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BotReSpawn 1.2.9

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For some reason when I restart my server BotRespawn will sometimes not auto start with the server and i have to go in game and reload profiles. I am using IcedHost as a server.  Right now I only have bots at default monuments like Airfield,Power Plant, Water Treatment and Train Yard.

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Hi,
Most likely nav_wait is false.
When it's false it means the server doesn't wait for completion of navmesh generation before starting up,
so when the server goes live and BotReSpawn starts up, there's no navmesh for the npcs to spawn on.

Type nav_wait into server console and if the response if False, do

nav_wait True
server.writecfg

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On 2/4/2023 at 4:28 AM, HellHunter said:

@SteenamarooI noticed that after the new rust patch, beancan grenadw tossed by the AI seems to be completely silent.

Hi,
Just checked and they're working fine here. You know beancans have a chance of not exploding?
Some are duds.

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On 2/5/2023 at 7:52 PM, Steenamaroo said:

Hi,
Just checked and they're working fine here. You know beancans have a chance of not exploding?
Some are duds.

HI @Steenamaroothanks for checking, I noticed that this might be due to the grenades exploding in the air before it even hits the ground. Else if, its likely some game files corrupted causing them to be silent. I had also cross checked again and so far seems to be working fine already.

Apologies for taking your time. Thank you

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Hello!

Can it be solved so that the NPCs don't throw grenades at each other?
This is also the case with the plain grenade.

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Hi,
They only throw grenades if you have them placed in the kit,
and they should only attack each other if you've got Ignore_Factions set to true, or set up factions such that certain profiles are aggressive to each other.

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It's true that I didn't say that I'm standing next to the npc from a distance and the others shoot me, but the npc standing next to me also gets the bullets and is killed.

 

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There's a global config option `NPCs_Assist_NPCs` which you can turn off, if you prefer,
and also a per-profile option `Assist_Sense_Range` which you can adjust to taste.

The next update of BotReSpawn will have a per-profile option `Friendly_Fire_Safe` which will prevent damage when npc's accidentally hit each other. 👍

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Super!

May I know when it is expected?
When I set a kit for the npc, is it resolved so that the kit's full name is visible?
I wrote and sent a picture a long time ago.

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Yes, that should be resolved in the next version too, unless the name really is ridiculously long. 😂

I put fewer kits on the page to allow more space, and wrote in pagination so you can browse a limitless number of kits. 👍

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There are options in the bot profiles UI that aren't documented in the description. Could that be addressed, please? 
short roam vision?
Assist sense range? 
 

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Hi @Rezanow,
None of the profile configurable values is detailed in the description.

 

Profile values.

Each profile value and description is not listed here, but all (apart from text strings) are now configurable via UI,
and have sensible default values.
Most should be self explanatory, although I do intend to add descriptions/notes in the UI itself in the near future.

If any specific setting/value is unclear, please just ask in CF discord, my discord, or the support section here.


As it happens I did the part in bold last week so the next public release will have clickable labels and full descriptions for every profile option. 👍

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Probably should have told you what those mean... 
Descriptions from the upcoming UI update...

Short_Roam_Range.
When passively roaming, npcs choose a spot on the ground to walk to, walk to it, then choose another...and repeat.

If this setting is true npcs will choose spots much closer to their current position than normal.
This can be useful where npcs are in areas with a narrow river, for example, to prevent them trying to roam to the other side of it.

 

Assist Sense Range

If Global Setting 'NPCs_Assist_NPCs' is set to true then npcs can assist nearby npcs who have a target.
Use this setting to adjust how far away an npc can sense other aggravated npcs.
            

 

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On 2/19/2023 at 2:27 PM, Steenamaroo said:

Hi @Rezanow,
None of the profile configurable values is detailed in the description.

 

Profile values.

Each profile value and description is not listed here, but all (apart from text strings) are now configurable via UI,
and have sensible default values.
Most should be self explanatory, although I do intend to add descriptions/notes in the UI itself in the near future.

If any specific setting/value is unclear, please just ask in CF discord, my discord, or the support section here.


As it happens I did the part in bold last week so the next public release will have clickable labels and full descriptions for every profile option. 👍

Well, crap. I apologize for not seeing this in the description. Thank you for your patience. 

On 2/19/2023 at 4:25 PM, Steenamaroo said:

Probably should have told you what those mean... 
Descriptions from the upcoming UI update...

Short_Roam_Range.
When passively roaming, npcs choose a spot on the ground to walk to, walk to it, then choose another...and repeat.

If this setting is true npcs will choose spots much closer to their current position than normal.
This can be useful where npcs are in areas with a narrow river, for example, to prevent them trying to roam to the other side of it.

 

Assist Sense Range

If Global Setting 'NPCs_Assist_NPCs' is set to true then npcs can assist nearby npcs who have a target.
Use this setting to adjust how far away an npc can sense other aggravated npcs.
            

 

Thank you so much! Looking forward to the update! Thank you for your work! 

 

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Is there some configuration that makes all bots at monuments swarm on players? I can't find anything relating to that. Aggro range is low but other bots just seem to swarm my players.

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Hi,
There's a global option called NPCs_Assist_NPCs which you can disable,
or you can leave it enabled and reduce their Assist_Sense_Range (per profile)

That's probably what's causing nearby npcs to get involved in fights.

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Hello ... Is it possible to spawn npc who spawns only 1 time ,so after you kill npc he never respawn again ? Tnx

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Hi,
Sort of...
The main default and custom profiles maintain a population set by you, so those guys will respawn when killed.
You could set the respawn duration (minutes) so high that it never actually happens, though. 👍

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25 minutes ago, Steenamaroo said:

Hi,
Sort of...
The main default and custom profiles maintain a population set by you, so those guys will respawn when killed.
You could set the respawn duration (minutes) so high that it never actually happens, though. 👍

yea i was looking for solutions ,and come to that same idea ...it need to be 1 month ,force wipe ...it will be lot of clicking that arrow hahahah 😄

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