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BotReSpawn 1.3.3

$40.00
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Lei_Wong

Posted

Hello Steenamaroo

Is there any possibility to make the bots more aggressive and fire the full magazine?

I don't know,.... I find them easier than in previous versions.

  • Like 1
pookins

Posted

1 hour ago, Lei_Wong said:

Hello Steenamaroo

Is there any possibility to make the bots more aggressive and fire the full magazine?

I don't know,.... I find them easier than in previous versions.

Bots will reload their weapons (or go through the motions) after firing off the magazine , They cant run out of rifle/pistol ammo and will continue to fire at you while you are in range,

change the settings for more damage

"Aggro_Range": 30,
        "DeAggro_Range": 40,
        "Peace_Keeper": true,
        "Bot_Accuracy_Percent": 50,
        "Bot_Damage_Percent": 50,
        "Running_Speed_Booster": 10,
        "Roam_Pause_Length": 0,
        "AlwaysUseLights": false,
        "Ignore_All_Players": false,
        "Ignore_Sleepers": true,
        "Target_Noobs": false,
        "Melee_DamageScale": 1.0,
        "RangeWeapon_DamageScale": 1.0,
        "Rocket_DamageScale": 1.0,
        "Assist_Sense_Range": 30,
        "Victim_Bleed_Amount_Per_Hit": 1,
        "Victim_Bleed_Amount_Max": 100,
        "Bleed_Amount_Is_Percent_Of_Damage": false,

  • Like 2
Flint Monkey

Posted

10 minutes ago, pookins said:

Bots will reload their weapons (or go through the motions) after firing off the magazine , They cant run out of rifle/pistol ammo and will continue to fire at you while you are in range,

change the settings for more damage

"Aggro_Range": 30,
        "DeAggro_Range": 40,
        "Peace_Keeper": true,
        "Bot_Accuracy_Percent": 50,
        "Bot_Damage_Percent": 50,
        "Running_Speed_Booster": 10,
        "Roam_Pause_Length": 0,
        "AlwaysUseLights": false,
        "Ignore_All_Players": false,
        "Ignore_Sleepers": true,
        "Target_Noobs": false,
        "Melee_DamageScale": 1.0,
        "RangeWeapon_DamageScale": 1.0,
        "Rocket_DamageScale": 1.0,
        "Assist_Sense_Range": 30,
        "Victim_Bleed_Amount_Per_Hit": 1,
        "Victim_Bleed_Amount_Max": 100,
        "Bleed_Amount_Is_Percent_Of_Damage": false,

+1 - to make my bots more intense, I increase the following:

        "Bot_Accuracy_Percent": 50,
        "Bot_Damage_Percent": 50,
        "Running_Speed_Booster": 10,

You need to switch, "Peace_Keeper": false, and "Target_Noobs": true (for new players) or they will not attacked unless they are attacked.

You can also increase the aggro range, increase their health to make them harder to kill, and turn off the ability to headshot them. There are lots of options to make them harder all around.

  • Like 3
  • Administrator
Steenamaroo

Posted

11 hours ago, Lei_Wong said:

Hello Steenamaroo

Is there any possibility to make the bots more aggressive and fire the full magazine?

I don't know,.... I find them easier than in previous versions.

I do slightly modify their fire-burst duration but I could increase it further, or make it customisable.

If there's a specific weapon where their fire burst is very short, like a problem rather than a preference, please let me know and I'll fix it.
We had that before with the custom SMG and it required a patch to sort it out. 👍

Lei_Wong

Posted

Steenamaroo,... SMG, please do not patch, is the only one that fire full magazine.

 "Bot_Accuracy_Percent": 90,  /// I could put 100 but, that will be full bot aimbot, that's why I leave it at 90

 "Bot_Damage_Percent": 100, 
"Running_Speed_Booster": 10,

Maybe i level up de Running speed,... for maker harder to aim them.

And, for the next update, the thomson fire like a pistol, one bullet at time.... or just is a mine thing?

Thanks
 

  • Administrator
Steenamaroo

Posted (edited)

Are you saying the npcs fire the entire custom smg mag in one sustained burst?

Edited by Steenamaroo
  • Administrator
Steenamaroo

Posted (edited)

"the thomson fire like a pistol, one bullet at time"
I'll check this out. 👍

Edit : Thompson rate of fire has been fixed. Thank you!

Edited by Steenamaroo
  • Love 1
FazePiglet

Posted

On 1/16/2023 at 8:59 AM, Steenamaroo said:

Hey! Sorry, I've been out of action for a little bit.
Just joined my test server today, though, and dead npc names are showing just fine in their corpse loot panel, and also in the loot panel when backpacks spawn.

On the player death screen it just shows "Killed by Scientist". I think that's always been the way.
Not 100% sure but I think that's done on the client and not something I can change.

All good Steen, im just gonna try out the death notes suggestion by pookins. Thanks for trying though!

  • Administrator
Steenamaroo

Posted

No worries.
If the npc's name isn't showing for you in the corpse or backpack loot panels, along the top, I guess maybe some other plugin is interfering there?
That part's definitely working no problem here. 👍

Baron Von Finchus

Posted

I've got scientists set to spawn on crate hack spawn and crate hack start. They appear to be able to parachute down onto Oil Rig. Any chance we could get a seperate profile for Chinkook hackable crate and the OilRig Hackable Crate?

  • Administrator
Steenamaroo

Posted

Ooh, thanks for letting me know.
That's not meant to be the case, since there's no navmesh on the Oil Rig so those npcs wouldn't be able to walk around once they land.
I'll check into this and see what's happening.

  • Love 1
  • Administrator
Steenamaroo

Posted

On 1/23/2023 at 9:55 PM, Baron Von Finchus said:

I've got scientists set to spawn on crate hack spawn and crate hack start. They appear to be able to parachute down onto Oil Rig. Any chance we could get a seperate profile for Chinkook hackable crate and the OilRig Hackable Crate?

Hi,
I just tested with my current local copy, and also with the current public version.
I can't get npcs to parachute down on to the oilrig from hacked crate spawn or hack profiles.
That's how it should be, since there's no navmesh there for them.

Maybe the npcs you saw were coming from another plugin?
Or any chance you were just going off the Spawn_Announcment ? Because there was an issue where announce would happen, even in cases where npcs can't/don't spawn.
I've since fixed that for next update.
Let me know. 👍

Baron Von Finchus

Posted (edited)

On 1/25/2023 at 12:34 PM, Steenamaroo said:

Hi,
I just tested with my current local copy, and also with the current public version.
I can't get npcs to parachute down on to the oilrig from hacked crate spawn or hack profiles.
That's how it should be, since there's no navmesh there for them.

Maybe the npcs you saw were coming from another plugin?
Or any chance you were just going off the Spawn_Announcment ? Because there was an issue where announce would happen, even in cases where npcs can't/don't spawn.
I've since fixed that for next update.
Let me know. 👍

Erm, I'm not sure what to think about that lol. I'm running 1.1.7, latest rust/oxide update. I'm pretty sure they arent coming from another plugin as I gave the bot names in BotReSpawn very distinctive names that I didnt give to any other type of bot I use, deathnotes gives that name when you kill them and you are correct they do land and are unable to move, if indeed they land on the rig at all. I also enabled announcement text on BotRespawn bots to confirm they are coming from BotReSpawn.

 

Is there any more info I can provide that might shed some light on this for you? I'm confused as all hell how this is happening just for me! BaronVonFinchus#0884 is my discord if you want to send me some sort of debug version.

Edited by Baron Von Finchus
  • Like 1
  • Administrator
Steenamaroo

Posted

Ok, thanks for the info.
There must be some combination of settings I didn't try that allows this to happen,
although there were a few issues relating to event spawns and parachutes, as I've recently made changes allowing events to spawn npcs underground,
when the event occurs underground, so it's entirely possible I've fixed this, even though I couldn't replicate it.

I'll get you on discord and send you the pre-release copy I have here, if you're up for that.

  • Love 1
  • Administrator
Steenamaroo

Posted

Confirmed - The next update, due soon, fixes this issue.
Thanks for testing and confirming @Baron Von Finchus

  • Love 1
Baron Von Finchus

Posted

4 hours ago, Steenamaroo said:

Confirmed - The next update, due soon, fixes this issue.
Thanks for testing and confirming @Baron Von Finchus

Always a pleasure sir, thanks for your speedy fix

Butler

Posted

Hello m8. Do you know why this happends?
Error while compiling: BotReSpawn.cs(1582,37): error CS0507: `Oxide.Plugins.BotReSpawn.CustomGroup.PostSpawnProcess(BaseEntity, BaseSpawnPoint)': cannot change access modifiers when overriding `public' inherited member `SpawnGroup.PostSpawnProcess(BaseEntity, BaseSpawnPoint)'

  • Administrator
Steenamaroo

Posted

Hi,
No, I'm not sure what's happened there.
Are you on a staging server?

  • Administrator
Steenamaroo

Posted

@Butler

NM. Yeah. Looks like you're on staging.

If you edit the plugin .cs and change
protected override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint)
to
public override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint)

Hopefully it should work fine.
I can do that for you and send, if you need.

Butler

Posted

17 minutes ago, Steenamaroo said:

@Butler

NM. Yeah. Looks like you're on staging.

If you edit the plugin .cs and change
protected override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint)
to
public override void PostSpawnProcess(BaseEntity entity, BaseSpawnPoint spawnPoint)

Hopefully it should work fine.
I can do that for you and send, if you need.

I tried, but that not woorking either. I get this now,its a fresh started server to.


(23:02:37) | Error while compiling: BotReSpawn.cs(1544,47): error CS0507: `Oxide.Plugins.BotReSpawn.CustomGroup.GetSpawnPoint(GameObjectRef, out UnityEngine.Vector3, out UnityEngine.Quaternion)': cannot change access modifiers when overriding `public' inherited member `SpawnGroup.GetSpawnPoint(GameObjectRef, out UnityEngine.Vector3, out UnityEngine.Quaternion)'

  • Like 1
  • Administrator
Steenamaroo

Posted

Ok. Looks like they've changed a few things from protected to public.

 

Change

protected override BaseSpawnPoint GetSpawnPoint...

to 

public override BaseSpawnPoint GetSpawnPoint...
         

and 

protected override void Spawn

to

public override void Spawn

  • Moderator
Mals

Posted

8 minutes ago, Steenamaroo said:

Ok. Looks like they've changed a few things from protected to public.

 

Change

protected override BaseSpawnPoint GetSpawnPoint...

to 

public override BaseSpawnPoint GetSpawnPoint...
         

and 

protected override void Spawn

to

public override void Spawn

A lot of plugins are going to break!

  • Administrator
Steenamaroo

Posted

I don't think many people are doing custom SpawnGroups.
If that's all they've changed it'll probably just be me. 🤣

Probably Monument Addons too...

Butler

Posted

On 1/29/2023 at 1:32 AM, Steenamaroo said:

Ok. Looks like they've changed a few things from protected to public.

 

Change

protected override BaseSpawnPoint GetSpawnPoint...

to 

public override BaseSpawnPoint GetSpawnPoint...
         

and 

protected override void Spawn

to

public override void Spawn

Its woorks . You are amazing m8. Big thanks for the help!! ❤️

  • Administrator
Steenamaroo

Posted (edited)

No worries.
Looks like these changes aren't necessary for current staging (downloaded yesterday) so if you update your server and shit doesn't work, go back to vanilla BotReSpawn. 👍

Edited by Steenamaroo
  • Like 1
  • Love 1

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