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BotReSpawn 1.2.9

$40.00
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You could make custom profile for supermarket for example, make the spawn points inside and make the roam distance very low/static?
im positive they cant move on anything there dont have a valid nav_mesh, thats also why for example RaidableBases bots spawn static inside the bases and just stand still, and some spawn outside and walk around. Rust limitations.. I would also love the same that npc's can climp ladders&jump and find valid mesh on foundations/ceilings but i'am not sure it will ever be possible 😄 

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So, I'm using Random Raids plugin and notice ever since I started using BotReSpawn, the raids aren't proc'ing like they used to with Betternpc. 

My question is how are the Bot's coded in this plugin? Like, for Betternpc they were coded as HeavyOilRig Scientist. 

However, for this, I can't seem to find how they are registered.  

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Hi,
I'm not sure what you mean.
As far as I know there should be no relationship between BotReSpawn and the other plugins you mentioned.

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2 hours ago, Steenamaroo said:

Hi,
I'm not sure what you mean.
As far as I know there should be no relationship between BotReSpawn and the other plugins you mentioned.

What I mean is, I used a plugin to start random NPC raids based on the type of NPC the player kills and the number of NPC kills. 

It's not working since I started using BotReSpawn (I'm not saying anything negative about your plugin). 

What I wanted to know is how are your bots coded, or what are they coded as? 

Then I gave an example: BetterNpc bots are coded as HeavyOilRig Scientist -

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Ah, I see.
If the author wants to support directly and rule out false positives, I have the following API they can use.

bool IsBotReSpawn(NPCPlayer npc)
bool IsBotReSpawn(ulong id)

If it's just going by prefab name, BotReSpawn uses scientistnpc_roam. 👍

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Also, how do I get the Bots to spawn at Oil? I have error code "Not enough spawn points at Oil" for both oils. 

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i dont see oil rig on the default profiles, but i cant honestly say i remember seeing it there prior, but i would imagine it would have been there.  i do see the new monument though, so thats cool

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9 minutes ago, DySFunction said:

i dont see oil rig on the default profiles, but i cant honestly say i remember seeing it there prior, but i would imagine it would have been there.  i do see the new monument though, so thats cool

I know what you mean it shows up and sometimes is disappears, but in the main menu - other - you can enable Oil Rig. I just can't seem to get the NPCs to spawn. I wonder if I use Better NPC and BotReSpawn would there be conflict......let's see. 

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Hi,
There was never an oilrig profile until quite recently.
It doesn't have navmesh so doesn't support automatically/randomly spawning npcs,
but people some people like to place stationary custom spawnpoint npcs there.

They requested that I add Oil Rig default profiles so that they don't have to re-do their spawnpoints every wipe.

 

There's a global config option Allow_Oilrigs which toggles the existence of the Oilrig profiles.

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Do you have a roadmap for this plugin, and do you plan to include support for zombies gathering together or moving in groups in the future? IE "Zombie Hordes"

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8 minutes ago, MyNinja23 said:

Do you have a roadmap for this plugin, and do you plan to include support for zombies gathering together or moving in groups in the future? IE "Zombie Hordes"

I think that’ll be too much for one plug-in. 

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Hi,
It was never really the plan to have these npc's roaming in groups,
partly because that's exactly what ZombieHorde does, and partly because the plan with BotReSpawn was always to have them guarding specific locations.

I don't have a formal roadmap but I do still have some ideas I'd like to implement and, generally, there are more suggestions than I can keep up with. 😂

 

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thank you for the fast response I also was wondering if you can give me some help I'm having issues getting the loot to spawn on the box after the update for May

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Hello, I just downloaded the latest update and I'm getting the following error when trying to load the plugin.

Error while compiling: BotReSpawn.cs(976,34): error CS0029: Cannot implicitly convert type `uint' to `ItemId'
06.05 02:00:15 [Server] INFO (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
06.05 02:00:15 [Server] INFO Error while compiling: BotReSpawn.cs(976,34): error CS0029: Cannot implicitly convert type `uint' to `ItemId'

Currently it's the only plugin that's throwing the error at the moment. Any suggestions would be appreciated, thanks!

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On 5/6/2023 at 3:11 AM, Foul News said:

Hello, I just downloaded the latest update and I'm getting the following error when trying to load the plugin.

Error while compiling: BotReSpawn.cs(976,34): error CS0029: Cannot implicitly convert type `uint' to `ItemId'
06.05 02:00:15 [Server] INFO (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
06.05 02:00:15 [Server] INFO Error while compiling: BotReSpawn.cs(976,34): error CS0029: Cannot implicitly convert type `uint' to `ItemId'

Currently it's the only plugin that's throwing the error at the moment. Any suggestions would be appreciated, thanks!

Hi,
I think you've mixed up your files or something.
BotReSpawn was updated a day in advance for this.
Check your download folder to make sure you don't have multiples with new copies getting (1), (2) in the name. 👍

Edited by Steenamaroo
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21 minutes ago, MyNinja23 said:

Still not spawning loot when dead

Hi,
What is your source of loot? Some plugin, or vanilla loot?
What, specifically, stopped working?

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I'm getting scarecrow loot no problem over here.
Ensure ScarecrowNPC is selected as loot source for your profile, and that Allow_Rust_Loot is set to 100.

If that doesn't work I'd guess some other plugin is handling the loot for your npcs, wiping out this default loot.

Screenshot 2023-05-07 at 21.25.49.jpg

Screenshot 2023-05-07 at 21.26.00.jpg

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@Steenamaroo How can I make the bot hat I create attack the player, before the player attack him on the first, every time?

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8 minutes ago, Alucard said:

@Steenamaroo How can I make the bot hat I create attack the player, before the player attack him on the first, every time?

Make sure "Peacekeeper" is false in the NPC configuration.

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