Jump to content

Roaming NPCs 0.4.6

$29.90
   (12 reviews)

10 Screenshots

  • 20.8k
  • 2.1k
  • 427.72 kB
  • Update details
    v0.4.6
    Released
    Download size427.72 kB
    Total versions37
    Time between versions 4 days
    Typical update pace About every 4 days
    Freshness 6 days ago

This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments



walkinrey

Posted

17 hours ago, BetterDeadThanZed said:

Oh, cool. This happens even if the bots are set to defensive? Right now I'm using Hostile Time (https://umod.org/plugins/hostile-time) to that my players can approach outpost and bandit even when hostile. I assume that would prevent the hostility from working with the Roaming NPC's?

yep it works for all behaviours including defensive

BetterDeadThanZed

Posted

Is there a way to give Rewards Points or Eco coins via the Rust Rewards plugin? I noticed they don't show up in Admin Radar as NPC's.

  • Like 1
walkinrey

Posted

17 hours ago, BetterDeadThanZed said:

Is there a way to give Rewards Points or Eco coins via the Rust Rewards plugin? I noticed they don't show up in Admin Radar as NPC's.

It's because we are not using default Rust's classes for our NPC's

You need to add our CustomPet class in these plugins, for RustRewards i think it can be done via config, maybe same for AdminRadar 

BetterDeadThanZed

Posted

4 hours ago, walkinrey said:

It's because we are not using default Rust's classes for our NPC's

You need to add our CustomPet class in these plugins, for RustRewards i think it can be done via config, maybe same for AdminRadar 

So just add "CustomPet" to the configs? For example, Rust Rewards:

 

```  "RewardTypes": {
    "Kill": {
      "NPCs": {
        "Airfield": 3.0,
        "APCScientist": 3.0,
        "APCScientistHeavy": 3.0,
        "ArcticResearchBase": 3.0,
        "BanditTown": 3.0,
        "BotReSpawn": 1.0,
        "CargoShip": 3.0,
        "CompoundScientist": 3.0,
        "DesertScientist": 3.0,
        "DungeonScarecrow": 1.0,
        "Excavator": 3.0,
        "Gingerbread": 1.0,
        "HeavyScientist": 3.0,
        "JungleScientist": 3.0,
        "JunkPileScientist": 3.0,
        "LaunchSite": 3.0,
        "MilitaryTunnelScientist": 3.0,
        "MountedScientist": 3.0,
        "NuclearMissileSilo": 3.0,
        "OilRig": 3.0,
        "ScareCrow": 1.0,
        "Trainyard": 3.0,
        "TunnelDweller": 3.0,
        "UnderwaterDweller": 3.0,
        "ZombieHorde": 1.0
      },

I would insert "CustomPet" under "ZombieHorde" or anywhere in that config?

BetterDeadThanZed

Posted

Now that I've had time to play around with the settings, I have some questions:

Is there a way to set up a list of clothing that can be chosen at random to spawn on the NPC's?
How can I edit the loot they drop? With BotReSpawn, you can use the loot of the "container" to spawn loot. Would AlphaLoot integration, setting up a config option to use the loot of the specified container, or an array that picks up at random be possible?

For example, BotRespawn's "Death" section for the NPC's:
 

      "Death": {
        "Spawn_Hackable_Death_Crate_Percent": 0,
        "Death_Crate_CustomLoot_Profile": "",
        "Death_Crate_LockDuration": 10,
        "Lock_Death_Crate_To_Killer_Player": false,
        "Corpse_Duration": 3,
        "Corpse_Has_Skull": true,
        "Skull_As_Loot": false,
        "Weapon_Drop_Percent": 5,
        "Min_Weapon_Drop_Condition_Percent": 50,
        "Max_Weapon_Drop_Condition_Percent": 100,
        "Wipe_Main_Percent": 100,
        "Wipe_Belt_Percent": 100,
        "Wipe_Clothing_Percent": 100,
        "Allow_Rust_Loot_Percent": 100,
        "Rust_Loot_Source": "Default NPC",
        "Remove_Vanilla_Scrap": true,
        "AlphaLoot_Profile": "",
        "RustRewardsValue": 0.0,
        "XPerienceValue": 0.0
      },

Lots of options there, including "Rust_Loot_Source", which in this case is set to "Default NPC" so basically the look you'd find on a junk pile scientist.

walkinrey

Posted

15 hours ago, BetterDeadThanZed said:

I would insert "CustomPet" under "ZombieHorde" or anywhere in that config?

Yep it should work like that i think

18 hours ago, BetterDeadThanZed said:

Is there a way to set up a list of clothing that can be chosen at random to spawn on the NPC's?

unfortunately no such option atm, planned to be added later

18 hours ago, BetterDeadThanZed said:

How can I edit the loot they drop?

you mean you want to give them some loot on spawn? these bots were designed to gather all loot by themselves on the map, however i think it would be nice to have an option to add loot from config, we'll add it in next update

midsubspace

Posted (edited)

Looking at using this on my personal server to simulator others playing. My question though is for the "Customizable behaviour: friendly, aggressive, defensive" setting is there an option for it to be random so some might spawn in friendly others aggressive and some defensive? And would this work with Better NPCs as that one adds npcs just to monuments. where as this one would be for adding roaming npcs

") 

Edited by midsubspace
walkinrey

Posted

3 minutes ago, midsubspace said:

for it to be random

it was added in recent updates

3 minutes ago, midsubspace said:

And would this work with Better NPCs as that one adds npcs just to monuments.

should work since we are not limiting damage to other npcs. most probably config files of betternpc/npcspawn would need to be edited

Matthew

Posted

 

When I want to select an AK from the inventory, it either doesn't work or disappears after 1-2 seconds.

3886b9c0-4556-41b6-93ad-abd0be42fbba.png

walkinrey

Posted

1 hour ago, Matthew said:

 

When I want to select an AK from the inventory, it either doesn't work or disappears after 1-2 seconds.

3886b9c0-4556-41b6-93ad-abd0be42fbba.png

maybe it's in blacklist from dropping on death?

midsubspace

Posted (edited)

On 12/21/2025 at 5:54 AM, DickyRTR said:

You use a entity that Deathnotes didn't support at the time. I contacted the author of Deathnotes (Terceran/Mr. Blue) and he said that DeathNotes doesn't report death notes for "CustomPet" entity types.

He has now included it into his plugin so it is now fully compatible and reports the deaths caused by the RoamingNPCs 🙂

 

I am trying to get it to work with deathnotes but am not seeing that type in the config i tried adding it but it is not working

 

Edit: I reached out to Mr. Blue: https://umod.org/community/death-notes/57900-trying-to-config-death-notes-to-work-with-roaming-npc-plugin

 

Config i tried adding to the Death Notes config

 

      {

        "KillerType": "Player",

        "VictimType": "CustomNPC",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} conveyed their opinion of NPCs to {victim} with their {weapon}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "Player",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} demonstrated RNPC superiority to {victim}."

        ]

      },

      {

        "KillerType": "Player",

        "VictimType": "CustomPet",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} conveyed their opinion of RNPCs to {victim} with their {weapon}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "Scientist",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} did not want to be a part of the {victim}'s experiments, and did some science of their own with their {weapon}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "CustomPet",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} Their can only be one RNPC Remaining {victim}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "Animal",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} killed a {victim} using their {weapon}."

        ]

      },

Edited by midsubspace
midsubspace

Posted

2 hours ago, midsubspace said:

I am trying to get it to work with deathnotes but am not seeing that type in the config i tried adding it but it is not working

 

Edit: I reached out to Mr. Blue: https://umod.org/community/death-notes/57900-trying-to-config-death-notes-to-work-with-roaming-npc-plugin

 

Config i tried adding to the Death Notes config

 

      {

        "KillerType": "Player",

        "VictimType": "CustomNPC",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} conveyed their opinion of NPCs to {victim} with their {weapon}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "Player",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} demonstrated RNPC superiority to {victim}."

        ]

      },

      {

        "KillerType": "Player",

        "VictimType": "CustomPet",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} conveyed their opinion of RNPCs to {victim} with their {weapon}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "Scientist",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} did not want to be a part of the {victim}'s experiments, and did some science of their own with their {weapon}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "CustomPet",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} Their can only be one RNPC Remaining {victim}."

        ]

      },

      {

        "KillerType": "CustomPet",

        "VictimType": "Animal",

        "DamageType": "*",

        "Enabled": true,

        "Messages": [

          "{killer} killed a {victim} using their {weapon}."

        ]

      },

per a user on the death notes support page (https://umod.org/community/death-notes/57900-trying-to-config-death-notes-to-work-with-roaming-npc-plugin?page=1#post-2) he said "There is no separate CustomPet entity type in DeathNotes. Plugins that use a "CustomPet" fall under the CustomNPC entity type. For what it's worth, I using Roaming NPC on my server and it works great with DeathNotes. :-)"

tosnar

Posted (edited)

Tady je aktualizovaný Death Note; Oficiální oprava bude zahrnuta v příští aktualizaci.  (adds support for Courier NPCs)

DeathNotes.cs

Edited by tosnar
tosnar

Posted

      {
        "Display Permissions (Display For All Players If Empty)": [],
        "KillerType": "CustomNPC",
        "VictimType": "Player",
        "DamageType": "*",
        "Enabled": true,
        "Show Kills in Console": true,
        "Show Kills in Chat": true,
        "Show Kills in Notify": false,
        "Show Kills in UINotify": false,
        "Messages": [
           "{killer} zastřelil {victim}."
        ]
      },
      {
        "Display Permissions (Display For All Players If Empty)": [],
        "KillerType": "Player",
        "VictimType": "CustomNPC",
        "DamageType": "*",
        "Enabled": true,
        "Show Kills in Console": true,
        "Show Kills in Chat": true,
        "Show Kills in Notify": false,
        "Show Kills in UINotify": false,
        "Messages": [
          "{killer} zabil {victim} svou {weapon}."
        ]
      },

Matthew

Posted

23 hours ago, walkinrey said:

maybe it's in blacklist from dropping on death?

List of items (in priority order)": [
          {
            "Allow to create item if it is not in inventory?": false,
            "Allow to give item when respawning?": true,
            "Item": {
              "Item shortname or ID": "rifle.ak.diver",
              "Item skin": 0,
              "Enable chance of drop on death?": True,
              "Chance of drop on death (0-100)": 10,
              "Attachments": []

i dont see blacklist after dead

 

 

DUROCRUSTSERVERS

Posted

I think they need to be trainined again with ai.  And, having better random names, names you would actually see players have, would be better. 

  • Like 1
Madstayen

Posted

Is there a possibility to add an option in the config to disable writing to console? I'm asking because my console gets flooded with "Scientist was killed by [bot name]" constantly.

walkinrey

Posted

30 minutes ago, Madstayen said:

Is there a possibility to add an option in the config to disable writing to console? I'm asking because my console gets flooded with "Scientist was killed by [bot name]" constantly.

it's default rust's death log, you can use plugins like consolefilter to remove them

RR_Tappi

Posted

We have a PvE server with PvP zones, and we use SimplePvE. Would that work too? Can you rob/kill these NPCs then? And how would it affect regular players?

walkinrey

Posted

10 hours ago, RR_Tappi said:

We have a PvE server with PvP zones, and we use SimplePvE. Would that work too? Can you rob/kill these NPCs then? And how would it affect regular players?

Can't say for sure because we are using custom classes instead of Rust ones and most plugins do not detect them if they are checking by class. 
I know that it works with TruePVE if make some changes in configuration, however in SimplePVE I don't see any options in configuration to add new entities classes
I see that you are a customer already, if you can test how it works right now with SimplePVE i think we can do some adjustments if needed 

RR_Tappi

Posted

10 hours ago, walkinrey said:

Can't say for sure because we are using custom classes instead of Rust ones and most plugins do not detect them if they are checking by class. 
I know that it works with TruePVE if make some changes in configuration, however in SimplePVE I don't see any options in configuration to add new entities classes
I see that you are a customer already, if you can test how it works right now with SimplePVE i think we can do some adjustments if needed 

Hi, we tested it yesterday before the wipe and yes, it works. You can wound/kill and rob the bots, and vice versa.

Cargonia

Posted

Could you please add a more detailed description of what the different settings mean from the config? I would like to know what these settings actually do:

  • "Specify the ID of the bot generator (8 - 15)": 9,

  • "Bot appearance (used if bot's amount - 1, use the id in the range of the specified number of digits for the bot ID generator or leave 0 for random appearance)": 100000000,

  • "Enable periodic bot reinitialization? (can improve performance)": false,

  • "Enable random bot behaviour?": false,

  • "Brain timer tick (0.01 - 1)": 0.1,   (in Controller setup)

  • "Controls timer tick (0.01 - 1)": 0.5,   (in Controller setup)

  • "Use only NavMesh navigation?": true,   (in Controller setup)

  • "Another container prefab (you can leave it empty)": ""   (in Box setup)

  • "Allow to create item if it is not in inventory?": false,   (in "Items for ore mining", does this mean they will craft this item if they have the necessary resources? Also does the priority mean they will use/craft the items depending on the priority?)

Sorry for the many questions, but I really would like to understand the config and the bots possibilities fully. 

Thanks in advance for the great plugin, it's amazing already!

walkinrey

Posted

3 minutes ago, Cargonia said:

"Specify the ID of the bot generator (8 - 15)": 9,

Random bot ID generator, this number is different across our plugins, you actually don't need to edit that

4 minutes ago, Cargonia said:

"Bot appearance (used if bot's amount - 1, use the id in the range of the specified number of digits for the bot ID generator or leave 0 for random appearance)": 100000000,

If you use more than one bot from this preset, it will always have a random appearance. If the number of bots is 1, you can assign a specific appearance to this bot.

6 minutes ago, Cargonia said:

"Enable periodic bot reinitialization? (can improve performance)": false,

When a bot has been around for a long time and is out of sight of players, it will delete itself and respawn in the same place with same items, freeing up RAM and improving server performance.

8 minutes ago, Cargonia said:

"Enable random bot behaviour?": false,

Random bot behaviour will be assigned on spawn (Aggressive, Friendly, Defensive)

9 minutes ago, Cargonia said:
  • "Brain timer tick (0.01 - 1)": 0.1,   (in Controller setup)

  • "Controls timer tick (0.01 - 1)": 0.5,   (in Controller setup)

Decreasing these settings can cause bots to think faster in certain moments, but it also negatively impacts server performance. Increasing have the opposite effect. These settings are usually used to improve server performance

13 minutes ago, Cargonia said:

"Use only NavMesh navigation?": true,   (in Controller setup)

Usually used on custom servers when there are navigation issues

14 minutes ago, Cargonia said:

"Another container prefab (you can leave it empty)": ""   (in Box setup)

Allows you to spawn other boxes instead of the usual ones, for example from DLCs, or any other

16 minutes ago, Cargonia said:

"Allow to create item if it is not in inventory?": false, 

For example, if bot wants to farm wood, he'll check for items on this list in priority order. If “Allow to create item if it is not in inventory?” is enabled, he'll spawn item in his inventory if it isn't already there, and then proceed to farm wood, no crafting here. If this setting is disabled and the item isn’t in his inventory, he will continue down the list trying to find the needed item to farm wood. If he doesn’t have a tool, he won’t farm wood, he'll need to loot needed tool somewhere on the map

  • Love 1
Cargonia

Posted (edited)

1 hour ago, walkinrey said:

For example, if bot wants to farm wood, he'll check for items on this list in priority order. If “Allow to create item if it is not in inventory?” is enabled, he'll spawn item in his inventory if it isn't already there, and then proceed to farm wood, no crafting here. If this setting is disabled and the item isn’t in his inventory, he will continue down the list trying to find the needed item to farm wood. If he doesn’t have a tool, he won’t farm wood, he'll need to loot needed tool somewhere on the map

Thanks for the blazing fast reply and the explanations!

For the "create item" section: What is the practical difference then between "Allow to create item if it is not in inventory?" and "Allow to give item when respawning?"? If I understand this right, the last one will create the item instantly when the bot spawns, while the other one will create it as soon as the bot "decides" to go farming for example?

I don't know how difficult this would be to implement, but I think it would be amazing if there was a setting to allow the bots to "craft" items if they have the necessary resources to mimic player like progression. This way they can't simply create the highest priority item out of thin air, but will craft increasingly better tools and weapons if they have the resources. 

Additionally, did I understand the config correctly that in order to make a bot use a certain weapon in fights that he picked up somewhere, it needs to be listed in the "Items for fights" section, correct? So ideally I would list all weapons there so the bot can use them if he gets his hands on any of them?

Last suggestion I have (which likely has already been mentioned), I would love a setting for each bot along the lines of "Spawn bot preset only after X seconds/minutes/hours after wipe" to enable the option to setup increasingly better geared bots but not have them roam with a full kit on the spawn beaches after wipe 😉 

Edit: Just saw for my last suggestion, there's already an Add-on that does this.

Edited by Cargonia
Cargonia

Posted

I have an additional question:

Right now I give my bot a rock and torch as default loot. For gathering they have this setup:

{
"Allow to create item if it is not in inventory?": true,
"Allow to give item when respawning?": false,
  "Item": {
    "Item shortname or ID": "stonehatchet",
    ...
  },
  {
    "Allow to create item if it is not in inventory?": true,
    "Allow to give item when respawning?": false,
    "Item": {
      "Item shortname or ID": "rock",
      ...
    }
  }

I would've expected the bot to create a stonehatchet now as it is higher in priority and not in inventory, but the bot is still farming with a rock. Did I set some wrong config here or did I misunderstand?

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Like 4
  • Love 1

User Feedback

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
2.4m
Total downloads
Customers
10.8k
Customers served
Files Sold
155.6k
Marketplace sales
Payments
3.3m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.