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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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  • Administrator
Steenamaroo

Posted

Hi,
The code in BotReSpawn hasn't changed over the last 3, maybe more, versions so either the hook is no longer working, or maybe you just have hacked crates in areas where npcs can't spawn?
What's the geography like, where you're testing?
Thanks!

 

Rubiks-Q-Bert

Posted (edited)

43 minutes ago, Steenamaroo said:

Hi,
The code in BotReSpawn hasn't changed over the last 3, maybe more, versions so either the hook is no longer working, or maybe you just have hacked crates in areas where npcs can't spawn?
What's the geography like, where you're testing?
Thanks!

 

They are set to parachute down when someone hacks the chinook crates. So airfield, water, dome, etc. Worked fine for the longest time. I don't normally do crates but someone informed me it's been broken since last wipe which is when we switched to the new version of the plugin. No settings were changed on our end.

image.png.037182cd162a8a4f508f989660c3c525.pngimage.png.b092caac7126aea69576acaa64f9e485.pngimage.png.26c2e719b52750f07b6b05ca9805d21b.png

Edited by Rubiks-Q-Bert
Lc7king

Posted (edited)

Excuse me, why is there an item I did not add in the loot of the bot I set up? I used the loot added by kits, how can I cancel the default loot list

Edited by Lc7king
  • Administrator
Steenamaroo

Posted

Hi,
Npcs get default loot from Rust in their corpses.
You can disable this by setting Allow_Rust_Loot_Percent to 0.

Flint Monkey

Posted

@Steenamaroo - is "Rust_Loot_Source" configurable today or is this still a WIP? I am unable to set this value to anything other than "Default NPC".

Flint Monkey

Posted

@Steenamaroo- this is likely an enhancement request... I've set up a bot that spawns in a chicken suit and would love for the ability to have that suit drop 1% of the time and be usable when it does drop (similar to the "weapon drop percent". I don't want all clothing to drop (set Wipe_Clothing_Percent to 0) because then egg suits will be plentiful. If this value is set to anything other than 0, the suits are damaged on drop.

I think the workaround is to put a suit in main and play around with the Wipe_Main_Percent until I get a drop rate I am happy with, but this is less than ideal... 

  • Administrator
Steenamaroo

Posted

6 minutes ago, Flint Monkey said:

@Steenamaroo- this is likely an enhancement request... I've set up a bot that spawns in a chicken suit and would love for the ability to have that suit drop 1% of the time and be usable when it does drop (similar to the "weapon drop percent". I don't want all clothing to drop (set Wipe_Clothing_Percent to 0) because then egg suits will be plentiful. If this value is set to anything other than 0, the suits are damaged on drop.

I think the workaround is to put a suit in main and play around with the Wipe_Main_Percent until I get a drop rate I am happy with, but this is less than ideal... 

Hi,
Your workaround is exactly how I'd do it.
Set Wipe_Clothing_Percent to 100, then put a chicken suit in the main container of the kit and set Wipe_Main_Percent to 99.

11 minutes ago, Flint Monkey said:

@Steenamaroo - is "Rust_Loot_Source" configurable today or is this still a WIP? I am unable to set this value to anything other than "Default NPC".

It should be working, yeah.

What do you mean, unable? What happens?

Flint Monkey

Posted

15 minutes ago, Steenamaroo said:

Hi,
Your workaround is exactly how I'd do it.
Set Wipe_Clothing_Percent to 100, then put a chicken suit in the main container of the kit and set Wipe_Main_Percent to 99.

It should be working, yeah.

What do you mean, unable? What happens?

It looks like it is working but requires hitting the 'Back' button for the UI to change. When I attempt to change it, visually it stays on the last item I selected. Here are steps to reproduce:

  1. Select 'Default Profiles'
  2. Select 'Ranch O'
  3. Select 'Death'
  4. Select current Rust_Loot_Source - in my case, it's currently "Default NPC"
  5. Select an alternative source... "foodbox" in my case.
  6. Select 'Close'.
  7. 'Rust_Loot_Source' still set to "Default NPC" in UI.

Once I hit the 'Back' button and go back in, the value is changed. Sorry for the confusion.

  • Administrator
Steenamaroo

Posted

Hi,
Thanks for flagging that. It's a small error in BotReSpawn.
As you found out the setting should take, behind the scenes, but you'll probably see a console error and the wrong setting will appear until the UI is closed and reopened.
It's fixed for the next version! 👍

  • Love 1
Flint Monkey

Posted

@Steenamaroo - can you provide a bit more clarity on the "Remove_Backpacks_Percent" setting in Global settings? I'm having an issue where I _think_ backpacks appear when/where my bots suicide, but tbh, it's hard to sit around and test this.  Is that what this setting does?

  • Administrator
Steenamaroo

Posted

Yeah, by default when a corpse despawns it's replaced with a backpack.
The Remove_Backpacks_Percent lets you set a % chance of that backpack never spawning.

If you set Remove_Backpacks_Percent to 100, you'll never get a backpack from a BotReSpawn corpse.
Once the corpse despawns, that's it.

  • Like 2
xanjin

Posted

I know you hate that question as i would as it is one about the CUI - do you think it might be an option for future updates to give us the opportunity for the "amount" of bots to get an cui inputfield instead of the buttons raising/decreasing the numbers? we have some monuments with around 70-100 bot spawns, the guy who is working with the BotReSpawn plugin to place the bots isn't fit enough to work with datafiles so he asked us to change it but we dont wanna change an plugin like botrespawn as the code can change regularly with the commits of facepunch.

  • Administrator
Steenamaroo

Posted

Hi,
Yeah, it's possible I'll move to text input soon.
You can use the profile copy/paste function as a bit of a timer saver but I understand text input would be better in the longer term. 👍

Flint Monkey

Posted

Not sure if this has been asked before... I apologize if it has. 

In my current map, the airfield is fairly close to the Arctic Research Base and for this reason, gunfire in one attracts bots from the other. Is there a way to limit this travel? I have tried setting the roam range considerably lower but it's not preventing the overlap.  Are there other settings I should be looking at?

  • Like 1
Flint Monkey

Posted

13 minutes ago, Flint Monkey said:

Not sure if this has been asked before... I apologize if it has. 

In my current map, the airfield is fairly close to the Arctic Research Base and for this reason, gunfire in one attracts bots from the other. Is there a way to limit this travel? I have tried setting the roam range considerably lower but it's not preventing the overlap.  Are there other settings I should be looking at?

Ignore this message - error was between my chair and keyboard. I'd copied the loadout from the airfield to the arctic base because they are in the same biome... and it copied the "BotNamePrefix" as well. 

  • Like 1
Flint Monkey

Posted

20 minutes ago, Flint Monkey said:

Ignore this message - error was between my chair and keyboard. I'd copied the loadout from the airfield to the arctic base because they are in the same biome... and it copied the "BotNamePrefix" as well. 

Okay, it looks like it's not user error on my part. I went into the config and fixed the prefix... I am still seeing airfield zombies at the other monument.

pookins

Posted

27 minutes ago, Flint Monkey said:

Not sure if this has been asked before... I apologize if it has. 

In my current map, the airfield is fairly close to the Arctic Research Base and for this reason, gunfire in one attracts bots from the other. Is there a way to limit this travel? I have tried setting the roam range considerably lower but it's not preventing the overlap.  Are there other settings I should be looking at?

The problem will increase as FP adds more and more monuments, You can have 5 bot spawn points in close proximity , for example i have The Dome, Abandoned supermarket, 2 large substations, 1 small substation,  the Trainyard and Water Treatment all packed together as well as the roaming biome bots for that area, 

You just have to put up with crossfire  🙂

  • Like 1
  • Administrator
Steenamaroo

Posted

That's true enough. Things are getting tighter and tighter the more monuments there are.
That said, it should be controllable with Aggro_Range as these npcs shouldn't be responding to sound or nearby gunfire.
They should only respond to people being within their Aggro_Range radius, or directly hurting them.

@Flint Monkey- I appreciate crossover wasn't actually the case in the end, but thought that might be useful info anyway..

  • Like 1
Flint Monkey

Posted

23 minutes ago, Steenamaroo said:

That's true enough. Things are getting tighter and tighter the more monuments there are.
That said, it should be controllable with Aggro_Range as these npcs shouldn't be responding to sound or nearby gunfire.
They should only respond to people being within their Aggro_Range radius, or directly hurting them.

@Flint Monkey- I appreciate crossover wasn't actually the case in the end, but thought that might be useful info anyway..

Should I be limiting their Aggro_Range further then? I assume the range is relative to the bot itself?

  • Administrator
Steenamaroo

Posted

Well, in your case the npcs were where they were suppose to be, just with incorrect names, so no; I don't expect anything needs to be done.

I do, from time to time, see people with 2/300 aggro range, trying to figure out why their npcs are engaging from far away and relentlessly following people.

Covfefe

Posted

Would it be possible to add Junkpile npcs?

  • Administrator
Steenamaroo

Posted (edited)

Hi @Covfefe
I have a few issues I'm struggling to sort out which take priority but a few people have asked about Junkpile npcs.
I could see that happening in a not-too-far-away update.
Thanks for the suggestion! 👍

Edited by Steenamaroo
  • Like 1
  • Love 1
Swedish Chef

Posted (edited)

is there a way to check the navmesh by command? its a really handy tool, especially with custom map im not familiar with. but the button is a few clicks away in the gui and i keep having to go in out in out while looking round a new monument.

would be awesome to bind to a key🙂

 

edit: i think it would be easier to do fine work at least if the pressing of 'check for navmesh' didnt take the focus away from WASD, leaving no choice but to close/open gui, adding to the problem just for focus's sake..

but key bind would be magic

Edited by Swedish Chef
Swedish Chef

Posted

2 minutes ago, Steenamaroo said:

Hey @Swedish Chef

You can bind 'checknav' 🙂

awesome thankyou!

  • Like 1

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