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Everything posted by Rezanow
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@Mr01sam This is the plugin I am referring to. https://umod.org/plugins/zone-manager-auto-zones It automatically detected and setup zones for the monuments on my ProcGen map. The names are fairly simple. Here's the list I made myself. Hopefully, this is something that can be automated for others. Thank you! "ZoneManager": { "ForceModeInZone": { "lighthouse_1": "pvp", "lighthouse_2": "pvp", "supermarket_1": "pvp", "miningoutpost_1": "pvp", "supermarket_2": "pvp", "miningoutpost_2": "pvp", "gas_station_1": "pvp", "supermarket_3": "pvp", "miningoutpost_3": "pvp", "gas_station_2": "pvp", "gas_station_3": "pvp", "swamp_b": "pvp", "swamp_a": "pvp", "swamp_c": "pvp", "mining_quarry_c": "pvp", "mining_quarry_b": "pvp", "satellite_dish": "pvp", "sphere_tank": "pvp", "mining_quarry_a": "pvp", "powerplant_1": "pvp", "trainyard_1": "pvp", "radtown_small_3": "pvp", "water_treatment_plant_1": "pvp", "airfield_1": "pvp", "junkyard_1": "pvp", "excavator": "pvp", "nuclear_missile_Silo": "pvp", "launch_site": "pvp", "arctic_research_base_a": "pvp", "desert_military_base_b": "pvp", "harbor_2": "pvp", "harbor_1": "pvp", "ferry_terminal_1": "pvp"
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@Mr01sam would it be possible to integrate Zone Manager Auto Zones? Even with that, I had to go into the json for Zone Manager just to find the list of all the zones. When I had the list print in-game, it scrolled up too far to see all of them. Another thought... When a player enters a forced PvP zone like the Zones I just setup, is their base vulnerable? Like, you watch your PvE neighbor go into Launch and while they're in there looting crates, you raid them...?
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@Mr01sam @dustyhansen @Snaplatack Thank you! EDIT: I already use Zone Manager. But, how do I get WarMode to change their status while in the zone? I don't see a flag in Zone Manager that applies, so I assume it's in WarMode? I see the area in the config where it matters. But, I have no idea the context. "ZoneManager": { "ForceModeInZone": {} }, Am I supposed to do it like this? "ZoneManager": { "ForceModeInZone": { "Train":["pvp"], } }, Train being the name of the zone.
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- #raidable base
- #aio
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(and 2 more)
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I will add that bots using Pythons are ruthlessly powerful. Bolty/L96 fires semi-automatically like the M39/SAR. Nailguns are ridiculously powerful, despite the low dmg. The bots struggle hard with the bows/xbow. They are also trash with a shotgun since they have no sense of range and fire buckshot at extreme distances (they'd rock indoors, though, if that was more reliable). I eventually made all my bots resemble vanilla scientists (hazmat suit, m9, m39, mp5, LR) because that setup of defense and weapons seem to operate far more predictably in regards to dmg, rate of fire, and hit percentage. To be fair, I haven't tested many of these since BotSpawn -- once I determined certain concepts weren't ideal, I stopped trying to make them work. Would love to know if some of these work differently now.
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I have aggro and deaggro set to 30/40, for example. Why is it, that when I fly away from the monument on a mini, the bots will continue to shoot at me from over 150m away? Did I miss another setting somewhere? Similar situation -- I was approaching a monument because I heard a fight there. A rival player got shot and killed. the moment the bot no longer aggro'd on the other player, it turned and started shooting at me blindly -- I was 100m away.
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Here's what I have for the airdrop section as listed in the default profiles .json "AirDrop": { "type": 3, "Spawn": { "AutoSpawn": true, "Radius": 10, "BotNames": [ "Scientist" ], "BotNamePrefix": "", "Keep_Default_Loadout": false, "Kit": [ "SciM3" ], "Day_Time_Spawn_Amount": 4, "Night_Time_Spawn_Amount": 0, "Announce_Spawn": true, "Announcement_Text": "<color=red>Elite marksmen</color> are temporarily protecting the airdrop. Don't let them see you.", "BotHealth": 100 }, "Behaviour": { "Roam_Range": 10, "Aggro_Range": 100, "DeAggro_Range": 120, "Peace_Keeper": false, "Bot_Accuracy_Percent": 65, "Bot_Damage_Percent": 50, "Running_Speed_Booster": 10, "AlwaysUseLights": false }, "Death": { "Spawn_Hackable_Death_Crate_Percent": 0, "Death_Crate_CustomLoot_Profile": "", "Death_Crate_LockDuration": 600, "Corpse_Duration": 5, "Weapon_Drop_Percent": 5, "Min_Weapon_Drop_Condition_Percent": 1, "Max_Weapon_Drop_Condition_Percent": 25, "Wipe_Main_Percent": 0, "Wipe_Belt_Percent": 100, "Wipe_Clothing_Percent": 100, "Allow_Rust_Loot_Percent": 100, "RustRewardsValue": 0.0 }, "Other": { "Chute": true, "Suicide_Timer": 15, "Die_Instantly_From_Headshot": false, "Instant_Death_From_Headshot_Allowed_Weapons": [], "Disable_Radio": false } }, 4 of them spawn. They don't roam more than 10 meters from the airdrop (they will chase players if shot). They'll suicide in 15 minutes. They have the same health as players (100), they drop whatever weapon they're using 5% of the time.
