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  • Administrator

HI @Rustgaming2021,
By default BotReSpawn will turn off any profiles with custom spawn points and no parent monument but you can set
Disable_Non_Parented_Custom_Profiles_After_Wipe = false
in Global config to prevent that from happening.

If you do that, BotReSpawn will try to spawn those npcs after wipe/map change but, of course if any of them happens to fall somewhere impossible like on water or some area with no navmesh, then those ones won't work.

A recent change in BotReSpawn is that the 'Show Spawnpoints' option will show you the numbers at their locations on the map, as it always did, but it will show any which don't have navmesh in red,
so it's reasonably quick and easy to check and fix any points which aren't going to work.

If you're wiping but using the same map then yes - They'll just work, as long as Disable_Non_Parented_Custom_Profiles_After_Wipe is false.

Edited by Steenamaroo
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This is likely an enhancement request. Is it possible to have a bot set to RUN AWAY from players? In other words, be chased like prey the way that deer flee?

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Hi,
You're right, it's not an option in the current version, but I could certainly take a look at making it an option.
That might be interesting!

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is there a possibility that the hooks from npcspawn which is part of convoy event etc. may override the peacekeeper settings of botrespawn?

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I would doubt it.
Does peacekeeper seem like it's not working for you?
Do you know it works based on your hostile status now, rather than just whether or not you have a weapon drawn?

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20 hours ago, Steenamaroo said:

I would doubt it.
Does peacekeeper seem like it's not working for you?
Do you know it works based on your hostile status now, rather than just whether or not you have a weapon drawn?

- we had have the opposite problem, used to set botrespawn bots to peacekeeper false but after some uptime the botrespawn bots moving to peacekeeper true - we used convoy with peacekeeper trueso nobody gets attacked by it without being aggressive, thats why i think the npcspawn hooks may possible override the botrespawn settings 

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Oh, I see. The BotReSpawn npcs are ignoring players when you think they shouldn't be?
What are your aggro/deaggro range settings like?

I've seen this happen under extreme circumstances, where the server is just under too much stress. The npcs start ignoring people or, more often, paying them attention but not firing. Is that what you're seeing?

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        "Roam_Range": 40,
        "Aggro_Range": 30,
        "DeAggro_Range": 40,

Thats are the settings for our bots, but what we realized was that the settings inside of the plugin changed from "peacekeeper": false to "peacekeeper": true without any manipulation from our side for the botrespawns. We had the Convoy plugin installed, where you can set the NPCs to peacekeeper over the config, that plugin unloads the convoy itself with an plugin reload, thats why i think that this plugin is maybe the reason why botrespawn's peacekeeper settings get changed without any human input.

edit: we have removed convoy yesterday when i had that thought about it and until now there was no changement happened inside the data files

Edited by xanjin
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Oh, the actual true/false changed?
Are you checking in the BotReSpawnUI or the data file?

Asking because changed settings are only committed to file if the profile is reloaded or if BotReSpawn is reloaded/unloaded.
If you were to make changes in UI and not do one of those things the changes would, at that stage, be stored in memory so the data file wouldn't appear up to date.

 

BotReSpawn itself doesn't have any code that would change the peacekeeper setting without user input and it's extremely unlikely some other plugin would be changing it, but I can think of one possibility - Do you manually edit the data files?

If you manually edit and make a mistake somewhere it's possible for a profile, or profiles, to be repopulated with default settings,
which would be
 "Roam_Range": 40,
 "Aggro_Range": 30,
"DeAggro_Range": 40,
"Peace_Keeper": true,

 

If that had happened AutoSpawn would have been reset to false, though, so I suppose you'd have noticed.


Edit : It might also be worth using the `/botrespawn info` chat command when looking at one of these npcs, just to confirm 100% they're from the profile you think they're from.
With so many monuments and the different events, people often see overlap of profiles.

Edited by Steenamaroo
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The bots were definitely botrespawn bots (placed on sewer branch for example or launch site) we dont have any npc spawns placed in rust edit or through other plugins except the Convoy plugin.

We were editing the profiles each day within the game as well as within the data files directly while botrespawn was unloaded - updated data - reload botrespawn (thats the way i usually change data files in oxide so far) the json were each time proofed by jsonlint. The case was, that convoy was launched once every 3 hours and convoy has had that option

"The convoy will not attack first [true/false]": true,"

So i thought/think that the Convoy plugin may override the setting made by BotReSpawn data - since we had removed the convoy plugin botrespawn data didn't get changed by anything and working as intended.

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Honestly, I think it's going to be a coincidence, particularly if only a few of your BotReSpawn profiles got changed.
I can't rule it out for certain as I don't have access to the plugin, but I strongly doubt Convoy or any other npc plugin would be changing BotReSpawn settings.
Overriding npc behaviour is one thing, and that does happen from time to time with some plugin killing/replacing/commandeering npcs from other plugins, but to actually change information in another plugin's data file is pretty awkward to do.

I think some mistake is more likely. If, for example, the name Peace_Keeper got changed in the data file, that entry would then be automatically removed and replaced by BotReSpawn - Replaced with an entry of the correct spelling, and the default value which is true.

 

Idk, please keep an eye and let me know if anything strange happens again.

Edited by Steenamaroo
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On 4/17/2022 at 5:16 PM, Steenamaroo said:

Ok, thank you for the info.
I've been doing some work on BotReSpawn so there should be some updates coming soon.
If you're interested in testing in advance of release, please let me know.
Thanks for reporting!

Def a deaggro issue. Got bots half the map away. Bringing it up because I saw the talk of convoy. We have zombies chasing it clear around the map.

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Sounds like they're just chasing npcs that are part of the convoy?

BotReSpawn npcs are meant to give chase and only disengage if their target goes out of light of sight, or beyond deaggro range, for X seconds.
X is a global config option - Deaggro_Memory_Duration.

Alternatively you should be able to set Target_Other_Npcs to false to make BotReSpawn ignore them.

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Hi Steenamaroo, please add the in the next update: "Aggro level 1 to 10 like we talk a week ago... or 2 weeks, The bots still are very passive,

I remember that in the versions before the big update of 1.0.7, the bots rushed you, they flanked you, they were very aggressive, now I can tell you, that they even let themselves be killed, very still in place. 

For example, bots at subway stations rush you when they see you hide, if they're nearby. Can't use his AI?

From already thank you very much

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1 hour ago, Lei_Wong said:

Hi Steenamaroo, please add the in the next update: "Aggro level 1 to 10 like we talk a week ago... or 2 weeks, The bots still are very passive,

I remember that in the versions before the big update of 1.0.7, the bots rushed you, they flanked you, they were very aggressive, now I can tell you, that they even let themselves be killed, very still in place. 

For example, bots at subway stations rush you when they see you hide, if they're nearby. Can't use his AI?

From already thank you very much

I am also experiencing very passive bots - not sure what is going on but they mostly stand there and stare at you, sometimes not even paying attention to you when being hit...

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5 hours ago, Somescrub said:

I am also experiencing very passive bots - not sure what is going on but they mostly stand there and stare at you, sometimes not even paying attention to you when being hit...

I am still getting very aggro bots who will chase and follow you for quite some distance, my settings are usually in this range although smaller monuments have a smaller roam range

Behaviour": {
        "Roam_Range": 100,
        "Aggro_Range": 50,
        "DeAggro_Range": 70,
        "Peace_Keeper": false,
        "Bot_Accuracy_Percent": 60,
        "Bot_Damage_Percent": 60,
        "Running_Speed_Booster": 10,
        "AlwaysUseLights": true,
        "Ignore_Sleepers": false,
        "Target_Noobs": true,
        "Melee_DamageScale": 1.0,
        "RangeWeapon_DamageScale": 1.0,
        "Target_ZombieHorde": 0,
        "Target_HumanNPC": 0,
        "Target_Other_Npcs": 0,
        "Respect_Safe_Zones": true,
        "Faction": 0,
        "SubFaction": 0
      },

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This is not a proposal.

I see that multiple messages are sent and received daily, please do not overdo it so as not to damage your body.

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3 minutes ago, beetle said:

This is not a proposal.

I see that multiple messages are sent and received daily, please do not overdo it so as not to damage your body.

What are you talking about ?

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3 hours ago, pookins said:

I am still getting very aggro bots who will chase and follow you for quite some distance, my settings are usually in this range although smaller monuments have a smaller roam range

Behaviour": {
        "Roam_Range": 100,
        "Aggro_Range": 50,
        "DeAggro_Range": 70,
 

Hey Pookins,
These settings mean for someone to escape an npc they'd have to get more than 70 'meters' away for longer than X seconds,
where X is the memory duration setting in config.
The default is 20 seconds, although you can lower it.

If the distance between npc and target player goes less than 70, even for a second, that forget timer is reset

so it might be worth lowering deaggro range or reducing how long it takes npcs to forget, or a bit of both.

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10 hours ago, Lei_Wong said:

Hi Steenamaroo, please add the in the next update: "Aggro level 1 to 10 like we talk a week ago... or 2 weeks, The bots still are very passive,

I remember that in the versions before the big update of 1.0.7, the bots rushed you, they flanked you, they were very aggressive, now I can tell you, that they even let themselves be killed, very still in place. 

For example, bots at subway stations rush you when they see you hide, if they're nearby. Can't use his AI?

From already thank you very much

 

8 hours ago, Somescrub said:

I am also experiencing very passive bots - not sure what is going on but they mostly stand there and stare at you, sometimes not even paying attention to you when being hit...

Hi folks, Thanks for reporting.
Usually when I hear of non-agressive npcs, just standing looking at you or dancing around you, it ends up being down to server stress.
How many npcs are you spawning in?
You can use bots.count in server console or Rcon to find out how many are alive at any given time.

Also consider other npcs plugins, because everything contributes to the overall server stress.

I am working on a few things to lighten the load, so to speak, but there'll always be a limit to how many npcs can run around without issues and, usually, the first issue I see is refusing to attack.

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