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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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Jacob Rain

Posted

Flame Thrower has no damage to bots

  • Administrator
Steenamaroo

Posted (edited)

Hi @Jacob Rain
You're quite right - I put in hardcoded protection from fire in a recent update because npcs using flamethrowers died very quickly due to the fire on the terrain.
I don't think there's a way for me to know whose fire is whose so I think it's an all or nothing option,
but I'll make Fire_Safe an option per-profile in future versions.

Edited by Steenamaroo
  • Like 2
Jacob Rain

Posted

Great plugin, how to make NPC ignore safe zone applied to faction attack?

I want to make guards.

Jacob Rain

Posted (edited)

NPCs can't have hammer time, so the safe zone doesn't work well.

Edited by Jacob Rain
  • Administrator
Steenamaroo

Posted

Hi @Jacob Rain
Are you finding BotReSpawn npcs fight eachother within safe zones?

If so, that's unintentional - I'll take a look at it soon and stop that from happening. 👍

Jacob Rain

Posted

3 hours ago, Steenamaroo said:

Hi @Jacob Rain
Are you finding BotReSpawn npcs fight eachother within safe zones?

If so, that's unintentional - I'll take a look at it soon and stop that from happening. 👍

I want to use a faction where NPCs can act as peacemakers to attack other factions, but in fact they don't seem to work in the safe zone, so they can't attack in the safe zone, sorry I know this idea is strange, but Sometimes set as a hostile NPC, disturbing players who leave the safe zone, and once the player counterattacks, they will be marked as hostile. 👍

  • Administrator
Steenamaroo

Posted (edited)

Ah, I think I see what you mean.
There is a Respect_SafeZones option but nothing more precise.
Having that on or off will mean npcs will fight everything (that they're meant to), or ignore everything, within a safe zone,
but there are no options, at present, to discriminate.

Just to be sure I understand, you'd like BotReSpawn factions who will fight each other within safe zones, but will not attack regular players within safe zones?

Edited by Steenamaroo
Jacob Rain

Posted

1 hour ago, Steenamaroo said:

Ah, I think I see what you mean.
There is a Respect_SafeZones option but nothing more precise.
Having that on or off will mean npcs will fight everything (that they're meant to), or ignore everything, within a safe zone,
but there are no options, at present, to discriminate.

Just to be sure I understand, you'd like BotReSpawn factions who will fight each other within safe zones, but will not attack regular players within safe zones?

The safe zone is working correctly, it won't attack the player, I thought about setting the Respect_SafeZones option at first, but no matter what the setting can't make it ignore the safe zone, but it will only attack when other hostile factions get out of the safe zone, so I Hopefully it (the guard) will attack both inside and outside the safe zone.

  • Administrator
Steenamaroo

Posted

Oh, no matter what way you set it up you can't get the npcs to be hostile within the safe zones?
Is there any chance you have peacekeeper true and it's coincidence?
If not, I'll take a look and see if I can find a problem. Thanks! 👍

Jacob Rain

Posted (edited)

2 hours ago, Steenamaroo said:

This is correct, the Respect_SafeZones option, whether true or false, cannot ignore the safe zone and directly attack other factions, but the target leaves the safe zone and can work. 👍

 

Edited by Jacob Rain
Jacob Rain

Posted

Reported a problem with robot suicide, it seems that only using seeds to the player, robot suicide will work, other respawn mode robot suicide will not work.

  • Administrator
Steenamaroo

Posted (edited)

Hi,
The suicide option only comes in to play for 'event' npcs,
so that's any npcs from event profiles like Airdrop, or from use of the 'toplayer' command.

The reason for this is that there's no upper limit to how many npcs can exist from these methods so if, for example, your server has 5 pop but hourly airdrops, you could end up with hundreds of npcs roaming around because no one's killing them.

With all the regular profiles population is limited and controlled - They can't exceed the population you asked for, so there's no need for suicide as a safety net.

Edited by Steenamaroo
  • Like 1
Marko Skynexx

Posted

how or where  can i set resapwn time to 300/600 sec or something like this?

 

  • Administrator
Steenamaroo

Posted (edited)

Hi,
Respawn_Timer is an option per profile - I believe it's listed under 'Death' tab for each profile.
The value is in minutes so you'd want to set 5, or 10, instead of 300 or 600.

Edited by Steenamaroo
  • Like 2
Marko Skynexx

Posted

39 minutes ago, Steenamaroo said:

Hi,
Respawn_Timer is an option per profile - I believe it's listed under 'Death' tab for each profile.
The value is in minutes so you'd want to set 5, or 10, instead of 300 or 600.

Thank you so much...

  • Like 1
Yastreb

Posted

HI! Have a question. I m looking for a mod for editing npc peacekeepers, (I think).

After you start hacking the crate on the oil rig, a helicopter arrives and brings scientists guard.

If I'm not mistaken these are the peacekeepers. I want to give them more HP and edit weapons. 

Can I do it with that mod?

(sorry for my eng, Im not so good)

 

  • Like 1
  • Administrator
Steenamaroo

Posted (edited)

Hi,
The npcs that turn up on the oilrig on CH47 are heavy scientists.
You can use NPCKits to give them kits and change their health. 👍

It's free - https://codefling.com/plugins/npckits

 

Edited by Steenamaroo
Jacob Rain

Posted

Found a problem, why bot kills Barricade? Bot happens in melee.

  • Administrator
Steenamaroo

Posted (edited)

Hi,
Looks like it's something FP have done intentionally, but it's optional.
Barricades can be made to serve as boundaries that npcs can't cross, or npcs smash through them.

I'll add an option to toggle that in the next update.
Thank you!

Edited by Steenamaroo
  • Like 2
  • Moderator
Mals

Posted

Noticed this new message:

[BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE PatrolHeli_Kill.

 

Luuxen

Posted

properly because the heli is taken down above water/icebergs

  • Moderator
Mals

Posted

But I don't believe I have any bots set to spawn on the heli, so why would this code be running?

  • Administrator
Steenamaroo

Posted

Hey @Mals
I think for that message to show the Patrol Heli kill profile must be set AutoSpawn true and spawn numbers greater than 1.
Would you mind checking in UI to be sure.

Also, what version are you running? I recently changed it so that this error wouldn't show for event profiles, as it's not really indicative of a problem,
since events triggers often happen in places where npcs can spawn, as @Luuxensays. 👍

  • Like 1
  • Moderator
Mals

Posted

Version 1.1.1

Odd, I see that as set up for Heli and CH47 and I do not recall doing this. Perhaps I am getting senile.  Now Disabled.

 

I have set them off (blush)

  • Like 1
  • Administrator
Steenamaroo

Posted

We're all getting there pal. It's just a question of speed! 😂

  • Haha 1

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