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BotReSpawn 1.2.9

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20 minutes ago, Steenamaroo said:

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.

Actually i like it like that, the loot is pretty high on the server and it stops "farming" the bots for loot,  you have to make sure you kill the bots before  you can loot the crates etc.,

I dont get problems with the amount of bots spawning (530 daytime)  my only problem (which is common) is the entity count steadily rising thoughout the wipe,

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5 minutes ago, Steenamaroo said:

Oh, sorry. I misunderstood!
Thanks for sharing that info! 🙂

Thats ok , i actually do not have ANY major  problems with BotRespawn now that i found out my mistake with not using the EXACT spelling for the kits assigned (using lowercase instead of caps for kitname) . I do find that occassionaly a monument will be "missed" on a procedural map and would like some information added to the  documentation on how to add a missing monument to the data file            ( both for myself and others) . and will it be accepted once it is added (?)..

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That's great to hear, Pookins.
We still have an open DM conversation about your missing monument.
I fired up your map and seed and Large Fishing Village 0 was detected along with the rest of the monuments.
I can't think of any reason that shouldn't be the case at your end too.

Do you see any errors when loading/reloading BotReSpawn?

There's no way to manually add monuments - BotReSpawn is written to find them but it's not just a case of text entries in a datafile - it finds the monuments as objects in game.
If you were to add entries manually they'd be ignored, just as profiles from monuments which existed on an old map, but do not exist on the current map, are ignored.

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43 minutes ago, Steenamaroo said:

That's great to hear, Pookins.
We still have an open DM conversation about your missing monument.
I fired up your map and seed and Large Fishing Village 0 was detected along with the rest of the monuments.
I can't think of any reason that shouldn't be the case at your end too.

Do you see any errors when loading/reloading BotReSpawn?

There's no way to manually add monuments - BotReSpawn is written to find them but it's not just a case of text entries in a datafile - it finds the monuments as objects in game.
If you were to add entries manually they'd be ignored, just as profiles from monuments which existed on an old map, but do not exist on the current map, are ignored.

I do not get any errors , i type bots.count in console and it tells me all the monuments that are populated, IF i notice missing ones and check data file to see if they are there and set to false (sometimes get more of one type) if there and set to false i unload plugin,  set to true and set bots details/kit etc then reload plugin , but if not there i just grin and bear it  🙂   ,  i am not going to replace missing bots with custom spawn i just leave it till next map, I was sure that any "added" monuments would be ignored but wanted to confirm it. all in all its a great plugin and i have nothing to complain about.

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Ok. Glad you're happy with it, although if monuments ever are missing I'd like to get to the bottom of it.

Just so you know, you can set a profile to true and reload it (on its own) in a few clicks of the UI.
If you happen to have client loaded that saves the hassle of manually editing files and having to reload the entire plugin.
Also, the UI page for monuments makes it a bit easier to see what's there and what's not, since it's just a nice simple list of names. 🙂

 

 

Screenshot 2022-04-27 at 16.09.09.jpg

Edit : Are you up to date - V1.0.9?

Edited by Steenamaroo
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22 minutes ago, Steenamaroo said:

Ok. Glad you're happy with it, although if monuments ever are missing I'd like to get to the bottom of it.

Just so you know, you can set a profile to true and reload it (on its own) in a few clicks of the UI.
If you happen to have client loaded that saves the hassle of manually editing files and having to reload the entire plugin.
Also, the UI page for monuments makes it a bit easier to see what's there and what's not, since it's just a nice simple list of names. 🙂

 

 

Screenshot 2022-04-27 at 16.09.09.jpg

Edit : Are you up to date - V1.0.9?

I am on the latest version, but i would rather manually edit the data file ,

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That's fair enough.
I'd encourage you to at least look at the UI for confirmation of what has, and hasn't been found though.
It's much clearer, compared to a huge json file. 👍

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Hi,

If you set two different profiles to different faction numbers (other than zero), they'll fight each other.
Subfaction does the same thing but is an additional layer allowing for more complex relationship.

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I am unable to spawn entities at the underwater labs. Does anyone else have this issue? When I attempt to do so, I get the following errors:

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 0.

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 1.

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 2.

I have tried setting spawn points manually inside the lab and this does not work.

 

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Hi @Flint Monkey
I don't really know the underwater labs very well but I'll get in game and check.


Certainly I'd expect custom spawn points would be necessary, since BotReSpawn trying to find random points on its own would be looking at water level.

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On 4/26/2022 at 6:52 AM, Steenamaroo said:

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.

They are but what's keeping them from resetting to where they should be once they lose aggro? This is happening in various instances across the map. Players and NPCs. It used to be once an npc lost aggro, it would go back to where it should be. Example, we have zombie npcs around most monuments and have found an outpost zombie more than 7 grids away no longer aggroed to whatever it was that drug it out there. Same with gas stations, harbors, etc.

Before this new version, never had that issue. They would get out of range and just meander back to where their normal area.

Based on another reply, they would have to be x meters away (X being deaggro) for a default of 20 seconds for them to stop following, but then they stay way outside of their zone rather than jogging or snapping back to their area.

Edited by Rubiks-Q-Bert
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5 hours ago, Flint Monkey said:

I am unable to spawn entities at the underwater labs. Does anyone else have this issue? When I attempt to do so, I get the following errors:

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 0.

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 1.

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 2.

I have tried setting spawn points manually inside the lab and this does not work.

 

I tried the underwater labs when FP included them in game but they would not work with bots , i just leave them out, same kind of thing with subway stations , all the bots appear around the outside of the stations so i just have night spawns for them

Edited by pookins
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6 hours ago, Rubiks-Q-Bert said:

They are but what's keeping them from resetting to where they should be once they lose aggro? This is happening in various instances across the map. Players and NPCs. It used to be once an npc lost aggro, it would go back to where it should be. Example, we have zombie npcs around most monuments and have found an outpost zombie more than 7 grids away no longer aggroed to whatever it was that drug it out there. Same with gas stations, harbors, etc.

Before this new version, never had that issue. They would get out of range and just meander back to where their normal area.

Based on another reply, they would have to be x meters away (X being deaggro) for a default of 20 seconds for them to stop following, but then they stay way outside of their zone rather than jogging or snapping back to their area.

I haven't experience this and can't recreate it so far but I have had a few people report it now.
I'll' have to dig deeper and see if I can get it figured out.

It may be possible they're so far away from home that setting their destination to home, from there, fails, so they just roam where they are?
When they're miles away from home and not aggrod, do they roam as normal out there, or stand still, or go back and forth?
What's their behaviour like?

Edited by Steenamaroo
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10 hours ago, Steenamaroo said:

I haven't experience this and can't recreate it so far but I have had a few people report it now.
I'll' have to dig deeper and see if I can get it figured out.

It may be possible they're so far away from home that setting their destination to home, from there, fails, so they just roam where they are?
When they're miles away from home and not aggrod, do they roam as normal out there, or stand still, or go back and forth?
What's their behaviour like?

They tend to behave like normal in whatever area they are in. Will aggro onto players, will chase them. Outside of being grids away from where they should be, they behave normally. Most of our custom AI is zombie so it's not a huge concern to have a gas station zombie outside his normal area. But we have a few with guns that can be more problematic. Set in places for the challenge. So for a desert base guard to be out in the wild is a bit problematic as they are extremely lethal.

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Ok, that's good info to have. Thank you for that.
I'll get a good look into this, probably not tomorrow but Tuesday, and hopefully get to the bottom of it.

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Not sure if anyone has mentioned this yet, but would be nice to see an integration with XPerience plugin, as it relates to xp gains from BotReSpawn profile kills. It would be ideal to both reward players with economics/RR, but also help them grow their character evolution through popular plugins such as XPerience.

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Hi @Somescrub,
I'm not familiar with XPerience but you can use RustRewards to give scrap/economics/serverrewards for BotReSpawn npc kills.
Looks like there's API to give xperience from other plugins so it's certainly something I could add, if the popularity is there.

Thanks for the suggestion!

Edited by Steenamaroo
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3 hours ago, Steenamaroo said:

Hi @Somescrub,
I'm not familiar with XPerience but you can use RustRewards to give scrap/economics/serverrewards for BotReSpawn npc kills.
Looks like there's API to give xperience from other plugins so it's certainly something I could add, if the popularity is there.

Thanks for the suggestion!

Yes - currently I am using the economics part of BotReSpawn to facilitate the $ side of our server objectives. However, XP rewards are limited to generic values, since they cannot be specified within BotReSpawn itself, for  other plugins such as XPerience. I did mention this to the developer of XPerience and he said it would be totally up to you to utilize his hooks, which is why I am mentioning it here 🙂

Would love to see integration of XP with the profiles - would really add depth to RP servers that rely heavily on XP systems, in addition to the reward structure already in place.

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On 4/30/2022 at 8:04 PM, Steenamaroo said:

Hi @Flint Monkey
I don't really know the underwater labs very well but I'll get in game and check.


Certainly I'd expect custom spawn points would be necessary, since BotReSpawn trying to find random points on its own would be looking at water level.

@Steenamaroo how many custom spawn points should I create to get it to function properly? I created 2x per the number of NPCs I set to spawn in. Is that sufficient? Also, how does the roam pathing work relative to the radius? 

 

Finally - an enhancement request... is it possible to add the cargo ship as a monument?

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Anyone else having a problem with bots freezing, stuttering, and not responding as well after the latest update?  I dont know if this new update has overloaded my server CPU or what but we seem to have consistent problems with bots freezing

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21 hours ago, Flint Monkey said:

@Steenamaroo how many custom spawn points should I create to get it to function properly? I created 2x per the number of NPCs I set to spawn in. Is that sufficient? Also, how does the roam pathing work relative to the radius? 

 

Finally - an enhancement request... is it possible to add the cargo ship as a monument?

Hi,

If you don't specify any custom points, or you don't specify enough, the npcs will spawn randomly within a circle.
Radius is the size of that circle.

 

There is a `ChangeCustomSpawnOnDeath` option per profile.
If this is true and you have more custom spawnpoints than you need, the the npc will pick a random one so, eventually, they'll all get used.

Edit: Their roam is randomised and is limited by roam_range setting, unless they're aggrod on a player.
If they are aggro they can leave their roam_range, but will return once non-aggro again.

I'll be looking into replacing the vanilla npcs in the near future, hopefully.

Edited by Steenamaroo
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19 minutes ago, KingSizeKevin said:

Anyone else having a problem with bots freezing, stuttering, and not responding as well after the latest update?  I dont know if this new update has overloaded my server CPU or what but we seem to have consistent problems with bots freezing

I have one person reporting non responsive npcs at the moment, other than yourself.
I have had a couple in the past but, as far as I know, they were always solved by reducing numbers or removing/limiting other plugins.

Are you spawning in massive numbers?

I am looking at ways to improve performance a bit but, in short, no; I'm not aware of a widespread problem.

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16 minutes ago, Steenamaroo said:

I have one person reporting non responsive npcs at the moment, other than yourself.
I have had a couple in the past but, as far as I know, they were always solved by reducing numbers or removing/limiting other plugins.

Are you spawning in massive numbers?

I am looking at ways to improve performance a bit but, in short, no; I'm not aware of a widespread problem.

I run a single rust instance on a Xeon 2286G, cpu usage usually hits around 130-140% (1.5 cores)

I would say overall I have about 250 bots on the entire map

I dont feel like this was a problem with the older version and I also dramatically reduced the number of NPCS from old version to now and still have players complaining a lot about stuttering and non attacking npcs (in between the extreme difficulty of long range aimbot npcs)

Edited by KingSizeKevin
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