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BotReSpawn 1.3.3

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  • Administrator
Steenamaroo

Posted (edited)

I'm not having that issue here, no.

If you reload BotReSpawn do you see any complaints or errors in the console.

If a kit is found to have no valid weapon in the belt, for example, BotReSpawn will ignore that kit,
but it should complain to you about it a few seconds after startup.

 

Edit : Also make sure you have Keep_Default_Loadout to false for those profiles.
If it's true then Kits plugin can't put the clothes on the npc because their vanilla hazmat suit is in the way,
giving the appearance that the kit isn't being given out.

Edited by Steenamaroo
pookins

Posted

Something wrong with your config or kit names. all my bots are spawning with the correct kits.

might help if you post your data config

Wammerl26

Posted

I fixed the zombies
I found out on my server that the 2 plugins botrespawn and customloot are causing the lag
can you program the two plugins so that they don't lag anymore
steenamaroo?

Stark

Posted

On 7/19/2024 at 9:14 AM, Wammerl26 said:

How did you manage to make it work so well for you?
Can you please help me?

Yeah, I can help you. 

Stark

Posted

Nevermind, seems like you found the issue. Cool. cool. 

pookins

Posted (edited)

On 7/15/2024 at 10:24 PM, Wammerl26 said:

I get server lags with bot respawn

I don't know if it's because of the number of NPCs

all custom NPCs on my server:

500 zombies (1 profile) + 500 scarecrows (1 profile) everywhere on the map without custom spawns and radius 8000

60 zombie bosses (1 profile) + 60 scarecrow bosses (1 profile) everywhere on the map with 80 custom spawns each that I set

60 (10x6 on the map) cultists (10 profiles) that are everywhere on the map with 6 custom spawns each

18 monument bosses with 2 to 4 guards and custom spawns each

military tunnel 4 roques with custom spawns, abandoned military base 4 roques, airfield 8 roques and launch site 10 roques each on the roofs

please help me

do I have to change the number of zombies and reduce scarecrows?

You dont say how much ram you have for the server ? , I have 800 bots with no problems on a 16gb ram server and i am using CustomLoot and BetterLoot , i restart the server every day

Edited by pookins
Wammerl26

Posted

I have now found out why it lags. The server that my friend and I have (AMD EPYC 7401P) has 24 cores and 48 threads. But!! The base clock speed is only 2 GHz. That's what our server network that is being set up runs on. Now we have a server with AMD Ryzen 9 7950x3d and of course enough RAM and are moving to the server. So with this CPU the Rust server cannot lag, because otherwise it would be weird with such a strong CPU

  • Like 1
  • Administrator
Steenamaroo

Posted

Yeah, that's a much more substantial CPU in terms of per-core performance.
Hopefully that makes the difference! 👍

Papa Bear

Posted (edited)

Yesterday was working fine, today only one bot worked once, then after that none.

What I am talking about is I have set up a Melee Weapon bot with Main Loot to release on Death and it is not loading up from the Kits plugin today.  Though, yesterday, it worked fine.  I did have a restart, but checked all my configs and nothing has changed.

This is a first for me using a bot with a tool for a weapon.  I read somewhere someone was having kit issues and you had mentioned the correct weapon.  I have checked my default loadout and it is still set to false.  I tried it with a Bow and a Revolver, same issue. 

My main has HQM ore, Diesel Fuel, SAR.  I want the reward to be a ranged weapon dropped from a melee bot.

"HQM Quarry 0": {

      "type": 0,

      "Spawn": {

        "AutoSpawn": true,

        "Radius": 10,

        "BotNames": [

          "HQM Quarry Guard"

        ],

        "BotNamePrefix": "An",

        "Keep_Default_Loadout": false,

        "Kit": [

          "HQM Quarry Guard 1"

        ],

        "Day_Time_Spawn_Amount": 2,

        "Night_Time_Spawn_Amount": 2,

        "Announce_Spawn": false,

        "Announcement_Text": "",

        "BotHealth": 500,

        "Stationary": false,

        "UseCustomSpawns": false,

        "ChangeCustomSpawnOnDeath": false,

        "Scale_NPC_Count_To_Player_Count": false,

        "FrankenStein_Head": 0,

        "FrankenStein_Torso": 0,

        "FrankenStein_Legs": 0

      },

      "Behaviour": {

        "Roam_Range": 10,

        "Aggro_Range": 50,

        "DeAggro_Range": 20,

        "Peace_Keeper": false,

        "Bot_Accuracy_Percent": 80,

        "Bot_Damage_Percent": 80,

        "Running_Speed_Booster": 6,

        "Roam_Pause_Length": 0,

        "AlwaysUseLights": false,

        "Ignore_All_Players": false,

        "Ignore_Sleepers": true,

        "Target_Noobs": false,

        "NPCs_Attack_Animals": true,

        "Friendly_Fire_Safe": true,

        "Melee_DamageScale": 1.0,

        "RangeWeapon_DamageScale": 1.0,

        "Rocket_DamageScale": 1.0,

        "Assist_Sense_Range": 10,

        "Victim_Bleed_Amount_Per_Hit": 1,

        "Victim_Bleed_Amount_Max": 100,

        "Bleed_Amount_Is_Percent_Of_Damage": false,

        "Target_ZombieHorde": 1,

        "Target_HumanNPC": 0,

        "Target_Other_Npcs": 0,

        "Respect_Safe_Zones": true,

        "Faction": 0,

        "SubFaction": 0,

        "Dont_Fire_Beyond_Distance": 0

      },

      "Death": {

        "Spawn_Hackable_Death_Crate_Percent": 0,

        "Death_Crate_CustomLoot_Profile": "",

        "Death_Crate_LockDuration": 600,

        "Corpse_Duration": 60,

        "Weapon_Drop_Percent": 20,

        "Min_Weapon_Drop_Condition_Percent": 100,

        "Max_Weapon_Drop_Condition_Percent": 100,

        "Wipe_Main_Percent": 90,

        "Wipe_Belt_Percent": 100,

        "Wipe_Clothing_Percent": 90,

        "Allow_Rust_Loot_Percent": 200,

        "Rust_Loot_Source": "minecart",

        "Respawn_Timer": 60,

        "RustRewardsValue": 0.0,

        "XPerienceValue": 0.0

      },

      "Other": {

        "Chute": false,

        "Invincible_Whilst_Chuting": false,

        "SamSite_Safe_Whilst_Chuting": true,

        "Backpack_Duration": 10,

        "Suicide_Timer": 300,

        "Die_Instantly_From_Headshot": false,

        "Require_Two_Headshots": false,

        "Fire_Safe": true,

        "Grenade_Precision_Percent": 50,

        "Instant_Death_From_Headshot_Allowed_Weapons": [],

        "Disable_Radio": true,

        "Use_Map_Marker": false,

        "Always_Show_Map_Marker": false,

        "MurdererSound": false,

        "Immune_From_Damage_Beyond": 10,

        "Short_Roam_Vision": true,

        "Off_Terrain": false,

        "Block_Event_LockedCrate_Spawn": false,

        "Block_Event_LockedCrate_HackStart": false,

        "Block_Event_APC_Kill": false,

        "Block_Event_PatrolHeli_Kill": false,

        "Block_Event_CH47_Kill": false,

        "Block_Event_Here_Radius": 100

 

Edited by Papa Bear
Papa Bear

Posted

On 1/10/2024 at 6:28 AM, Malkizid said:

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

"They can even open doors,"

Can you explain how to do this.  It's one thing that would complete a couple of my bot teams.

Thank you

  • Administrator
Steenamaroo

Posted

1 hour ago, Papa Bear said:

Yesterday was working fine, today only one bot worked once, then after that none.

What I am talking about is I have set up a Melee Weapon bot with Main Loot to release on Death and it is not loading up from the Kits plugin today.  Though, yesterday, it worked fine.  I did have a restart, but checked all my configs and nothing has changed.

This is a first for me using a bot with a tool for a weapon.  I read somewhere someone was having kit issues and you had mentioned the correct weapon.  I have checked my default loadout and it is still set to false.  I tried it with a Bow and a Revolver, same issue. 

My main has HQM ore, Diesel Fuel, SAR.  I want the reward to be a ranged weapon dropped from a melee bot.

Hey,
Sorry, I'm not sure what you mean.
Are you saying the npc no longer gets it kit and, therefore, has no weapon to fight with,
or that the loot you expect to see on the npc's corpse is not correct?

  • Administrator
Steenamaroo

Posted (edited)

1 hour ago, Papa Bear said:

"They can even open doors,"

Can you explain how to do this.  It's one thing that would complete a couple of my bot teams.

Thank you

BotReSpawn npcs can't open doors or, at least, I didn't code them to do that.
If they do it's a vanilla npc thing that I'm not aware of.

Edited by Steenamaroo
  • Like 1
Papa Bear

Posted

10 minutes ago, Steenamaroo said:

Hey,
Sorry, I'm not sure what you mean.
Are you saying the npc no longer gets it kit and, therefore, has no weapon to fight with,
or that the loot you expect to see on the npc's corpse is not correct?

I'm saying the npc doesn't get the entire kit, 100% of the time.  I changed the spawn count from 2 to 10 and reloaded it over and over.  About 10% to 20% of the bots got the entire kit contents.  The content that is missing is not in the Hot Bar, but the Main Inventory Compartment.

The reason behind this is, this is where I can place a gun that the bot can't use, but the player would have a chance for a drop.  Because if I place the weapon anywhere in the hot bar, it will chose that over any melee weapon.  Also, I have Ore and Diesel Barrels in the Main inventory.

For now, until I can figure what's going on, I've moved the Ore and Diesel to the Belt Slot, and put the drop percentage there, removing the gun all together.

I am using Kits from UMod and for VIP items, I've never had one failure for a player to get everything in the Main Inventory compartment of this plugin.

 

  • Administrator
Steenamaroo

Posted

Oh, ok. I see.

It's because you've got  "Wipe_Main_Percent": 90.
Set that to zero to preserve the contents of their main inventory all of the time upon death.

 

Papa Bear

Posted

I want the player to have a 10% chance to acquire what's in the main inventory.  My issue is that it's not populating what is in kits, in that section, to the bot.  (i.e., when I go into vanish, type "R", I can see what the bots are wearing and carrying.  They do not always have the contents that I want them to have.  They always have the Wearables, They always have the Belt, but only sometimes have the Main.

  • Administrator
Steenamaroo

Posted

You're describing what that function does.

Setting "Wipe_Main_Percent" to 90 is going to erase the contents of the npcs main inventory container 90% of the time,

so if you're giving npcs a kit with items in belt, items in clothing, and items in main,
90% of the time those items in main won't be there.

Papa Bear

Posted (edited)


I've been using both BotReSpawn and NPCKits for 2 years now.  Both have the Wipe Main Setting but they do not operate in the same way. The note for both of these, found in the plugin reads as follows ...

{ "Wipe_Clothing_Percent", "The percentage chance that the clothing inventory container of an npc is erased when the npc is killed." },

But, then I noticed that you had an Update on BotReSpawn that isn't on NPCKits.
Fixed in V1.0.4
//  Added Wipe_Main_Percent option - This is for people who want to add loot items to main via kit, but only want them available a % of the time.

Now, I don't know under what situation someone would want to put something in a kit, only for it not to always be there when you spawned in the NPC, but what I want to do is have it only sometimes be lootable by the player when the NPC is killed.  Since this Wipe option is found under the Death header, I would assume that this would be what it is for.

I already do this with the Trainyard NPCs.  I use a kit that has a matching M249 to the clothing it wears. I don't want this NPC using the M249 against players, but I have a 1% chance that it will drop for the player if they are lucky.  I have this set by using the setting for Main set to 99 and it loads from the Kit 100% of the time. At no time does it not load.

Since you are the author of both plugins, I think you will understand what I am saying here. When I search the code in both plugins, I cannot see any difference. Perhaps it works differently for Facepunch NPCs and there is no solution for me in BotReSpawn.  But, I am asking that you consider what I'm asking?  

In BotReSpawn, the Clothing and the Belt, both work the same as they do in NPCKits and I can set it to 100 and still get my Clothing and Belt items to populate from the Kit to the NPC without issue.  And when I set it to lower than 100, Usually 95 in the UI, because I am restricted by sets of 5, or 99 when I do it in the Config JSON - it works as a percentage chance to drop on the NPC's death, like I would like the Main to do.

I am really sorry I have gone on about this and I can see now where the confusion is for both of us.  If you do not make the change, I'll just not include the gun and I'll move the ore and diesel to the Belt and have it drop off from there.  But, I'm still perplexed as to why anyone would want to load the Main in a kit and then dial it in where there is only a chance that it loads in at all, with a 100% drop rate?  Seems counter intuitive to me.

Edited by Papa Bear
Papa Bear

Posted (edited)

Deleted

Edited by Papa Bear
  • Administrator
Steenamaroo

Posted

I'm sorry, I'm really not understanding the problem.
Maybe someone else can clarify, or we can simplify down to bullet points or something?

I'm more than happy to help, I just don't see where the issue is.


My understanding so far is that you want to give these npcs a kit.

The belt should contain x/y/z
the wear should contain a/b/c
and the main should contain 1/2/3

"I want the player to have a 10% chance to acquire what's in the main inventory. "
so you've set "Wipe_Main_Percent": 90 to achieve that.

 

The result is that
"They always have the Wearables, They always have the Belt, but only sometimes have the Main."


That's exactly what I'd expect, and what your settings are meant to do.

 

 

 

"Now, I don't know under what situation someone would want to put something in a kit,
only for it not to always be there when you spawned in the NPC,

but what I want to do is have it only sometimes be lootable by the player when the NPC is killed."

You don't understand why someone would want kit main items to not be there 100% of the time,
but that's exactly what you want?

There must be a a terminology issue or one of us is making an assumption - I'm sorry, I can't make the leap. 😂

  • Administrator
Steenamaroo

Posted (edited)

"I already do this with the Trainyard NPCs.  I use a kit that has a matching M249 to the clothing it wears. I don't want this NPC using the M249 against players, but I have a 1% chance that it will drop for the player if they are lucky.  I have this set by using the setting for Main set to 99 and it loads from the Kit 100% of the time. At no time does it not load."

 

Wipe main/belt/clothing happens the moment the kit is given out,
so if you have a kit with m249 in the main container and wipe main set to 99% for that profile,
and you're able to peek in vanish to see that m249 100% of the time, I'd say that's the problem - Not the other scenario.

Would you mind double checking that profile to make sure you don't have its wipe main option to 1 instead of 99 by mistake?

Edited by Steenamaroo
  • Administrator
Steenamaroo

Posted (edited)

Is the confusion coming from the fact that these are wipe-on-death options,
but I actually carry out the wipe on spawn, immediately after the kit is given?

If that's it there's a few reasons I do this.
One is that it's possible for other plugins to force the npcs to fall wounded,
which would mean if you have some item that you want with a 1% chance of being lootable on death,
players could get it 100% of the time from a wounded npc if I'm doing my wipe code at npc death time.

Another is that when the npc dies, there's more going on.
At that point vanilla loot is happening and third party loot plugins are likely to be doing their thing.
Running wipe_main at that stage is likely to trip over what they're doing and mess up vanilla or third party loot.
 

For those reasons I put the wipe code straight after the kit give code,
so I can be confident that I'm only wiping npc vanilla gear and/or stuff that was given via kit.

For people who want to control % chances of vanilla loot that is given, there's the Allow Rust Loot % chance,
and for anyone who wants to control % chances for third party loot plugins, well, that should be configurable in the third party loot plugin.

It's done this way so you have maximum control and minimal interference.

Edited by Steenamaroo
Papa Bear

Posted

And now I understand your reasoning for the Main compartment being different from NPCKits and BotReSpawn, since NPCKits is merely dressing the NPC and BotReSpawn is doing so much more.

Thank you, now I understand.  I appreciate your time, your patience and your plugins.

  • Administrator
Steenamaroo

Posted

You know, I forgot NPCKits is slightly different, until your post.
It's the same, but different.

If BotReSpawn wants inv main (or any) wiped, it does it immediately after it gives out the kit.
NPCKits waits until the npc is killed, and chooses not to move those contents from npc to corpse (which are two different things).


I think I'll change that, some time, so it's the same as BotReSpawn, for the reasons mentioned earlier.

  • Like 2
  • Love 1
Lei_Wong

Posted

It would be great if the bots could open the doors like the bots in the Artic Research base, underwater lab or trainyard do.
It would be a complete change in the way we would fight them, since we would have nowhere to hide, like we do with real people. It's like the maximum difficulty level.
I can already imagine myself running and trying to heal myself while the bot chases me through the monuments, until the end.

I would pay extra for this,... if necessary.

  • Like 1
Wammerl26

Posted

Features suggestion for botrespawn:

Settings for each profile so that you can give the custom bots a lot of different effects, superpowers, etc. e.g. for bosses, because when you create bosses you can only set HP and kit if you want to make them difficult. With boss effects e.g. like with Bossmonsters plugin, real effects. That would be incredibly good for this

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