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BotReSpawn 1.3.3

$40.00
   (39 reviews)

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  • Administrator
Steenamaroo

Posted

That's correct ^.
The normal monument and custom profiles are capped - There can only ever be X npcs,
but event profiles aren't capped so if you have hundreds of airdrops, you'll get 100X npcs.

For that reason I built in a suicide timer to ensure that npcs spawned by event profiles get killed off after a reasonable period of time.

As @Malkizidsaid, just make sure Suicide Timer is turned up to some reasonable number of minutes. 👍

  • Like 1
william long

Posted

i set mine to 45 mins or 60 mins that way they have to kill the bots to actually get the loot

 

color

Posted

Добрый день! Я не могу включить эту функцию, чтобы боты атаковали игроков, как только видят их. Подскажите пожалуйста

color

Posted

Good afternoon! I can't turn on the feature so that bots attack players as soon as they see them. Tell me please

 

 

Malkizid

Posted (edited)

4 hours ago, color said:

Good afternoon! I can't turn on the feature so that bots attack players as soon as they see them. Tell me please

 

 

Make sure to check your bot profile settings, go to Behaviour tab, if the setting is "PeaceKeeper: false"    then bots will attack any player they see
if "Is PeaceKeeper: true" bots will only attack when player is hostile

If you want Peacekeeper bot profiles that only shoot when player shoots at them, then go to global settings and set "Peacekeeper Uses Damage: true"
This is "Peacekeeper Uses Damage: false" by default so check all those settings and your bots should be behaving normal and attack people.

You can see examples of this in the screenshots for this plugin.

Edited by Malkizid
  • Love 1
Malkizid

Posted

Hi,  would it be possible to include an option for Map Marker Colour and more importantly, map marker transparency *
The Map marker blocks the name of monuments if to close to them, on a custom map it makes it difficult for players to see, especially with snowy areas.
 

  • Like 1
PsyHawk0

Posted

On 12/2/2021 at 5:41 PM, UserLeftRust said:

Because it was dropped on Steen at the last moment too... This has always been the plan to release a new version using the new AI system, However the removal of the old AI was dropped on us like a tonne of bricks with very little to no warning

FacePunch has done this when changing things. When Legacy Rust was around they removed the zombie models from the game because plugins brought them back into the game. They said they didn't want to be known as a  zombie game and removed them, so this prevented them ever being used by plugins, etc.

I'm stunned that people are all crying in this thread about FP removing the old AI (just as they did the old zombies).
I've been out of playing rust for a bit, but it sounds like Steen saw the writing on the wall and was already re-writing the plugin and people are pissed about it. Whatever... no thanks to him for updating and providing it for free as long as he did.

A complete re-write... and they still want it for free - entitled much?




 

  • Like 2
Krungh Crow

Posted

fun fact... rust started as a dayz clone ^^ with terrible graphics even for its time lol

  • Confused 1
  • Administrator
Steenamaroo

Posted

12 hours ago, PsyHawk0 said:

FacePunch has done this when changing things. When Legacy Rust was around they removed the zombie models from the game because plugins brought them back into the game. They said they didn't want to be known as a  zombie game and removed them, so this prevented them ever being used by plugins, etc.

I'm stunned that people are all crying in this thread about FP removing the old AI (just as they did the old zombies).
I've been out of playing rust for a bit, but it sounds like Steen saw the writing on the wall and was already re-writing the plugin and people are pissed about it. Whatever... no thanks to him for updating and providing it for free as long as he did.

A complete re-write... and they still want it for free - entitled much?




 

Two years, almost to the day! Hard to believe.
I appreciate the support.

It was a bit of a polarising thing and my handling didn't help. I understood and accepted both sides then, and I do now.
The amount of feedback, suggestions, and offers to test over these two years has been fantastic and BotReSpawn has only benefitted from that! 👍

  • Like 1
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Tage2

Posted

we've been using botrespawn successfully to place bots in specific areas each month.  Until this month, when we put them in place, they simply never spawn.  I'm not sure what's changed, but this is a problem.  We're as updated as we can be for everything and everything else we have is working,  just not the specific placement of bots manually using botrespawn.  

  • Administrator
Steenamaroo

Posted

Hi,
When you're adding your custom spawn points, do they show as green in game?

humboldt.scott420

Posted

Do you plan on introducing a feature where we can eventually just use scarecrows no offense but the bots that this places are kind of idiots I own this plug-in but find myself using junkpile NPC more than this one for a couple different reasons first one being the scarecrows are more intelligent the second reason being scarecrows are compatible with plagued NPC eliminating the need to make a ton of kits just thought it would be cool if you could eventually add scarecrow support.

pookins

Posted

7 hours ago, humboldt.scott420 said:

Do you plan on introducing a feature where we can eventually just use scarecrows no offense but the bots that this places are kind of idiots I own this plug-in but find myself using junkpile NPC more than this one for a couple different reasons first one being the scarecrows are more intelligent the second reason being scarecrows are compatible with plagued NPC eliminating the need to make a ton of kits just thought it would be cool if you could eventually add scarecrow support.

I find that the bots in this plugin are quite intelligent, they will attack you if you shoot at a close "companion" they will follow you if you attack them, the whole point of making kits for the individual groups of bots is so that you can increase the risk of attacking which monument they guard.. With this plugin i dont need to waste time having two different plugins to do the job of this already does.

  • Like 1
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pookins

Posted

11 hours ago, Tage2 said:

we've been using botrespawn successfully to place bots in specific areas each month.  Until this month, when we put them in place, they simply never spawn.  I'm not sure what's changed, but this is a problem.  We're as updated as we can be for everything and everything else we have is working,  just not the specific placement of bots manually using botrespawn.  

I have restarted server each day since wipe and the bots have all appeared at each monument and biome as normal. is your oxide/steam uptodate ?

  • Like 1
  • Administrator
Steenamaroo

Posted

Hey,
I understand people will have personal preferences but I don't think I've ever had anyone describe them as idiots.

I have seen cases where under extreme server pressure npcs will stop shooting but continue to move, so they're just walking around doing nothing.
Could that be what's happening?

If that's the case you'd most likely notice there's no issue at wipe time but then at some point during the wipe issues start to creep in.

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Malkizid

Posted (edited)

17 hours ago, humboldt.scott420 said:

Do you plan on introducing a feature where we can eventually just use scarecrows no offense but the bots that this places are kind of idiots I own this plug-in but find myself using junkpile NPC more than this one for a couple different reasons first one being the scarecrows are more intelligent the second reason being scarecrows are compatible with plagued NPC eliminating the need to make a ton of kits just thought it would be cool if you could eventually add scarecrow support.

Indeed, perhaps there are issues on your end, or your understanding of what this plugin can do.
I'm choosing to make this assumption based on my own experience with Rust. Rust AI agents or "bots" were never itnelligent and have very few capabilities based on Facepunch's adimittedly very poor AI design and logic. 

I've used this plugin for 1 year and it definitely improves upon the default bot capabilites, a lot!
but at no point does it say that it creates or replaces the AI logic capacity but it does massively improve the potential of it.

All Rust "ai agents" or bots probably use the same Ai logic,  Im so I'm not sure why you assume "scarecrows" are "more intelligent"

The server I admin on has bot customisation so far beyond the originalscope of Rust you wouldn't beleive it, all because of this plugin,

They can even open doors, make basic tactical choices as to what weapon to use, what distance to cover based on whether or not the target is inside a building or how far away they are and wit the help of this plugin you can fine tune everything to your liking.

This plugin has "Scarecrow support" :  make a kit, fine tune a profile, choose how it behaves and set its rules and factions, bam you have scarecrows.
You cancreate bosses, zombie factions,  marauders, events  - soldiers,   all different types of profiles that behave differently and react differently to eachother and react differently to players.

I know that's not what you meant but In all honesty with this plugin you don't need another NPC plugin for any reason, if you are willing to put in the time and effort of using it. this is a VERY user friendly plugin. Take my word for it, I knoww little about programming, or scripting am generally lazy and have a short attention span

Edited by Malkizid
  • Like 1
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m00nl00n

Posted (edited)

disregard..

Edited by m00nl00n
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Papa Bear

Posted (edited)

I too Admin on a server where I have added bots  to Arctic, Silo, Abandoned Military Base with superior AI to Rust Bots  and they are configured to through Flash Bangs/Grenades/Smoke, Choose weapon Type on Distance and will run you down, 160 meters away from the monument.  There is no escape.  There is no attacking from a distance.  It's brutal and my players love it.  We are a PvE Server that is very fun and nobody has hard feelings (because, after all, it's AI) 

We also added 6 Heavy Scientist (dressed as Heavies) parachute down with a Heli and they are much harder  than anything that you will fight on Oil Rig. Added Para-Zombies (dressed as Frankenstein) to Air Drops, making even this a challenge.  On top of this, all monuments have about 10 kitted bots at most monuments in Peacekeeper Mode, that leave you alone unless you shoot off your gun, say at a barrel or an animal.  And yes, if you shoot at one of them, their buddies come to find you and find you they will! 

I even use it for HuntsMan Plugin, making him choose between an LR and an L96, depending how far you are. 

Also, make custom bots (Bosses).

BotReSpawn is the best plugin this game has  going for it and I have only scratched the surface in how you can use it.  I think Malkizid said all that needed to be said, but I just wanted others to know he's not the only one out there that thinks as highly of this plugin and its ability to make a Great game, Fantastic..

Edited by Papa Bear
  • Like 1
  • Love 2
Stark

Posted

Is it possible to make two separate Biome profiles? For example Biome Temp 1 - Biome Temp 2?

pookins

Posted (edited)

On 1/15/2024 at 6:22 AM, Stark said:

Is it possible to make two separate Biome profiles? For example Biome Temp 1 - Biome Temp 2?

Yes you would create one using the "normal" biome settings and create the other as a custom one

Edited by pookins
  • Like 2
Malkizid

Posted

Hello,

Would there be some way to inversley alter bot population % percentages based on server population. 
For example it only seems possible to spawn more bots when the player population increases.
We would actually benefit from the opposite which doesnt seem to be possible.

So for example  if we have say a playercap of 50 and want to limit bots to 50% when max player capacity is reached, to help keep performance smooth.

 

  • Administrator
Steenamaroo

Posted

Hi @Malkizid
You're quite right - The current population scaling only allows for more npcs as there more players.
The reverse isn't possible, with the current version, but it's something I could look into.
To be honest I didn't think anyone would be interested in that!

  • Like 1
Malkizid

Posted (edited)

2 hours ago, Steenamaroo said:

Hi @Malkizid
You're quite right - The current population scaling only allows for more npcs as there more players.
The reverse isn't possible, with the current version, but it's something I could look into.
To be honest I didn't think anyone would be interested in that!

Well we are on of those small servers that has a lot going on and a low pop / performance cap, been getting very busy lately and we struggle.  Having a lot of bot profiles and npcs and npc related events, this is about the last thing I could think of doing to optimise performance.  

But yes I understand that not many would request this feature.

Thanks for considering it, would be much appreciated by us at RustierPvE 😄 

Edited by Malkizid
copcopekcro

Posted

Hello ,
Is it possible that we can change defense on npc ,like dmg they take 1.0 - they take normal dmg ,0.5 - they get only half dmg ? 

  • Administrator
Steenamaroo

Posted

Hi,
No, that's not an option but you can double the value of BotHealth to achieve the same results.

  • Like 2

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