-
Posts
23 -
Joined
-
Last visited
Content Type
Profiles
Downloads
Forums
Store
Support
DOWNLOADS EXTRA
Services
Everything posted by 0xid
-
This plugin is very VERY good but the wording is weird. Captaincy could be called Leadership or Teamwork, for example. Among other skills that don't sound quite right. I don't know if English is your native language, but I ended up editing the skill names to something more fitting. Looking past this, the plugin is very robust and the gameplay changes it brings are excellent and it's very addictive to level up and develop your character
-
thanks for the update, with all the work in factions I suppose we could assign names to factions because keeping track of numbers is a headache . would also be a cool feature if we could assign ranks in profiles - sub profiles that can have different kits and HP, etc., but use the same spawn logic as their parent. if you're willing to go the extra mile and do group behaviors that would be awesome
-
@Steenamaroo I tested this with every kind of barricade. plain wooden barricades seem to work properly (maybe it's their height) concrete and stone barricades as well as sand bags crumble as soon as a bot touches them @Covfefe yes for zombies is great, I even give players some plots with barbed wire they can build on and it works perfectly for that. But everyone expects armed NPCs to be a bit smarter and navigate better
-
@Steenamarooone bug that has been present since BotSpawn is bots not recognizing traps and barricades, They just walk right through, taking damage from traps (barbed wire, spikes) and destroying barricades as they walk through them. High walls work fine unless they are spawned partially inside the terrain, in which case bots disregard them and walk right through taking damage from the barbed wire. This doesn't leave us much choice in defense except building a compound. Watch this to see what I mean https://youtu.be/i1f1sygLvFg
-
Put simply, there are invisible map layers that define what a specific spot does. imagine a bunch of black spots where stuff should be and white spots where it shouldn't. cliff topology suppresses all spawns. it's used to avoid spawning things inside rocks, for example. so in this layer, black would be "ignore spawns" and white "use other layer's rules" more info: https://wiki.facepunch.com/rust/Topology you could probably edit the "if" condition that checks if a spawn point is valid with an extra condition to check the if the underlying topology is "cliff" or not. pseudocode: if topology == cliff do nothing else spawn bots
-
that would stop them from spawning on entire biomes which isn't really the best option since the arenas are roughly 1 grid each and the map is 3k big (21x21 grids) so a huge chunk of the map would be devoid of bots. But your idea leads to another one. disabling the biome spawns and replacing them with location specific spawns within the biomes. bit of extra work and a few more bot profiles though, when we could just tell the bots "hey don't spawn at roads/buildings/cliffs/other topologies". From a map maker point of view, this is a great approach because by doing this we can already prevent certain prefabs from spawning, like resources, junkpiles, loot crates, etc. I don't rely much on default monuments and I don't mind bots roaming out a bit. It's the bots spawning where they shouldn't that really annoys me. Imagine playing a team deathmatch on a closed arena and a bot sneaks from behind and kills you. it's not fair for any of the teams
-
Would be cool if you explained the particularities of the "type" parameter for bots. with some experimentation I figured out what it does and how it affects what you can do with bots and how they spawn/despawn, but it's a very superficial understanding of what might actually be a powerful option for very specific cases
-
do you have plans to include support for more weapons? I've tried almost all of them. Bow, Crossbow, Grenade Launcher, Rocket Launcher, tools don't work compound bow partially works. it hitscans the victim before the arrow is even close. would be cool to have toplayer bots that destroy bases if players fail to defend
-
Well, so you have a better picture, my Bradley runs loose on a very long patrol route. Vanilla npcs are not targeted, Botspawn npcs are not targeted (even with the apc safe option) and only zombie hordes get shot at. While this is fun and convenient, it raises the question of whether it really works and if some other plugins are tampering with this functionality. I wish there was some kind of common dependency for npc plugins, so we knew beforehand that such AI set would actually work with the hundreds of plugins out there. I do appreciate your efforts and regret having doubts about the whole Botspawn thing. Looking through the code of several NPC plugins made me realize how hard of a job it is to even find a valid spawn point on a navmesh (something other plugins lack greatly) so now I'm here to give you technical and functional feedback, based on mine and the server's collective experience. Your plugin is like a vertebra in our backbone. The month without Botspawn was horribly quiet and no other plugins came to match what you have achieved here. It should be the basis of other NPC spawners and I wish more people realized that.
-
Well, the thing is, turrets work fine. I'm even working on a tower defense mechanic with the newly added toplayer commands. Bradley targets zombie hordes, no problem. But drives by bots as if nothing was there and it's confusing the heck out of me, especially because every plugin that spawns npcs treats them differently. Some count as players, others don't, like there's no standard for spawning AI
-
Is the previous "attack other profiles" option planned for a future release? I used it before with Botspawn and thanks to that I had two bot factions that would fight each other if they met. Kind of law vs outlaw battles that go well with pve and role play. Speaking of pve, I realized bots aren't being targeted by Bradley and heli. Could it be zone manager or truepve?
-
I'm having the exact same problem. set cooldown to 1, threw all my guns away, my peacekeepers still attack me. reloading the plugin with nothing in my hand fixed that. but if I pull out a gun they will indeed never forget until the plugin is unloaded