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Flint Monkey

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Everything posted by Flint Monkey

  1. hey @Steenamaroo- I want to have multiple NPCs with the same kit spawn at a single monument (in this case astronauts at Satellite Dish) with different bot names and drop varieties. To do this I: configured the kits by adding quantity of kit 5 npc-astronaut (kit name) went into the data config file and specified 5 different bot names… one for each of the npc-astronaut kits updated the data file to the server reloaded the BotReSpawn The NPCs are spawning correctly in terms of quantity I configured BUT they all have the first name only (no randomization). What am I doing wrong?
    This is the second time I am updating my review. BotReSpawn has become the plugin that I prioritize over all others; in other words, if another plugin conflicts with BotReSpawn, I unload it. BotReSpawn has allowed me to create a unique, custom experience on my server. It's THE reason players stay on my server. Why do I prioritize this plugin over all others? The ability to customize how and where your NPCs spawn, whether you want to assign them to an existing monument OR create your own The AI of the bots is realistic, unpredictable, and continue to get better over time; I use several bot plugins on my server and the botrespawn ones are my personal favorite Adjusting the way they look and what weapons they use with kits makes configuration dead simple The GUI is easy to use and the config files are easy to understand; @Steenamaroo does a great job explaining how and why things work the way they do You can copy settings from one group of NPCs and apply them to another with one click; you can also save templates and import them If you want to save specific loadouts (for example, for events like Halloween), there's now a button to do that @Steenamaroo is ALWAYS responsive and respectful (even when it's user error), and continuously improving the the plugin This is a must have plugin for any modded server, especially for PvE environments., and the functionality combined with the support offered is well worth the investment.
  2. Flint Monkey

    NPCKits

    I'm looking for what the default kits are for NPCs (Facepunch's settings, not the modified ones). Does this info get sucked into NPCKits.json? I haven't installed NPCKits yet and suppose I could just install it and take a look myself.
  3. Should I be limiting their Aggro_Range further then? I assume the range is relative to the bot itself?
  4. Okay, it looks like it's not user error on my part. I went into the config and fixed the prefix... I am still seeing airfield zombies at the other monument.
  5. Ignore this message - error was between my chair and keyboard. I'd copied the loadout from the airfield to the arctic base because they are in the same biome... and it copied the "BotNamePrefix" as well.
  6. Not sure if this has been asked before... I apologize if it has. In my current map, the airfield is fairly close to the Arctic Research Base and for this reason, gunfire in one attracts bots from the other. Is there a way to limit this travel? I have tried setting the roam range considerably lower but it's not preventing the overlap. Are there other settings I should be looking at?
  7. Flint Monkey

    NPCKits

    @Steenamaroo and others - do you know if there is a way to pull a list of the default kits for existing NPCs today so I can modify what exists instead of doing a blind replace?
  8. @David - Does this plugin allow you to place items like junkpiles?
  9. @Steenamaroo - can you provide a bit more clarity on the "Remove_Backpacks_Percent" setting in Global settings? I'm having an issue where I _think_ backpacks appear when/where my bots suicide, but tbh, it's hard to sit around and test this. Is that what this setting does?
  10. It looks like it is working but requires hitting the 'Back' button for the UI to change. When I attempt to change it, visually it stays on the last item I selected. Here are steps to reproduce: Select 'Default Profiles' Select 'Ranch O' Select 'Death' Select current Rust_Loot_Source - in my case, it's currently "Default NPC" Select an alternative source... "foodbox" in my case. Select 'Close'. 'Rust_Loot_Source' still set to "Default NPC" in UI. Once I hit the 'Back' button and go back in, the value is changed. Sorry for the confusion.
  11. @Steenamaroo- this is likely an enhancement request... I've set up a bot that spawns in a chicken suit and would love for the ability to have that suit drop 1% of the time and be usable when it does drop (similar to the "weapon drop percent". I don't want all clothing to drop (set Wipe_Clothing_Percent to 0) because then egg suits will be plentiful. If this value is set to anything other than 0, the suits are damaged on drop. I think the workaround is to put a suit in main and play around with the Wipe_Main_Percent until I get a drop rate I am happy with, but this is less than ideal...
  12. @Steenamaroo - is "Rust_Loot_Source" configurable today or is this still a WIP? I am unable to set this value to anything other than "Default NPC".
  13. Same here.
  14. @Steenamaroo how many custom spawn points should I create to get it to function properly? I created 2x per the number of NPCs I set to spawn in. Is that sufficient? Also, how does the roam pathing work relative to the radius? Finally - an enhancement request... is it possible to add the cargo ship as a monument?
  15. I am unable to spawn entities at the underwater labs. Does anyone else have this issue? When I attempt to do so, I get the following errors: [BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 0. [BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 1. [BotReSpawn] FAILED TO GET ENOUGH SPAWN POINTS FOR PROFILE Underwater Lab 2. I have tried setting spawn points manually inside the lab and this does not work.
  16. This is likely an enhancement request. Is it possible to have a bot set to RUN AWAY from players? In other words, be chased like prey the way that deer flee?
  17. Flint Monkey

    NPCKits

    I use Kits today and do the same thing, but Kits doesn't allow me to assign them to NPCs. I do like the UI Kits offers. Can I pull from the Kits table to populate NPCKits?
  18. Flint Monkey

    NPCKits

    Does this work with ZombieHorde NPCs as well?

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