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BotReSpawn 1.2.9

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  • Administrator

@ViktorvillWhat Pookins said.
The day and night amounts should be 100% accurate after a brief period of adjustment.
It should spawn/kill npcs as needed, starting at the change of day/night, at a rate of around one every 10 seconds or so.

I suppose if your day or night period is adjusted to be quite short, and the difference between day/night npc amounts is quite large, it's possible the numbers would never balance up properly.
Let me know your circumstances and I'll take a look if needed. 👍

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Sorry for the translation!

I would like to request such an opportunity if possible

Képernyőkép 2024-03-04 113922.png

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  • Administrator

Ah, I see!
Someone else requested the same, or very similar, recently so I'll take a look at that.
The existing code for population scaling against server population should make it pretty easy to add.

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51 minutes ago, Steenamaroo said:

Hi,
Honestly, I don't know.
If you're willing to send me a link to a map that contains this prefab, and coordinates of where it is, I'd be happy to test and confirm.

Sounds to me its the prefab you can spawn in you'r self with F1 console : spawn admin_cliff_low_arc
so you could spawn it, and test it on anymap/coordinate @Steenamaroo 🛠️

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  • Administrator

I don't think you can although even if you can it'd be better if it was built in to the map,
as navmesh wouldn't be baked on anything created after server boot.

Appreciate the message! 👍

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if you make a map you would use the cliff_low_Arc and not the admin_cliff_low_arc
it was a addition from FP to fix holes and such on-the-fly with custom maps.
no worries, im interested in the topic 🤠

 

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Thank you for replying! I'm not sure of a particular map. I am spawning them in to form an area. 1 of them would be big enough to test it.

Edit: Just saw the other replies! Not sure if this is still valid.

I am trying to create a spawnable area players can use to fight scientists. Unfortunately I do not have time to edit a map each wipe to paste it in and looking to create it using code.

Edited by Chuckiller
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  • Administrator

Ah, ok. If you're spawning this in I'd say almost certainly the npcs won't be able to navigate it,
because navmesh is baked during the server startup and, as far as I know, is never updated.

The best you could do is place some static npcs in strategic points with stationary: true.

If you were adding these prefabs to a map that you're creating in RE then they'd probably work fine,
but it'd need tested to confirm unless someone else happens to know.

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Hello
Can you solve the IQGuardianDrone plugin drone being attacked by the npc?

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On 3/5/2024 at 2:12 AM, Steenamaroo said:

Ah, ok. If you're spawning this in I'd say almost certainly the npcs won't be able to navigate it,
because navmesh is baked during the server startup and, as far as I know, is never updated.

The best you could do is place some static npcs in strategic points with stationary: true.

If you were adding these prefabs to a map that you're creating in RE then they'd probably work fine,
but it'd need tested to confirm unless someone else happens to know.

I have an underground layer and had to put an Invisible Collider with RustEdit, but it worked after that. It works extremely well, and I am impressed. the bot pathing looks so good. 

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Lately I've had a problem with navmesh for bots, in the sense that if the base is on water,... and not very deep, you only get your feet wet. The bots that guard the Airdrop do not appear. Like the custom spawn, only the spawn points reach the edge of the beach. Nor do they get into the water, they stay out of it. I remember this was possible before, there has been a change that we don't know about?.

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  • Administrator

Hi,
There hasn't been an update since November so, no, nothing's changed recently.
Is this a different map? Maybe there just isn't navmesh in that particular area.

There is, and always was, a water level check, though, to prevent the npcs spawning in, or navigating into, water.

Maybe I can experiment with the threshold slightly to allow them to spawn+navigate in very shallow water.

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Steenamaroo, It might be a map problem. Since this is something that happened to me 2 weeks ago, with two different maps, but.... the key thing is that they are custom maps, from the page: https://rustmaps.com/
But the things I modified is the size to 3200 to not use so many bots, to have Launch Site, a street ring, so that Convoy works, and a Train Ring so that TrainHeist works. and everything else vanilla.

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Hello there and friendly greetings!

I just downloaded the latest upload but when I invoke o.reload BotReSpawn this is what I read:

(16:22:57) | Error while compiling BotReSpawn: No overload for method 'PlaceOnNavMesh' takes 1 arguments | Line: 3198, Pos: 37

Too bad I don't have enough knowhow to tell if I made a mistake or what...

Can you help me out here, please?

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1.2.6 - What's New

Patched for today's forced wipe/update.

Don't install prior to wipe.

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Please could you make a true/false toggle for Airdrop npc's being player turret proof......players are circumventing zombies being dangerous by throwing airdrop signals and hiding until turrets have cleaned up (i need to stop this, lol ).

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  • Administrator

Hi,
There's an option on the global page called Turret_Safe.
If you set this to true the turrets wont target BotReSpawn npcs. 👍

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3 hours ago, Steenamaroo said:

Hi,
There's an option on the global page called Turret_Safe.
If you set this to true the turrets wont target BotReSpawn npcs. 👍

I have a few older players that use turrets to keep their compounds clear from biome zombies, but also have younger players throwing airdrops with no worries as turrets doing the clearing for them, would be nice to separate airdrop from global keep young ones on toes.

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  • Administrator

I looked into it again.
I think I can do this with minimum performance impact. That was always my concern, using turret targeting hooks.

Should be in the next update. 👍

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Is there any demonstration videos of how to use BotReSpawn? seemed simple enough, but i need helps... thank you!

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